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## Conduit A gith floats as though still on
their home plane, adrift on Astral
currents only they can see. They
press a finger to their temple,
and an oppressive blast of
psychic force strikes their
enemies. Moments later, where
once stood a fierce warband now
lay a dozen men in peaceful slumber. An elf screams as their companion falls,
and their voice comes out an inhuman, primordial shriek. Their body lights up with flame, and a thick cloud of ash and cinders fills the air. Standing in the chaos, they extend their hand to their attackers, and the world is fire. A human with an ocean in their heart does all they can to spare their allies its fury, parting waves around them even as the guards approach—but they know the time for restraint is passed. Their allies know it too. Together they hunker down, and a flood like the coming tide washes the guards away. Conduits channel the power of another plane of existence. Their soul is a doorway to that other world, and through that door pours an everflowing current of alien power. Controlling that power is a conduit's eternal struggle, one that becomes ever more important as their strength grows. ### Living Portals Unlike most spellcasters, the bulk of a conduit's power is raw and unfiltered. Rather than complex spellwork, a conduit can simply allow the power of their plane through their body and into the world; and what they lack in control they make up for with an inexhaustable well of destructive energy. The spells conduits do learn are practical and suited to aid them in their travels, or else weave their plane's energies into more refined shapes. Skilled conduits can even summon the natives of other worlds to their side, who defend the conduit as though defending their own home. \columnbreak
### Born Travellers With an affinity for the planes unlike anyone else, conduits feel a call not just to explore their own linked world, but all others. Some resist the call, others embrace it, but all who live long enough one day take the leap and fall into the sky. The ones that do change. As a conduit uses their powers and journeys to far-flung dimensions, cosmic energies seep into their soul and remake them into beings less mortal and more like the cosmos itself—but even as the worlds beyond become familiar, the place of their birth can seem strange in comparison. Some conduits return from travels to find they can no longer tolerate a home that doesn't feel like home. For these conduits and those like them, "goodbye" can become a sacred word. A parting never wished, lest it be the last—or a blessing purposefully given, lest it is. ### Creating a Conduit As you create your conduit, ask yourself how you gained this power, and what it means to you. Did you venture through a portal and return changed, or did an alien being mark you a kindred soul? Did your birth coincide with a powerful planar phenomena—like a streaking comet or terrible flood—or did you suffer trauma so immense that it cracked the skin of the world and filled you with a strength summoned by your pain? Or perhaps the power is simply yours, and you've never been able to discover why.
\pagebreak
A conduit adventures because there's no other life they could live. Their natural wanderlust compels them to travel, and their destructive powers make them invaluable as long
as they remember to spare their allies the worst of the fury. The question is: do you resent that? If you weren't a conduit, what would you be? Do you long for the days you could live
a simple life, or is there no life you'd rather live? Also consider how you learn to control your abilities. A conduit has raw power, but only masters their arcana through careful practice and rote repetition. The spells you learn from your planar link may come naturally—as for the rest, how did you learn to cast them? Were you tutored, or self-taught? Have you mimicked spellcasters you've run into on your travels? Or are you inspired by dreams and natural phenomena? \columnbreak > #### New Spells > The Conduit introduces several new spell options. These new spells can be found at the end of the *Conduit* document.
#### Quick Build You can make a conduit quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the outlander background. Third, choose the bursts Planar Bolt and Planar Wave, and the spells *absorb elements* and *feather fall.*
##### The Conduit | Level | Proficiency
Bonus | Features | Spells
Known | 1st | 2nd | 3rd | 4th | 5th |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Planar Link, Raw Arcana, Spellcasting | 2 | 2 | — | — | — | — | | 2nd | +2 | Arcane Leap, Cosmic Instinct | 3 | 2 | — | — | — | — | | 3rd | +2 | Planar Link feature | 4 | 3 | ─ | — | — | — | | 4th | +2 | Ability Score Improvement | 5 | 3 | ─ | — | — | — | | 5th | +3 | Raw Arcana | 6 | 4 | 2 | — | — | — | | 6th | +3 | Overwhelming Force | 6 | 4 | 2 | — | — | — | | 7th | +3 | Planar Link feature | 7 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 7 | 4 | 3 | — | — | — | | 9th | +4 | Keen Arcana | 9 | 4 | 3 | 2 | — | — | | 10th | +4 | Planar Link feature | 9 | 4 | 3 | 2 | — | — | | 11th | +4 | Raw Arcana, Overwhelming Force | 10 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 10 | 4 | 3 | 3 | — | — | | 13th | +5 | Traveller | 11 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Cosmic Soul | 11 | 4 | 3 | 3 | 1 | — | 15th | +5 | Planar Link feature | 12 | 4 | 3 | 3 | 2 | — | | | 16th | +5 | Ability Score Improvement | 12 | 4 | 3 | 3 | 2 | — | | 17th | +6 | — | 13 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Perfect Alignment | 13 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 13 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Raw Arcana, Outsider | 13 | 4 | 3 | 3 | 3 | 2 |
—Spell Slots per Spell Level—
\pagebreak ## Class Features As a conduit, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per conduit level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per conduit level after 1st #### Proficiencies ___ - **Armour:** Light armour, medium armour - **Weapons:** Simple weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose three from Acrobatics, Arcana, Athletics, Investigation, Nature, Medicine, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - (a) two daggers or (b) any simple weapon - Hide armour and an explorer's pack Alternatively, you can start with 5d4 gp and spend it on items from Chapter 5 of the *Player's Handbook.* #### Multiclassing Multiclassing as a conduit uses the following rules. ***Prerequisites.*** The prerequisite for multiclassing as a conduit is an Intelligence score of 13 or higher. ***Proficiencies.*** When you multiclass into conduit, you gain proficiency in light and medium armour. When you determine your total spell slots, add half your conduit level to your total using the Multiclass Spellcaster table. ### Planar Link You are a living link to another plane of existence; the Astral Plane, the Plane of Fire, or the Plane of Water, all detailed at the end of the class description. Your choice determines your planar damage type and link spells, and grants you additional features at 3rd, 6th, 10th, and 15th level. #### Planar Damage Each plane has one or more associated damage types, specified in the plane's description. When you use a feature that mentions your planar damage type, you choose one of those types. #### Link Spells Each plane has a list of spells—its link spells—you gain at the conduit levels noted in its description. These spells count as conduit spells for you, but don't count against your number of conduit spells known. \columnbreak ### Raw Arcana Your bond to other planes of existence allows you to shape raw arcane power into destructive bursts of planar magic. You know two of the following bursts of your choice. You learn another burst at 5th level and at 11th level. Bursts deal your planar damage type. Bursts you use that force a saving throw target a save determined by your planar link. When a burst or conduit feature requires a spell attack or forces a saving throw, you calculate it as follows:
**Conduit Save DC** = 8 + your proficiency bonus +
your Intelligence modifier
**Spell Attack Modifier** = your proficiency bonus +
your Intelligence modifier
#### Planar Bolt As an action, you can release a bolt of energy at a creature or object you can see within 90 feet of you. Make a ranged spell attack against the target. On a hit, it takes 2d8 damage. When you reach 5th level in this class, you can release two bolts, each against the same target or a different one. You can create three bolts when you reach 11th level in this class, and four bolts at 20th level. #### Planar Lance As an action, you can release a lance of energy in a line up to 30 feet long and 5 feet wide. Each creature in the lance must succeed on the burst's saving throw or take 2d6 damage. The damage of the lance increases when you reach 5th level in this class (4d6), 11th level (6d6) and 20th level (8d6). Starting at 11th level, the lance can be up to 60 feet long. At 20th level, it can be up to 90 feet long and 10 feet wide. #### Planar Pulse As an action, you can release a pulse of energy in a 5-foot radius around you. Each creature in the pulse must succeed on the burst's saving throw or take 2d6 damage. The damage of the pulse increases when you reach 5th level in this class (4d6), 11th level (6d6) and 20th level (8d6). Starting at 11th level, the pulse can have a radius of up to 10 feet. At 20th level it can have a radius of up to 20 feet. #### Planar Wave As an action, you can release a wave of energy in a 15-foot-cone originating from you. Each creature in the wave must succeed on the burst's saving throw or take 2d6 damage. The damage of the wave increases when you reach 5th level in this class (4d6), 11th level (6d6) and 17th level (8d6). Starting at 11th level, the cone can be up to 30 feet in size. At 20th level, it can be up to 60 feet in size. \pagebreak ### Spellcasting You can draw energy through your planar link to cast arcane magic. See Chapter 10 of the *Player's Handbook* for the general rules of spellcasting and the end of this document for the Conduit spell list. #### Spell Slots The Conduit table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *longstrider* and have a 1st-level and a 2nd-level spell slot available, you can cast *longstrider* using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the conduit spell list. The Spells Known column of the Conduit table shows when you learn more conduit spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the conduit spells you know and replace it with another spell from the conduit spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Intelligence is your spellcasting ability for your conduit spells, since your magic comes from your growing control over your alien power. You use your Intelligence whenever a spell refers to your spellcasting ability. #### Planar Focus You can use your own body as a spellcasting focus for your conduit spells. You can ignore a spell's material components, unless those components have a specific cost. ### Arcane Leap Beginning at 2nd level, immediately before or after you use a burst or cast a conduit spell, you can use your bonus action to harness the excess energy, propelling yourself up to 30 feet in any direction without provoking opportunity attacks. ### Cosmic Instinct Also at 2nd level, you gain an uncanny sense of your place in the universe. You gain the following benefits: - You always know which plane you're on. - You always know which direction is north (if any). - You are always aware of the position of the moon, the stars, and other heavenly bodies as if you could see the night sky, even if you are underground or indoors. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 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. ### Overwhelming Force Starting at 6th level, when you miss with a burst or a creature succeeds on its saving throw against one, the target still takes half the burst's damage. In addition, bursts you use and spells you cast ignore resistance to your planar damage type. Starting at 11th level, your bursts and spells treat immunity to your planar damage type as resistance. ### Keen Arcana At 9th level, your gain more control over your planar power. When you roll a 1 or 2 on a damage die for a burst or spell which deals your planar damage type, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. ### Traveller Beginning at 13th level, you can cast *plane shift* on yourself and your allies once without using a spell slot. You can't do so again until you finish a long rest. When you *plane shift* to the plane you chose for your Planar Link or a plane you've visited before, you can ignore the spell's material component. ### Cosmic Soul By 14th level, the energies of the cosmos have filled your soul. You gain the following benefits: - You no longer age and can't be aged magically. - Your alignment can't be changed against your will. - You don't need air, food, or water. You also no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity. You also become inured to extarplanar power. You can't be charmed, frightened, or possessed by aberrations, celestials, elementals, fey, fiends, or undead unless you choose to be. ### Perfect Alignment Starting at 18th level, you can perfectly align with your plane as an action, casting any spell that deals one or more of your planar damage types but no other damage type as a 9th level spell. You don't need to meet the chosen spell's requirements; it simply takes effect. Once you use this feature, you can't use it again until you finish a long rest. ### Outsider When you reach 20th level, you can cast the *plane shift* spell on yourself at will, without expending a spell slot. \pagebreak
\columnbreak ## The Astral Plane An infinite sea of thought and dream lies on the other side of your planar link. Populated by stray thoughts, lost memories, and forgotten gods, the Astral Plane is the void twixt all other things, and its conduits can be just as boundless. As an astral conduit, you know the mind as well as any can, and you know just how easily it can be changed. #### Inner Thoughts Your planar damage type is psychic damage. Bursts you use that require a saving throw force an Intelligence saving throw. ##### Astral Link Spells | Conduit Level | Spells | |:---:|:-----------| | 1st | *dissonant whispers, sleep, message* | | 5th | *detect thoughts, nagging thought* | | 9th | *enemies abound, hypnotic pattern* | | 13th | *confusion, phantasmal killer* | | 17th | *dream, synaptic static* | #### Psychic Shock Starting at 3rd level, after you deal psychic damage to a creature, you can knock it unconscious if the damage leaves it with 5 or fewer hit points remaining. A creature wakes if it takes damage or someone uses an action to shake it awake. The hit point threshold for unconsciousness increases to your conduit level when you reach 6th level in this class. #### Speed of Thought At 7th level, you gain a flying speed equal to your walking speed, and you can hover. If you end your turn higher than 5 feet above the ground, you descend to that height. #### Probe the Sleeper Also starting 7th level, when you use your *detect thoughts* spell to probe deeper into an unconscious creature's mind, the creature automatically fails its saving throw against the spell, and doesn't know that you probed its mind. When the target wakes, it recalls only an unpleasant dream. #### Reflective Mind Beginning at 10th level, when a creature you can see uses a spell or ability that forces you to make a mental saving throw, you can force it to make an Intelligence saving throw first as a reaction. If it fails, your save automatically succeeds, and you can turn the effect back on that creature as if you had used it. Once a creature fails its save against this feature, you can't use it again until you finish a short or long rest. #### Psychic Wind Starting at 15th level, when a creature fails its saving throw against one of your bursts, you can stun it for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful save against this feature or one of your bursts, a target is immune to your Psychic Wind for 1 hour. \pagebreak ## The Plane of Fire The Plane of Fire is flame incarnate, and of all the elements, flame has the most potential to grow. Conduits with a link to fire inherit its volatile nature, and are prone to impulsivness and a fickle mood. As they become powerful, controlling that fire becomes vital to their survival—and to everyone else's. #### Inner Fire Your planar damage type is fire damage. Bursts you use that require a saving throw force a Dexterity saving throw. #### Link Spells You gain link spells at the conduit levels listed. ##### Fire Link Spells | Conduit Level | Spells | |:---:|:-----------| | 1st | *fog cloud, hellish rebuke, control flames* | | 5th | *heat metal, scorching ray* | | 9th | *fireball, phoenix fall* | | 13th | *fire shield (warm shield only), wall of fire* | | 17th | *cloudkill, immolation* | #### Scorched Earth Starting at 3rd level, when you cast a conduit spell or use a burst, you can scorch any surface in its area of effect. If the burst or spell targets creatures instead of an area, then you can scorch any ground a target is standing on. A creature that stands on scorched ground for the first time on a turn or starts its turn there takes fire damage equal to your Intelligence modifier. A scorched area is also difficult terrain for creatures not immune to the fire damage. The magic sustaining these flames lasts until you're incapacitated or you choose to end it. The scorched surfaces can't be put out while it lasts. When it fades, the fires die out unless the surface is normally flammable. #### Leaping Flame Beginning at 7th level, you can use a bonus action and touch a flame, such as a torch or your scorched ground, to teleport to any flame you can see within 60 feet of you. You appear in the nearest unoccupied space within 5 feet of that flame. You also gain resistance to fire damage, and immunity to fire damage you deal or that isn't magical. Magical fire, such as a *fireball* spell or a dragon's breath, can still hurt you. #### Smoke Storm Starting at 10th level, when you create scorched ground, you can fill each space with 10-foot columns of toxic smoke that last until the fires fade. The smoke heavily obscures its area to creatures other than you. When another creature ends its turn in the smoke, it must succeed on a Constitution saving throw or become poisoned until the end of your next turn. #### Eternal Flame Starting at 15th level, fires you start—including spells that create fire—burn forever and can't be put out unless you will it. If those spells normally require concentration, they lose it for you. You also become immune to fire damage.
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\columnbreak ## The Plane of Water Worldspanning. Lifegiving. Elemental water gifts its conduits the love of all who sail, a home within any ocean, and even the uncommon power to heal. Showered in adoration and trusted for their value, it becomes easy to mistake them for tame. Earthshaking. Breathtaking. The crushing weight of the oceans can steal life as soon as give it, and conduits embody the wholeness of their linked plane. As a water conduit, only you decide who drinks, and who drowns. #### Inner Depths Your planar damage types are bludgeoning and cold damage. Bursts you use that force a saving throw force a Dexterity or Constitution saving throw (your choice for each burst). #### Link Spells You gain link spells at the conduit levels listed. ##### Water Link Spells | Conduit Level | Spells | |:---:|:-----------| | 1st | *cure wounds, surf, shape water* | | 5th | *geyser, healing spirit* | | 9th | *mass healing word, tidal wave* | | 13th | *control water, watery sphere* | | 17th | *maelstrom, mass cure wounds* | #### Ebb and Flow Your powers shift and move like the moon moves the sea. Beginning at 3rd level, when you cast a conduit spell or use a burst, you may choose one of the following: - The burst or spell's damage becomes bludgeoning. On a hit or when a target fails a save against it, you can push or pull the target up to 10 feet away from or towards you. - The burst or spell's damage becomes cold. On a hit or when a target fails a save against it, the target can't take reactions until your next turn. - The burst or spell only affects creatures you choose. It doesn't deal damage to or obstruct your allies. If the burst or spell lasts for a duration, you can change the creatures it affects at any time. #### Swift Current Starting at 7th level, you can breathe air and water, and you gain a swimming speed equal to your walking speed. You can also walk on water by briefly freezing it beneath your feet. Icy surfaces aren't difficult terrain for you, and you can move and climb across them without needing to make an ability check. Additionally, when you use Arcane Leap, you can bring along one willing creature within 5 feet of you. That creature arrives in the nearest unoccupied space within 5 feet of your destination, as the two of you skate and surf on ice and water. #### Aqua Vitae Starting at 10th level, you can produce healing water during a short or long rest, enough to satisfy ten creatures. A creature that drinks the water during the rest is refreshed and gains a number of temporary hit points equal to your conduit level. It is also cured of any poison or disease affecting it. \pagebreak #### Riptide Starting at 15th level, when another creature ends its turn within 30 feet of you while you aren't incapacitated, you can create a wave to move it up to 30 feet in any direction. If the target isn't willing, you must use your reaction to attempt to move it, and the target can make a Strength saving throw, staying where it is on a success. ## Conduit Spell List The following spells are presented in alphabetical order.
##### 1st Level - Absorb Elements - Alarm - Colour Spray - Comprehend Languages - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Feather Fall - Identify - Jump - Longstrider - Protection from Evil and Good - Traveller's Ward - Unseen Servant ##### 2nd Level - Alter Self - Blur - Darkvision - Enhance Ability - Hold Person - Knock - Locate Animals or Plants - Protection from Poison - Rope Trick - See Invisibility - Spider Climb - Summon Beast
##### 3rd Level - Blink - Counterspell - Dispel Magic - Fly - Intellect Fortress - Tiny Hut - Magic Circle - Protection from Energy - Summon Fey - Summon Shadowspawn - Summon Undead - Tongues - Water Breathing ##### 4th level - Banishment - Conjure Minor Elementals - Conjure Woodland Beings - Dimension Door - Elemental Bane - Freedom of Movement - Resilient Sphere - Summon Aberration - Summon Construct - Summon Elemental - Summon Greater Demon ##### 5th Level - Conjure Elemental - Commune with Nature - Contact Other Plane - Creation - Dispel Evil and Good - Hold Monster - Infernal Calling - Planar Binding - Summon Celestial - Summon Dragon - Teleportation Circle
\columnbreak ## New Spells This section presents new spells for the Conduit to use. #### Surf *1st-level conjuration* ___ - **Classes:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You surround yourself with a rushing whirlpool. You gain an extra 30 feet of movement this turn, and until the end of the turn your movement doesn't provoke opportunity attacks. Also until the end of the turn, when you move within 5 feet of a creature, the creature must make a Strength saving throw if it's the first time this turn. On a failure, a target takes 1d12 bludgeoning damage, or half as much on a success. ***At Higher Levels.*** The spell's damage increases by 1d12 for each slot level above 1st. #### Traveller's Ward *1st-level abjuration* ___ - **Classes:** Conduit, Druid, Ranger, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours ___ A favourite of travellers to extreme environs, this spell shields a creature you touch from incidental damage for the duration. Choose a damage type. When the target takes damage of that type no greater than your spellcasting ability modifier, that damage is reduced to 0. ***At Higher Levels.*** You can target one additional creature for each slot level above 1st. #### Geyser *2nd-level evocation* ___ - **Classes:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ A geyser of boiling water erupts in a 5-foot radius, 20-foot high cylinder centered on a point you can see on the ground in range. Each creature in that area must make a Dexterity saving throw, taking 1d8 fire damage and 1d8 bludgeoning damage on a failed save, or half as much on a success. Also on a failed save, a Large or larger target is knocked prone, and a Medium or smaller target is flung 20 feet into the air, landing the same distance away in a random direction. This can cause the target to take falling damage. ***At Higher Levels.*** The spell's bludgeoning damage increases by 1d8 for each slot level above 2nd. \pagebreak #### Nagging Thought *2nd-level conjuration* ___ - **Classes:** Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You pull a stray idea from the Astral Plane and set it upon a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 1d10 psychic damage, and the thought gets stuck in its head until the spell ends. If a target ends its turn with the nagging thought stuck in its head, it takes 1d10 psychic damage. On a successful save, the thought doesn't enter a target's head but remains in your grasp, and you can set it on another creature you can see within range as a bonus action on future turns. You can also use this bonus action if the original target is unconscious or dead. ***At Higher Levels.*** The spell's initial damage increases by 1d10 for each slot level above 2nd.
> #### Credits > **Created By:** u/NotTheSmoooze. You can find more of my work [*here*](https://drive.google.com/drive/folders/1h7p60NYB-RRe3BDXHnozkUVfcP3En4HT). >
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> > **Conduit Class Symbol:** *[Game Icons](https://game-icons.net/1x1/lorc/portal.html#download)* \columnbreak #### Phoenix Fall *3rd-level evocation* ___ - **Classes:** Sorcerer - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You leap into the air in a burst of flame, then come crashing down in an unoccupied space on the ground that you can see within range. This spell fails if your speed is 0, or if you don't have the room to leap at least 10 feet in the air (for example, if you are in a cave with a low ceiling). If you can't reach the destination space without impacting
a solid surface, you instead land in the nearest unoccupied space within 5 feet of that surface and stop moving. When you land, you don't take damage from the fall, and each other creature within 10 feet of the space you land must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one. This leap doesn't provoke opportunity attacks. ***At Higher Levels.*** The spell's damage increases by 1d10 for each slot level above 3rd.