This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarizes the class.
This paragraph provides an explanation on the Class’ power source and how they utilize it.
This paragraph provides an explanation on how the Class came to be, and their general purpose.
This paragraph provides a summary of why someone should play this class, how it might relate to a character’s background and personality, and what to expect from the class.
Quick Build
Briefly summarize a quick way to create a Conduit. This includes which ability scores to prioritize, and any choices that need to be made at first level.
As a Conduit, you gain the following class features:
Health
Health Pool: 1
You add your Health Pool to your Health at level 1.
Vitality
Vitality Dice: 1d6 per Conduit level
Vitality at 1st Level: 6 + your Agility and Endurance
Vitality at Higher Levels: 1d6 (or 4) + your Endurance per Conduit level after 1st
Combat Skills
Weapons: Conduits start with simple weapon aptitude
Armor: Trained in the Light armor skill
Defense: Trained in the Spirit skill
Skill Ranks at 1st Level: 2 combat skill ranks
Skill Ranks at Higher Levels: 1 combat skill rank per 2 Conduit levels after 1st
Skill Boosts at Higher Levels: 1 combat skill boost per 2 Conduit levels after 1st
Action Points: Conduits uses Cunning when rolling Action Points
Equipment
You start with the following equipment, in addition to any other starting equipment:
(a) a focus or (b) any simple weapon
Leather armor
Two daggers
At first level, You have struck a bargain with a powerful entity, a Guiding Patron, granting you spells and power. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level, as well as what source of magic you use.
Your bargain with your patron has given you access to spells.
Cantrips
At first level, you know two cantrips of your choice from your chosen spell list, one of which can be the Etheric Blast Cantrip. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table.
Spell Slots
The Conduit table shows how many spell slots you have. The table also shows what the circle of those slots is; all of your spell slots are the same circle. To cast one of your chosen spells of 1st circle or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or a long rest.
For example, when you are 5th level, you have two 3rd-circle spell slots. To cast the 1st-circle spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-circle spell.
Known or Prepared Spells
Depending on your choice of Arcane, Divine, or Primal magic, you will have a number of spells available to you. See Spellcasting for your known spells or how you prepare spells.
Arcane Spellcasting attribute
Cunning or Will is your spellcasting ability for your Conduit spells, depending on the bargain you struck with your patron. You use your Cunning or Will whenever a spell refers to your spellcasting attribute. In addition, you use your Cunning or Will when making an attack roll for a Conduit spell you cast or when setting the Spell Defense target.
Spell modifier = your spell rank + your spellcasting attribute
Spell Defense = 8 + your spell rank + your spellcasting attribute
For 4 Action points, you can affect a creature you can see within 30 feet with a physical hardship. While you maintain concentration (as if this were a spell), you deal an extra 1d6 damage to the target whenever you hit it with an attack. Your patron decides the damage type: Fire for Divine, Acid for Primal, and Necrotic for Arcane. Also, choose one attribute when you cast the spell. The target has disadvantage on attribute rolls made with the chosen ability.
If the target drops to 0 hit points before this ability ends, you can immediately spend 3 Action Points to curse a new creature within range. This feature can be removed with spells such as dispell magic or remove curse.
You can use this ability a number of times equal to your Cunning or Will. You regain all uses after a long rest.
Your bond to your patron has spilled over to affect yourself of your spells in unique ways. Some of these affect you directly or change your spells to better suit the flavor of magic your patron uses.
At 2nd level, you gain two infusions of your choice. When you gain certain Conduit levels, you gain additional infusions of your choice, as shown in the Infusions column of the Conduit table.
Additionally, when you gain a level in this class, you can choose one of the infusions you know and replace it with another infusion that you could learn at that level.
If an infusion has prerequisites, you must meet them to learn it. You can learn the infusion at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
At 3rd level, your mystic patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade
You can spend 5 Action Points to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see Equipment for weapon options). You have aptitude with it while you wield it. This weapon counts as the same source as your spells for the purpose of overcoming resistance and immunity to damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
Your patron gifts you the service of a servant that can move through the barriers between this world and the world your patron is in called an eidolon. This eidolon takes a shape granted by your patron. (imp-devil), (arcane pet), (Memphit/elemental creature), (Sprite/fey), (lamp archon/celestial) (stats are more similar, no invisibility by default, and no fly speed. you want an improvement, take the appropriate infusion)
You can summon your eidolon for 6 Action Points. When you summon your eidolon, it lasts for a number of rounds equal to your conduit level + your Cunning or Will. You can dismiss your eidolon as a free action at any time. These rounds don't need to be consecutive and you gain them back after a long rest. You can spend 2 Action Points to move your eidolon, and for 5 Action Points, your eidolon can attack a creature in range. Your eidolon may have other abilities listed in its stat block.
Pact of the Shield
Your patron grants you a special shield to protect yourself from harm. For 5 Action Points, you magically create your pact's shield in your hand. You can choose the form this shield takes (see Equipment for shield options). You may use the block reaction using your Spirit defense rather than your Body defense. Also while holding your pact shield you gain a +1 bonus to your Passive Defense.
Your pact shield disappears if it is more than 5 feet away from your person after more than 1 minute or you dismiss it(no action required).
You can transform one magic shield into your pact shield by performing a special ritual whilst holding the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. After completing the ritual you can dismiss the shield for 1 Action Point, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Shroud
Your patron has bestowed upon you a magical shroud that protects you from harm, particularly magic. Your pact shroud can take a myriad of different forms, such as a cloak, cowl, or cape. You can spend 5 Action Points to summon your pact shroud, which automatically places itself on your body. While wearing your pact shroud, your passive defense equals your unarmored skill + your Agility + your Cunning or Will. You also gain a +1 bonus to defense rolls made to avoid or resist the effects of spells.
It remains on you until you die, dismiss it as a free action, or if it is more than 5 feet away from you for more than 1 minute.
You can transform one magic cloak, cowl, cape, or other similar garment into your shroud by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shroud for 1 Action Point, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. You can’t affect an artifact item in this way. The garment ceases being your pact shroud if you die, if you perform the 1-hour ritual on a different garment, or if you use a 1-hour ritual to break your bond to it. The garment appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails a defense roll, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your Cunning or Will, and all expended uses are restored when you finish a short or long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Tome
Your patron gives you a grimoire called the Codex of Mysteries. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. Any cantrip you cast with this feature is considered a conduit cantrip for you. If you lose your Codex of Mysteries, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Totem
You are able to create totems that channel your spells through them. You are able to create totems within 5 feet or 1 movement of your location. When you place a totem, choose a spell and expend a spell slot. For 3 AP on your turn, you are able to activate the totem and cast the spell. If the spell has a range of touch or self, the range is 20 feet and can affect any target within that range. If the spell has concentration, the totem is the source of that concentration, not you. Your totems have 1 health and a passive defense equal to your Cunning or Will + your spell skill rank. Additionally, it is immune to psychic and poison damage and damage from attacks that do not specifically target it. Your totems last a number of rounds equal to your Cunning or Will, until the spell inside them is cast, or they are destroyed.
Pact of the Wand
You can spend 5 Action Points to create a pact wand in your empty hand. You can choose between a wand, a rod, or a staff when you create it. While you are holding your pact wand, you gain a +1 bonus to your spell modifier and your Spell defense for spells you cast.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon as a free action, or if you die.
You can transform one magic wand, rod, or staff into your pact wand by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extradimensional space, and it appears whenever you create your pact wand thereafter. You can't affect an artifact item in this way. The wand ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Talent.
At 11th level, you become of conduit for your patron allowing you access to powerful magic. Choose one 6th-circle spell from your chosen spell list.
You can cast your conduit spell once. You must finish a long rest before you can do so again.
At higher levels, you gain more spells of your choice that can be cast in this way: one 7th-circle spell at 13th level, one 8th-circle spell at 15th level, and one 9th-circle spell at 17th level. You regain all uses of your Conduit Magic when you finish a long rest.
At 13th level, the conduit for your patron widens. Choose one 7th-circle spell from your chosen spell list.
You can cast your conduit spell once. You must finish a long rest before you can do so again.
At 15th level, the conduit for your patron widens. Choose one 8th-circle spell from your chosen spell list.
You can cast your conduit spell once. You must finish a long rest before you can do so again.
At 17th level, the conduit for your patron widens. Choose one 9th-circle spell from your chosen spell list.
You can cast your conduit spell once. You must finish a long rest before you can do so again.
Your connection to your patron grows further. Your spell slots are now up to the 7th circle.
Your patron can also temporarily intervene to help you shake off a harmful debilitation. As a reaction when you become stunned, paralyzed, or magically put to sleep, you can immediately choose to take 3 damage to your Health to end one such effect on yourself.