The Conduit Class for D&D 5e
A stout dwarf stomps and grits her teeth, planting her feet firmly in the earth as she faces down a coming avalanche. Drawing strength from the bedrock beneath her, she reaches out her hand, delicate tattoos on her fingertips glowing as the tumbling snow and ice is turned to harmless air and moves around the village she defends.
A slight gnome leaps into battle, seemingly ignoring every goblin's dagger, cackling as they flit from foe to foe, striking each one with fists made of fire. A closer look reveals that as the enemy blades reach their skin, the skin itself transforms into tiny blades which deflect the incoming strikes on their own.
A slender orc, wreathed in shadows woven from the memory of the childhood home he is here to defend, slinks through the enemy camp, touching each meditating elf's forehead lightly and changing memories as he goes. When they wake, they will have forgotten their vicious raid, and perhaps even their own names. He grins as he slips into the night.
Conduits are living magical machinery, adept at encouraging or even forcing change in the world around them. They can spin straw into gold and mud into lightning, and no land they enter survives their presence unchanged.
Agents of Change
With backgrounds and methods and missions as varied as the stars in the sky and the elements among the planes, conduits are able to reach into the building blocks of existence and move them to their will.
Unlike many other magic users, conduits are not defined by the source of their power. It may be drawn from the earth like a druid, a deity like a cleric, or knowledge like a wizard, but regardless of the source, their magic is not channeled through their mind or spirit. Instead it manifests physically, moving through their body, a powerful current that moves through and transforms them.
Conduits are creatures of change, who see the world not as it is, but as it could be. The defenseless made powerful, the mighty brought low, oceans made into wine, deserts made fruitful. These are the abilities of a conduit, and rare is the person who masters these abilities and does not also seek great change in the world, for good or for ill.
Transformative Presence
Almost in direct contrast to druids, who view the world as a delicate balance, conduits see the world as a roiling, chaotic cosmic brew made stagnant by the will of unimaginative minds. They see the suffering of the innocent and wish it rectified. Those of darker dispositions see the wrong people in power and wish to place themselves in their stead.
Conduits are complex, changing people, who can adapt to nearly any situation, often by changing the situation itself. They are ever in flux, mentally, spiritually, and especially physically. Whatever the source of their power, whether study or birth or a gift of a deity or the magic of nature itself, they are ever-changing, never content to let something stay as it is. Stasis is death, change is growth, and the status quo is the enemy.
Conduits can often be found as protectors of villages, political agitators, warlords, or explorers seeking ways to make the uninhabitable habitable. But wherever they are, whatever they are doing, they will always have an impact. Where great change and adventure can be found, a conduit will almost always be in its midst.
Creating a Conduit
When making a conduit, consider the source of your character's desire for change. Maybe they grew up in an oppressive kingdom and saw an opportunity when their magic began to manifest, or perhaps they were stranded in the wilds as children and had to forge a connection to the land to survive. They could have been a student at a dull, dry school of magic, chafing under restrictions until they found a lost tome on the magics of channeling and transformation and a way to break free of those boundaries.
What change does your conduit seek to make in the world? What wrongs must they right, or what do they wish to take for themselves before they are satisfied? Did they reach their turning point as a child or later in life? What mission drives them, and what world are they seeking to create so ardently that they would let their body be forever altered by magical energies from across the planes?
Quick Build
You can make a conduit quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the hermit or folk hero background.
Class Features
As a conduit, you receive the following class features.
Hit Points
Hit Dice: 1d10 per conduit level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per conduit level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, two martial weapons of your choice
Tools: The disguise kit and one instrument of your choice.
Saving Throws: Strength, Constitution
Skills: Choose two from: Animal Handling, Arcana, Athletics, Insight, Perception, Performance, Persuasion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor, or (b) scale mail
- (a) an explorer's pack or (b) a scholar's pack
- one weapon you are proficient with, a light crossbow and 20 bolts, a dagger, a druidic focus, and one instrument you are proficient with
The Conduit Table
Level | Proficiency Bonus | Features | Cantrips Known |
Dynamics Known |
1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Energy Dynamics | 2 | 2 | 2 | — | — | — | — |
2nd | +2 | Divert Flow | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Conduit Discipline, Mental Energy | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 2 | 3 | 4 | 2 | — | — | — |
6th | +3 | Redistribute Energy | 3 | 3 | 4 | 2 | — | — | — |
7th | +3 | Conduit Discipline Feature | 3 | 3 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 3 | 4 | 3 | — | — | — |
9th | +4 | Enhance Dynamic | 3 | 3 | 4 | 3 | 2 | — | — |
10th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 2 | — | — |
11th | +4 | Dynamic Changes | 4 | 4 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 4 | 4 | 3 | 3 | 1 | — |
14th | +5 | Conduit Discipline Feature | 5 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 5 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Conduit Discipline Feature | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Overflow | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
Spellcasting
Whether through innate talent, mystical studies, or intensive practice, you are able to use your physical body to channel and convert different energies. This ability to process magic and planar energies is the source of your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing at the end of this document for the conduit spell list.
Cantrips (0-level spells)
At 1st level, you know two cantrips of your choice from the conduit spell list. You learn additional conduit cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit Table.
When you gain a level in this class, you can replace one of the conduit cantrips you know with another cantrip from the conduit spell list.
Preparing and Casting Spells
The Conduit Table shows how many spell slots you have to cast your conduit spells. To cast one of your conduit spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of conduit spells that are available for you to cast, choosing from the conduit spell list. When you do so, choose a number of conduit spells equal to your Constitution modifier + half your conduit level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level conduit, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell chromatic orb, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of conduit spells requires time spent attuning your energies with those you wish to channel via your conduit focus: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Constitution is your spellcasting ability for your conduit spells, since your magic relies on your ability to use your body to channel and convert magical or physical energies. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a conduit spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Ritual Casting
You can cast a conduit spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your conduit spells.
After you choose a Conduit Discipline at 3rd level, you can also use a tattoo of a symbol of your discipline worth at least 30gp as a spellcasting focus.
Energy Dynamics
Your body is a living, breathing capacitor for harmful energies. Even at this early stage, you are particularly adept at channeling specific kinds of these energies, called dynamics. Beginning at 1st level when you choose this class, you gain two dynamics of your choice. Your dynamic options are detailed at the end of the class description. When you gain certain conduit levels, you gain additional dynamics of your choice, as shown in the Dynamics Known column of the Conduit table.
Additionally, when you gain a level in this class, you can choose one of the dynamics you know and replace it with another dynamic that you could learn at that level.
If an energy dynamic has prerequisites, you must meet them to learn it. You can learn the dynamic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Each dynamic affords you the following benefits related to its damage type when you choose it:
- You gain resistance to damage of the dynamic's type.
- You can choose from an expanded list of spells (detailed in the dynamic's description) when you learn a conduit spell.
- The damage type governed by the dynamic you choose is available for use with the convert energy feature detailed below.
Convert Energy
Your connection to the energies governed by your chosen dynamics allow you to fundamentally alter the physical and magical forces around you. You gain a number of uses of this feature equal to your conduit level and regain all expended uses when you complete a short or a long rest. You start knowing the following method to use this feature:
- Offensive Conversion. When you make your first attack on your turn or cast a spell, you can expend 1 use of your convert energy feature and decide to convert the damage of that attack or spell from the type detailed in the weapon or spell's description to a damage type which you have chosen an energy dynamic for. Doing so affects all attacks you make or spells you cast which deal damage until the end of your turn.
For example, if you have chosen the Flame Dynamic and take the Attack action while wielding a dagger, you can choose to convert the damage output so that if your attack hits, the dagger will deal fire damage to its target, rather than the slashing damage normal for a dagger. You can also convert the damage of a spell you cast from its standard type to that of a dynamic you have chosen, such as converting the bludgeoning damage of the shillelagh spell into fire damage (if you have chosen the flame dynamic).
Divert Flow
At 2nd level, you gain two new ways to convert damaging energies, frustrating your enemies' intent.
- Defensive Conversion. When you would take damage from an attack or a spell, you can use your reaction to expend 1 use of your convert energy feature to change the incoming damage from its base weapon or spell type into a type which you have chosen an energy dynamic for.
- Sacrificial Conversion. When a creature within 30 feet of you which you can see would take damage from an attack or a spell, you can use your reaction to expend 1 use of your convert energy feature to redirect that damage to yourself.
If you have 2 uses of convert damage available, you can expend both of them to use both features as part of the same reaction.
Conduit Discipline
At 3rd level, you devote yourself to a specific discipline that broadens the ways you can manipulate the energies you channel. Choose the Absorption Discipline detailed at the end of the class description, or one from another source.
Your choice grants you features at 3rd level and again at 7th, 14th, and 18th levels.
Mental Energy
Beginning at 3rd level, you are able to use your life energy to augment your mental prowess, remembering forgotten details or increasing your reasoning power. When you make an ability check that does not include your proficiency bonus, you can expend a hit die, roll it, and add the number rolled to the ability check.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Redistribute Energy
Starting at 6th level, you are able to grant your energy to others and take their energy into yourself. You can spend 1 hour centering yourself and concentrating the energies around you to achieve one of the following benefits:
- Share Dynamic. You grant one of the damage resistances gained from one of your chosen energy dynamics to one creature which you can see within 30 feet of you.
- Borrow Energy. You draw upon the knowledge around you or ambient environmental energies, and can prepare one spell of a level you can cast from any spell list.
This ritual can be completed as a part of a short or a long rest, and the chosen benefit lasts until you perform it again.
Enhance Dynamic
By 9th level, your knowledge of your chosen dynamics has strengthened considerably. Choose one of the below features and add its benefit to one of your chosen dynamics.
- Enhance Defense. The damage resistance granted by one of your chosen dynamics becomes an immunity.
- Enhance Offense. When you roll a 1 or 2 on a damage die for an effect which deals damage of a type for which you have an energy dynamic, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Enhance Protection. When you use the share dynamic option from your Redistribute Energy feature to grant another creature a resistance afforded by your chosen dynamics, you grant that creature immunity instead.
At 15th level, you can select a second one of these features, to add to the same dynamic or another one. Alternately, you can select the same option a second time, but it must be applied to a different dynamic than when you select it the first time.
Dynamic Changes
By 11th level, you can move between and convert energies far quicker than ever before. You can now choose one of the energy dynamics you know and replace it with another dynamic that you could learn for your level when you complete a long rest.
Overflow
When you reach 20th level, the energies you channel flow through you and out of you even more freely. When a creature hits you with a melee weapon attack, it takes damage equal to your Constitution modifier that cannot be reduced, regardless of resistances or immunities.
Additionally, you add your Constitution modifier to the damage you deal with any conduit cantrip, as well as any weapon attack or unarmed strike that uses your offensive conversion.
Spells Listing
Conduit Spell List
Here's the list of spells you consult when you learn a conduit spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk (*), the spell is instead from Xanathar's Guide to Everything. If a spell's name is followed by two asterisks (**), the spell is from the Elemental Evil's Player Guide. If a spell's name is followed by a circumflex (^), the spell is from The Explorer's Guide to Wildemount. If a spell's name is followed by two circumflexes (^^), the spell is introduced at the end of this class description in the New Spells section.
Cantrips
dancing lights
druidcraft
gust **
light
mending
mage hand
mold earth **
prestidigitation
shape water **
thaumaturgy
1st Level
absorb elements **
chaos bolt *
chromatic orb
create or destroy water
detect magic (ritual)
expeditious retreat
faerie fire
feather fall
fog cloud
gift of alacrity ^
grease
jump
longstrider
mage armor
purify food and drink (ritual)
shield
siphon potential ^^
2nd Level
aid
alter self
barkskin
darkvision
dragon's breath *
earthbind **
enhance ability
enlarge/reduce
fortune's favor ^
immovable object ^
knock
levitate
magic weapon
misty step
see invisibility
spider climb
3rd Level
blink
counterspell
create food and water
daylight
elemental weapon
fly
gaseous form
haste
meld into stone (ritual)
protection from energy
slow
speak with dead
tongues
water breathing (ritual)
water walk (ritual)
4th Level
banishment
dimension door
elemental bane **
fabricate
fredom of movement
polymorph
stoneskin
5th Level
animate objects
banishing smite
circle of power
far step *
passwall
planar binding
reincarnate
Energy Dynamics
Each energy dynamic is associated with a specific damage type, noted in parentheses. When you choose a dynamic, you gain resistance to that damage, and the ability to access that damage type for use with the convert energy features granted at level 1. The listed spells are also added to the conduit spell list for you. If the spell is followed by an asterisk (*), the spell is introduced at the end of this class description in the New Spells section. Prerequisites for selecting a dynamic will be listed below the dynamic's name.
Hammer Dynamic (bludgeoning)
Spell Level | Spells |
---|---|
Cantrip | magic stone, shillelagh |
1st | catapult, earth tremor |
2nd | dust devil, Maximilian's earthen grasp |
3rd | tidal wave, wind wall |
4th | Evard's black tentacles |
5th | transmute rock |
Spear Dynamic (piercing)
Spell Level | Spells |
---|---|
Cantrip | thorn whip, true strike |
1st | hail of thorns, hunter's mark |
2nd | cordon of arrows, find steed |
3rd | conjure barrage, piercing insight * |
4th | faithful hound |
5th | insect plague |
Blade Dynamic (slashing)
Spell Level | Spells |
---|---|
Cantrip | blade ward, dust blade * |
1st | compelled duel, false life |
2nd | blur, cloud of daggers |
3rd | enemies abound, wall of sand |
4th | death ward |
5th | wrath of nature |
Frost Dynamic (cold)
Spell Level | Spells |
---|---|
Cantrip | frostbite, ray of frost |
1st | armor of Agathys, ice knife |
2nd | Snilloc's snowball swarm, warding floe * |
3rd | hunger of hadar, fear |
4th | ice storm |
5th | cone of cold |
Flame Dynamic (fire)
Spell Level | Spells |
---|---|
Cantrip | create bonfire, fire bolt |
1st | hellish rebuke, searing smite |
2nd | flaming sphere, heat metal |
3rd | fireball, flame arrows |
4th | wall of fire |
5th | immolation |
Corrosion Dynamic (acid)
Prerequisite: 5th level
Spell Level | Spells |
---|---|
Cantrip | acid splash, primal savagery |
1st | Tasha's caustic brew, bane |
2nd | acid arrow, ray of enfeeblement |
3rd | bestow curse, glyph of warding |
4th | vitriolic sphere |
5th | symbiotic slime * |
Venom Dynamic (poison)
Prerequisite: 5th level
Spell Level | Spells |
---|---|
Cantrip | infestation, poison spray |
1st | detect poison and disease (ritual), ray of sickness |
2nd | pass without trace, protection from poison |
3rd | feign death (ritual), stinking cloud |
4th | giant insect |
5th | contagion |
Bolt Dynamic (lightning)
Prerequisite: 5th level
Spell Level | Spells |
---|---|
Cantrip | lightning lure, shocking grasp |
1st | color spray, witch bolt |
2nd | augury (ritual), blindness/deafness |
3rd | call lightning, lightning arrow |
4th | storm sphere |
5th | raise dead |
Roar Dynamic (thunder)
Prerequisite: 5th level
Spell Level | Spells |
---|---|
Cantrip | booming blade, thunderclap |
1st | thunderous smite, thunderwave |
2nd | shatter, warding wind |
3rd | thunder step, sending |
4th | confusion |
5th | destructive wave |
Rot Dynamic (necrotic)
Prerequisite: 9th level
Spell Level | Spells |
---|---|
Cantrip | chill touch, toll the dead |
1st | hex, inflict wounds |
2nd | darkness, gentle repose (ritual) |
3rd | spirit shroud, vampiric touch |
4th | blight |
5th | danse macabre |
Dawn Dynamic (radiant)
Prerequisite: 9th level
Spell Level | Spells |
---|---|
Cantrip | sacred flame, word of radiance |
1st | divine favor, guiding bolt |
2nd | branding smite, moonbeam |
3rd | crusader's mantle, spirit guardians |
4th | guardian of faith |
5th | dawn |
Power Dynamic (force)
Prerequisite: 9th level
Spell Level | Spells |
---|---|
Cantrip | sword burst, eldritch blast |
1st | magic missile, zephyr strike |
2nd | spiritual weapon, invisibility |
3rd | pulse wave, magic circle |
4th | ghost carriage * |
5th | Bigby's hand |
Mind Dynamic (psychic)
Prerequisite: 9th level
Spell Level | Spells |
---|---|
Cantrip | mind sliver, vicious mockery |
1st | dissonant whispers, wrathful smite |
2nd | crown of madness, shadow blade |
3rd | hypnotic pattern, intellect fortress |
4th | phantasmal killer |
5th | synaptic static |
Multiclassing
To qualify to multiclass into the conduit class, you must qualify for your first class, per the rules of multiclassing, as well as this one.
Prerequisite
Class | Ability Score Minimum |
---|---|
Conduit | Constitution 13 |
Multiclassing Proficiencies
Class | Proficiencies Gained |
---|---|
Conduit | The disguise kit or one instrument |
New Spells
Dust Blade
Transmutation Cantrip
Casting time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous
Classes: Artificer, Conduit (blade dynamic), Druid, Sorcerer, Wizard
With a wave of your hand you gather dust, sand, or other nearby particulate matter which coalesces into a blade that rends at the flesh of your foes and bursts into a cloud upon impact. Make a ranged spell attack against a creature within range that you can see. On a hit, the creature takes 1d6 slashing damage and is blinded until the start of its next turn.
At Higher Levels. The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.
Siphon Potential
1st-level transmutation spell
Casting time: 1 Reaction, which you take when a creature within range which you can see makes an attack roll, ability check, or saving throw
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 hour
Classes: Conduit
You reach forward an open hand to steal the luck or skill of one creature and transform it into a boon for another. Roll a d4. The target must subtract the number rolled from the attack roll, ability check, or saving throw. A small mote of clearly visible light then orbits your head for the duration or until you lose concentration.
At any time before the spell ends, when a creature within range which you can see fails an attack roll, ability check, or saving throw, you can use your reaction to send the mote of light to that creature. Roll 1d4, which they can then immediately add to the attack roll, ability check, or saving throw. The mote of light is then destroyed and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rolls both increase to 2d4. When you use a spell slot of 5th level or higher, the rolls both increase to 3d4.
Warding Floe
2nd-level evocation spell
Casting time: 1 action
Range: 30 ft.
Components: V, M* (a small jar of ice cubes, sealed with a wax seal in the shape of a shield)
Duration: 1 minute
Classes: Conduit (frost dynamic), Druid, Sorcerer, Warlock, Wizard
You create two small shields of ice and frost roughly 2 feet in diameter, which rush to a creature of your choice which you can see within range and orbit the creature for the duration. The creature gains a bonus to their AC equal to the number of shields floating around them for as long as the shields exist.
At any time before the spell ends, if the warded creature takes damage from an attack roll, one of the ice shields is hurtled forward at the creature that dealt the damage, as long as it is within 30 feet. That creature must make a dexterity saving throw against your spell save DC, taking 3d4 cold damage on a failed save, or half as much damage on a successful one.
After one of the shields has retaliated in this way, it is destroyed and the number of shields and the benefiting creature's AC are reduced by 1. When there are no shields remaining, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional shield for each level above 2nd.
Piercing Insight
3rd-level divination spell
Casting time: 1 action
Range: Self
Components: V, S, M* (powdered glass ground from a spectacle lens and a turmeric root)
Duration: Concentration, up to 1 hour
Classes: Cleric, Conduit (spear dynamic), Druid, Ranger
An aspect of pale light and clarity radiates from you, heightening you and your companions' awareness of the world around you. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Wisdom ability checks and cannot be surprised. A creature that receives this bonus is visibly at ease with their surroundings.
Ghost Carriage (ritual)
4th-level evocation spell
Casting time: 10 minutes
Range: 60 ft.
Components: V, M* (a set of keys and a figurine of a rearing horse worth at least 400gp)
Duration: Concentration, up to 8 hours
Classes: Artificer, Conduit (power dynamic), Wizard
You create a vehicle of shimmering, translucent force in an unoccupied space that you can see within range. The vehicle has a floor, four walls, a roof, and interior seating, but otherwise takes an appearance of your choosing. The vehicle is an object which uses the Ghost Carriage stat block. If the vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
Creature capacity describes how many creatures can ride the ghost carriage comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle. Cargo capacity specifies how much cargo the ghost carriage can carry. In an hour, the vehicle can travel a number of miles equal to its speed divided by 10 while maintaining a normal pace. The vehicle lasts for the spell's duration, ending early if the vehicle drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the vehicle can move across the surface of liquids without falling and gains a swimming speed equal to its movement speed and can go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. It contains enough oxygen for all passengers for the duration of the spell. When you use a spell slot of 8th level or higher, the vehicle gains a flying speed equal to its movement speed and can hover.
Ghost Carriage
Large vehicle (600 lb.)
- Creature Capacity 4 Medium creatures
- Cargo Capacity 200 lb.
- Armor Class your spell save DC (while motionless) + 4 (while in motion)
- Hit Points your hit point maximum
- Speed 150 ft.
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 21 (+5) 0 0 0
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
- Collisions. The vehicle can crash into an object or creature by entering its space. A creature can use its reaction to attempt to get out of the vehicle’s way, doing so and taking no damage with a successful Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).
If the creature or object is at least two size categories smaller than the vehicle, the vehicle can continue moving through that creature’s space if it has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking 1d6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.
- Helm. The helm of the vehicle is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. The spell ends if the helm is unoccupied for 10 minutes. A driver proficient with land vehicles or the Survival skill can add its proficiency bonus to ability checks and saving throws made using the vehicle’s ability scores.
- Luminous. The vehicle emits dim light in a 10-foot radius in a color of your choosing.
- Smooth Ride. Any creature riding inside the vehicle for at least an hour gains the benefits of a short rest, provided they are not the driver. Additionally, any creature riding inside the vehicle has half cover against any attacks originating outside the vehicle.
Actions
Drive. While the spell is active, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.
If the driver is incapacitated, leaves the helm, or does nothing to alter the ghost carriage’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.
Bonus Actions
Evasive Maneuvers. The driver can cause the ghost carriage to take the Dodge or Disengage action while the spell is active.
Reactions
- Juke. If the ghost carriage is able to move, the driver can use its reaction to grant the ghost carriage advantage on a Dexterity saving throw.
Symbiotic Slime
5th-level conjuration spell
Casting time: 1 bonus action
Range: Self
Components: V, S, M* (a delicately filigreed dessert bowl worth at least 500 gp filled with pudding)
Duration: Concentration, up to 1 minute
Classes: Artificer, Conduit (corrosion dynamic), Warlock, Wizard
You conjure a spirt of ooze which slithers over and covers your body, temporarily transforming you. The transformation lasts until the spell ends. You gain the following benefits for the duration:
- You are immune to acid, lightning, and slashing damage.
- You are immune to the prone condition.
- You gain blindsight out to 30 feet.
- You can move through a space as narrow as 1 inch wide without squeezing.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Your limbs become dangerous pseudopods. For the duration, your unarmed strikes have a range of 10 ft., you can use your spellcasting modifier instead of Strength or Dexterity for attack and damage rolls, and they deal 3d6 acid damage.
- Your outer skin becomes corrosive. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
If your concentration is broken, you lose the benefits of the spell and you lose control of the ooze spirit, which slithers off of you and becomes an Ochre Jelly or a Gelatinous Cube (the DM chooses and has the creature's statistics) which becomes hostile toward you and your companions, and it might attack. An uncontrolled ooze can't be dismissed by you, and it disappears 1 hour after you summoned it.
Subclass
Absorption Discipline
Adherents of the discipline of Absorption specialize in soaking up the energies surrounding them on the material plane, particularly those used against them in battle. It was one of the earliest conduit disciplines, and as a result of its combat applications, one of the most enduring. For a warrior who can turn their opponent's might against them will always be in demand.
Subclass Features
Absorbing Magic
3rd-level Absorption Discipline feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Absorbing Magic table. These spells count as conduit spells for you, but they don’t count against the number of conduit spells you prepare.
Absorbing Magic
Conduit Level | Spell |
---|---|
3rd | absorb elements |
5th | Arcanist's magic aura |
9th | vampiric touch |
13th | elemental bane |
17th | enervation |
Energy Sponge
3rd-level Absorption Discipline feature
When you take damage of a type you have not chosen an energy dynamic for, you can expend two uses of your convert energy feature to absorb that energy into yourself. When you do so, you gain the following benefits:
- Endure. You have resistance to the damage type that you absorbed, excluding the initial damage.
- Exude. The energy you absorbed radiates from you in a 5 foot radius. The first time any creature enters the aura or starts its turn there, it takes 1d4 damage of the absorbed type.
- Inflict. Your body is suffused and strengthened by this energy. Your unarmed strike uses a d4 for damage, and deals damage of the absorbed type. This damage increases by 1d4 at 7th level (2d4), and at 14th level (3d4).
You can maintain this state for a number of hours equal to half your conduit level rounded down. You can dismiss the absorbed energy earlier by using a bonus action on your turn. The energy is automatically lost if you are targeted by the dispel magic spell, enter the area of an antimagic field, or die.
Aptitude Osmosis
7th-level Absorption Discipline feature
You have learned to absorb the knowledge and skills of those around you. When you make an ability check that uses a skill, you can choose a number of willing creatures equal to your proficiency bonus within 30 feet which you can see. You gain a +1 bonus to the check for each creature you choose.
Once you have used this feature, you cannot use it again until you have completed a short or a long rest.
Radiate Pain
14th-level Absorption Discipline feature
You are now able to expel even more of the energy you have absorbed to damage your foes. When you have a damage type absorbed through the use of your energy sponge feature, you can, as a bonus action, extend the radius of energy you exude from 5 feet to up to 30 feet for up to 1 minute. The damage for this feature increases by 1d4 (2d4).
Once you have used this feature, you cannot use it again until you have completed a short or a long rest.
Wrecking Ball
18th-level Absorption Discipline feature
You no longer simply absorb the energies inflicted on you, you become them. When you use your energy sponge feature, you now have immunity to the damage type absorbed, and can use it to empower your weapon attacks and spells. Once on each of your turns when you hit a creature with an attack roll or force it to make a saving throw, you can expend one use of your convert energy feature to add 2d8 damage of the absorbed type to the damage.