Armor of Will
Prerequisite: Arcane patron
You can cast Mage Armor on yourself at will, without expending a spell slot.
Armored in Light
Prerequisite: Divine patron
You can cast Shield of Faith on yourself at will, without expending a spell slot.
Bloodlust
Prerequisite: 17th level
You can empower your allies with the fury of the spirits. For 8 Action Points, you may grant the effects of the haste spell to up to six creatures you can see, including yourself, within 30 feet of you. This effect lasts for 3 rounds, and requires concentration as a spell would. When the effect ends, affected creatures do not lose their action.
Once you use this ability, you can't use it again until you finish a long rest, and affected creatures can't benefit from this ability again until they finish a short or long rest.
Child of the Mist
Prerequisite: 5th level
You can cast misty step once without expending a spell slot. You can't do so again until you finish a short or long rest.
Devil’s Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Echoes of Battle
Prerequisite: 5th level, Divine patron
You can cast spiritual weapon once at your spell slot level +1, without expending a spell slot. You can't do so again until you finish a short or long rest.
Etheric Armor
For 6 Action Points, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly wear it, provided you aren’t wearing armor already. You have a skill boost with this suit of armor until it’s removed.
Etheric Mind
You have advantage on Spirit defense rolls that you make to maintain your concentration on a spell.
Fate's Call
Prerequisite: Divine patron
You can cast bane or bless once without using a conduit spell slot. You can’t do so again until you finish a long rest.
Great Lord’s Gift
Prerequisite: Divine patron
Your soul is linked to your patron's power. Whenever you regain Health or Vitality, you treat any dice rolled to determine the Health or Vitality you regain as having rolled their maximum value.
Primal Protection
Prerequisite: Primal patron
You can cast Barkskin on yourself at will as a 1st-circle spell, without expending a spell slot.
Tomb of Ice
Prerequisite: 5th level, Primal patron
As a reaction when you take damage, you can spend 2 AP to entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary health per conduit level, which takes as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your movement is reduced to 0, and other than your vulnerability to fire damage, you are considered Petrified. These effects, including any remaining temporary health, all end when the ice melts.
Once you use this infusion, you can’t use it again until you finish a short or long rest.
Agonizing Blast
When you cast etheric blast, add your Cunning or Will to the damage it deals on a hit.
Etheric Spear
When you cast Etheric blast, its range is 300 feet.
Grasp from Beyond
Once on each of your turns when you hit a creature with your etheric blast, you can move that creature in a straight line 10 feet closer to yourself.
Kiss of Flame
Prerequisite: Arcane patron, fireball spell
When you hit a creature with your etheric blast, you may cast fireball for 3 Action Points using a conduit spell slot. The spell must be centered on the creature you hit with etheric blast. You can use this ability only once per turn.
Lance of Lethargy
Once on each of your turns when you hit a creature with your etheric blast, you can reduce that creature’s movement by 2 until the end of your next turn.
Repelling Blast
When you hit a creature with etheric blast, you can push the creature up to 5 feet away from you in a straight line.
Pale Lord's Blessing
Prerequisite: Divine patron
When you score a critical hit with your etheric blast cantrip, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Vitality Die to regain vitality equal to the roll + the creature’s Endurance (minimum of 1 vitality).
Dual Pact Boons
Prerequisite: 5th level
You can bind up to two pact weapons, and have them both summoned simultaneously. All other guidelines for respective boons apply.
Elemental Blade
You learn an Elemental Blade cantrip that does not count against your known cantrips. You can take this infusion multiple times and can select a different cantrip each time. When you gain a level in the conduit class, you may swap out one Elemental Blade cantrip for a different one.
Etheric Smite
Prerequisite: 5th level
Once per turn when you hit a creature with your pact weapon, you can expend a conduit spell slot to deal an extra 1d8 damage to the target, plus another 1d8 per circle of the spell slot, and you can knock the target prone if it is Huge or smaller.
Improved Pact Weapon
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your conduit spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Lifedrinker
Prerequisite: 12th level
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Cunning or Will (minimum 1) and you gain that extra damage as healing to your vitality.
Superior Pact Weapon
Prerequisite: 9th level
Your Pact of the Blade counts as a magic weapon with a +2 bonus to its attack and damage rolls unless it is already a magic weapon that you transformed into your pact weapon.
Thirsting Blade
You reduce the Action Point cost of attacks with your pact weapon by 1 Action Point.
Ultimate Pact Weapon
Prerequisite: 15th level
Your Pact of the Blade counts as a magic weapon with a +3 bonus to its attack and damage rolls unless it is already a magic weapon that you transformed into your pact weapon.
Call from the Grave
Prerequisite: 5th level, Undead patron
When summoning your eidolon, you can choose either a skeleton or a zombie.
Chain Master's Focus
Prerequisite: 9th level
While your eidolon is active, you may have them rest upon your shoulder. While in this state, your eidolon may not take any actions, and their movement is reduced to 0. While in this state, however, you may choose to transfer concentration of a single spell onto your eidolon. This allows you to maintain concentration on a single spell while your eidolon maintains concentration on a second spell. At any point for 3 Action Points, you may free your eidolon from this state, restoring their ability to move and act, but losing your secondary concentration slot.
Chains of Binding
Prerequisite: 15th level
You can cast hold monster at will – targeting a celestial, fiend, aberration, or elemental – without expending a spell slot. You must finish a long rest before you can use this infusion on the same creature again.
Bestial Familiar
Prerequisite: Primal patron
When summoning your eidolon, you can choose any beast that is Medium or smaller and has a level no greater than 1. This familiar cannot function as a mount.
Gift of the Ever-Living Ones
Whenever you regain vitality while your eidolon is within 100 feet of you, treat any dice rolled to determine the vitality you regain as having rolled their maximum value for you.
Investment of the Chain Master
When you bring forth your eidolon, you infuse your summoned eidolon with a measure of your etheric power, granting the creature the following benefits:
The creature gains either a flying speed or a swimming speed (your choice) of 40 feet.
For 3 Action Points, you can command the eidolon to Attack.
If the eidolon forces a creature to make a defense roll, it uses your Spell defense.
When the eidolon takes damage, you can spend 2 Action Points to grant it resistance against that damage.
Minions of Chaos
Prerequisite: 9th level
Your eidolon can take the form of an (elemental) for 5 turns. You can’t do so again until you finish a long rest. (re work this into a stat boost for all eidolons rather than a unique summon when elemental creature is already an option)
Monstrous Familiar
Prerequisite: 13th level, Bestial Familiar
When summoning your eidolon, you can choose any beast that is Large or smaller and has a level no greater than 5.
Etheric Shove
Prerequisite: 5th level
When a creature you can see attacks you or an ally within 5 feet of you, you can use your reaction to magically shove the creature 10 feet in a straight line, directly away from you. Make a Maneuvers (STR) – Shove attempt, you can use your Cunning or Will instead of your Strength for the roll.
Guardian's Focus
Prerequisite: 5th level
Your pact shield can now be used for more than just guarding yourself. Your pact shield now deals 1d6 bludgeoning damage when making a Maneuvers (STR) – Shove attempt. Should you have the Hex Warrior or similar feature, your pact shield counts as a weapon that benefits from it.
Otherworldly Guard
Prerequisite: 7th level
When a creature within 30 feet of you that you can see is hit by an attack or spell and is not under the effects of the shield spell, you can spend 2 Action Points to magically grant them a bonus to their defense roll equal to your cunning or Will. If the attack or spell still hits, you can instead magically grant the creature resistance to the damage dealt to it from the attack or spell.
Shield Barrier
Prerequisite: 7th level
Once per turn, you can spend 3 Action Points to expend a conduit spell slot to grant yourself 1d6 temporary vitality, plus an additional 1d6 temporary vitality per circle of the spell slot. You lose the temporary vitality if you're not holding your pact shield.
The Hand that Guards
Whilst holding your pact shield, you can cast the shield spell without using a spell slot. You can use this invocation in this way a number of times equal to your Cunning or Will and regain all expended uses when you complete a long rest.
Cloak of Flies
Prerequisite: 5th level
for 3 AP, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.
While you have this aura, you can spend 6 AP to make a Speechcraft (STR) – Intimidation roll with advantage against the target's Mental defense. On a failure, the target is frightened until the end of the round. Any other creature that starts its turn in the aura takes poison damage equal to your Cunning or Will (minimum of 0 damage).
Once you use this infusion, you can’t use it again until you finish a short or long rest.
Cloak of Winds
Prerequisite: 5th level
You gain a continuous feather fall effect while wearing your pact shroud.
Cowl of Shadows
Prerequisite: 15th level, Shroud of Shadow infusion
When using your Shroud of Shadow invocation, you can cast greater invisibility at will instead of invisibility without expending a spell slot.
Protective Cowl
As a reaction when you take damage while wearing your pact shroud, you can spend 2 Action Points to have your shroud absorb some of the damage. You gain resistance to the damage from that attack. You must finish a short or long rest before you can use this feature again.
Shroud of Shadow
Prerequisite: 11th level
You can cast invisibility at will, without expending a spell slot.
Bond of the Talisman
Prerequisite: 12th level
While someone else is wearing your talisman, you can spend 4 AP to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your Cunning or Will, and all expended uses are restored when you finish a long rest.
Fury of the Talisman
Prerequisite: 7th level
When the wearer of your talisman fails an attack roll, they can add a d4 to the roll, potentially turning the miss 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.
Gift of the Talisman
Prerequisite: 5th level
While wearing your talisman, a creature can use one of your spell slots to cast a spell. Once you use this invocation, you cannot do so again until you finish a long rest.
Rebuke of the Talisman
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Cunning or Will and push it up to 10 feet away from the talisman’s wearer.
Strength of the Talisman
Prerequisite: 15th level, Fury of the Talisman
Whenever the wearer of your talisman makes an attack roll, they can add 1d4 to the attack roll.
Additionally, once per turn when the wearer of your talisman damages a creature, they deal bonus damage equal to your Cunning or Will.
Ward of the Talisman
Prerequisite: 7th level
While you and creature wearing your talisman are within 120 feet of the other, whenever you or the wearer of your talisman take damage, the other can spend 3 Action Points to grant that creature resistance to the triggering damage.
Book of Ancient Secrets
You can now inscribe spells in your Codex of Mysteries. Depending on your source of magic your book has unique effects.
Arcane casters learn two 1st-circle spells that are added to their book. You can cast spells directly from your book without using a spell slot, but the spells cost one extra Action Point per spell circle. Once you cast a spell this way, you must complete a long rest before you can use this feature again. When you find an arcane spell of 1st circle or higher, you can add it to your Codex of Mysteries if it is of a circle which you can cast, and if you can spare the time to transcribe the spell. For each circle of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Divine casters are able to use their book to swap out spells. For 8 AP in combat, you can swap out one prepared spell for a spell that is not prepared. You must be able to cast the spell to swap it out in this way.
Primal casters are able to record spells to always be available to use. Choose a number of spells you can cast equal to your Cunning or Will. These spells are recorded in your book and can be cast even if you are not in the appropriate environment. Each time you gain a level, you may exchange one spell for a different spell you can cast.
Book of Untold Secrets
Prerequisite: 14th level, Book of Ancient Secrets infusion
Your knowledge from your patron expands. You learn an additional spell that can be cast with Conduit Magic. This infusion can be taken multiple times.
Equivalent Conversion
Prerequisite: 14th level
You may choose to use your Conduit Magic to instead cast a lower circle spell you know as the spell slot at the power of the Conduit Magic feature.
Forbidden Knowledge
Prerequisite: 5th level
You connection to your Codex of Mysteries allows for greater knowledge. You gain an extra conduit spell slot.
Gift of the Protectors
Prerequisite: 9th level
A new page appears in your Codex of Mysteries. With your permission, a creature can spend 8 Action Points to write its name on that page, which can contain a number of names equal to your Cunning or Will.
When any creature whose name is on the page is reduced to 0 health but not killed outright, the creature magically drops to 1 health instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
For 6 Action Points, you can magically erase a name on the page by touching it.
Healing Stream
Once on each of your turns while the totem is active, you can spend 3 Action Points to cause it to give one creature within 10 feet of it temporary Vitality equal to 1d4 + half your conduit level.
Reaching Spirits
Prerequisite: 10th level
The range of your totems and totem abilities increase by 10 feet.
Sacrificial Totem
Prerequisite: 7th level
Whenever you or an ally within 10 feet of a totem is subject to an attack, you may spend 3 Action Points to redirect the damage to the totem, destroying the totem in the process.
Snake Totem
While your totems are active, any enemies near your totems are attacked by spectral snakes. You may spend 2 AP to make a spell attack from your totem against an enemy within 10 feet of your totems dealing 1d4 fire or poison damage on a hit.
Thorns
Painful thorns erupt from the ground around your totem when you place them. The area 10 feet around your totem is considered difficult terrain, and any creatures that enter or end their turn within this area takes damage equal to your Cunning or Will.
Wildflowers
Your totems sprout flowers around them while active. When one of your totems expires or dies, all friendly creatures within 10 feet of it regain Vitality equal to your Cunning or Will.
Wrathful Spirits
Whenever your totems deliver a damaging spell to a target, you may add your Cunning or Will to the damage roll of the spell.
Arcana Bestowments
Prerequisite: 15th level
While your pact wand is on your person, you may restore an expended conduit spell slot for 4 Action Points. You must complete a long rest before you use this feature again.
Ferocious Wand
Prerequisite: 9th level
Your pact wand's bonus to Spell attack rolls and Spell defense are increased by +2. Spell attacks made through your pact wand have the critial range decreased by 1.
Overcharged Strikes
Prerequisite: 5th level
When you make an attack using your pact wand, you can cast a cantrip for 1 less Action Point.
Reliable Wand
Prerequisite: 12th level
When a creature succeeds on a saving throw against one of your conduit cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Savage Wand
Prerequisite: 15th level
Your pact wand's bonus to Spell attack rolls and Spell defense are increased by +3. Spell attacks made through your pact wand have the critial range decreased by 1.
Shaped Wand
For 8 Action Points, you can change the shape of your pact wand into either a rod or a staff. Each form adds new features.
When in the shape of a wand, you add your Spell modifier to spell damage.
When in the shape of a rod, you no longer have a bonus to your spell attack, instead you add +1 to your Spell defense modifier.
When in the shape of a staff, you lose your spell modifer and add the same amount to your passive defense and Spirit defense rolls.
Burning Strains
Prerequisite: Fiend or Archon patron
For 3 Action Points, you cause a target affected by your Strain to take fire damage equal to your Cunning or Will (minimum of 1).
Dreadful Strain
Prerequisite: 8th level
You can use your Strain feature any number of times for 2 Action Points. In addition, you may choose for it to deal psychic damage instead.
Maddening Strain
Prerequisite: 5th level
For 3 Action Points, you cause a psychic disturbance around the target of your Strain. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Cunning or Will (minimum of 1 damage). To use this infusion, you must be able to see the target, and it must be within 30 feet of you.
Necromantic Curse
Prerequisite: 11th level, Undead patron
When you kill a humanoid creature that's under the effects of your Strain, it rises at the start of your next turn as a [[zombie]] under your control.
Relentless Strain
Your Strain creates a temporary bond between you and your target. For 3 Action Points, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target affected by your Strain. To teleport in this way, you must be able to see the target.
Unending Strain
Prerequisite: 13th level
Whenever you use your Strain feature you can force the target to make a Spirit (Will) defense roll. If the target fails its defense roll, this feature does not require concentration. When used in this way, it cannot be moved after the target is reduced to 0 hit points.