Conduit
Hit Points
Hit Dice: d8 per Conduit level
Hit Points at first Level: 8 + you Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution Modifier
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Daggers, Longswords, Maces, Quarterstaffs, Scimitars, Shortswords, Whips, Hand Crossbows, Longbows, Shortbows
Tools: One tool and one musical instrument of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose three from Arcana, Acrobatics, Deception, History, Intimidation, Investigation, Nature, Perception, Persuasion, Performance, or Stealth
Overview & Creation
A group of noblemen sit in a large meeting room, arguing over border disputes within the kingdom. As tensions rise, the loudest of all of them goes inexplicably quiet as he begins to see a faint outline of white surround him. A moment of recollection flashes through him, and in his beginnings of panic, he turns to the large window behind him and searches frantically among the treeline under the full moon. A single flash of white is the last thing he sees, as he slumps backwards onto the lavish meeting table with an arrow sticking out of his eye. As the other nobles gaze at the corpse, they slowly look to each other as they each become outlined with the same light, and a slender silhouette appears in the window, with another arrow knocked and a shining blade at their side.
The soldier stands defiantly in the face of certain death, a black dragon breathing a merciless hiss of a laugh. He plants his feet, holds the sword in front of him, and charges bravely into the face of the creature. As he runs, the soldier's eyes go white as he sees the dragon unleash a spray of acid and death, melting his armor before his flesh falls off of him. As he blinks, the soldier sees the dragon begin to breathe in mightily. A smile crosses his face as he rolls deftly to the side, avoiding the fatal breath without a second to spare.
A wizard stares flummoxed as he looks over his greatest challenger to date. An enigmatic figure in an overly large robe stands opposite him in a small study atop his tower, surrounded by arcane sigils and magical items, completely covered from head to toe. The wizard chants a powerful incantation, and the air crackles a brief moment before a bolt of lightning flies from his fingers and through his opponent. As the wind whips by and the space between them sizzles, the hood flies off of the figure, and the wizard freezes in terror as he sees himself staring back at him with an eerie grin. The air shimmers and boils around the likeness as a bolt of lightning screams through the wizard, charring him instantly. The figure gives a deep bow and dissipates into nothing, while outside of the tower, a woman stands up in an alley with a concealed smirk on her features as she walks calmly away.
A Conduit taps into the mystical energy that pervades all life and gives power to spells and other abilities: Mana. They harness this power and manipulate it for wildly different effects. Some use mana to augment themselves and their weapons, while others can uses an enemies' own powers against them, or even rewrite the fabric of fate itself. The main thing that connects each of these mana manipulators is the connection they share to this all-encompassing energy.
Class Features
Mana Outlet
Starting at 1st level, you are a conduit for Mana, the mystical force that surrounds all living, nonliving, and unliving beings, which gives them their life and powers. This allows you to draw raw energies of magic within yourself, and unleash it in previously unknown ways. You gain proficiency in Arcana. Choose an Outlet for your powers, which determines how you can use your Mana: Doppelganger, Moon Child, or Prophet.
Your choice grants you features when you choose it at 1st level, and again at 3rd, 7th, 11th, 15th, and 20th level.
Additionally, you gain access to that very energy which fuels all creatures by way of channeling Mana. This allows you to access other abilities you gain at various levels. Your access to this energy is represented by a number of Mana Points. Your Conduit level determines the number of points you have, as shown in the Mana Points column on the Conduit table. You regain any expended uses during a Short or Long rest.
Some of your Mana features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Mana Save DC = 8 + your Proficiency bonus + your Charisma modifier
Mana Weapon
Also at 1st level, you can imbue your weapon with the energies around you. As a bonus action on your turn, you can spend 1 Mana Point to infuse Mana into your weapon for a number of minutes equal to your Conduit level, until you dismiss it as a free action, or if you drop the weapon or are disarmed. While infused, the weapon sheds bright light in a 10 foot radius, and dim light for an additional 10 feet, and you can use your Charisma modifier for the attack and damage rolls for this weapon.
Mana Sight
At 2nd level, you can channel Mana to see that which is normally hidden. As a bonus action on your turn, you may spend 1 Mana Point to gain advantage on Investigation and Perception checks that rely on sight, as well as Darkvision out to 60 feet. These benefits last for 10 minutes.
Your Mana Sight gains additional benefits at 6th level, and again at 13th level.
Mana Manipulator
At 3rd level, your ability to read and interpret the auras of mana around others increases, allowing you to always know how to act towards them. As an action, you may spend a number of Mana Points equal to your Charisma modifier (minimum of 1) and choose a number of creatures equal to the amount of points spent. For the next 10 minutes, you have advantage on all Charisma checks made against those creatures, and you may use your Charisma instead of your Wisdom on Insight checks made against those creatures. A creature affected by this ability may make a Wisdom(Insight) check against your save DC to discern that you are using an effect on them.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Enhanced Mana Weapon
At 6th level, the ambient energy placed in your weapon as increased. Your Mana Weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enhanced Mana Sight
At 6th level, your Mana Sight has grown considerably. When you activate your Mana Sight, you also cast Detect Magic for the duration.
Mana Sense
At 9th level, your natural affinity with the Mana around you has given you an extra sense of your enemies within battle. You can no longer be surprised, so long as you are not blinded, deafened, or incapacitated. When you roll initiative, you can spend 1 Mana Point to gain advantage on the roll.
Mana Flux
At 10th level, you gain control over the Mana that surrounds others. As an action on your turn, you can spend any number of Mana Points and choose a number of creatures within 30 feet of you equal to the amount of points spent. Those creatures must make an Intelligence saving throw, taking 8d6 Force damage and becoming stunned until the end of your next turn. On a successful save, they take half damage and are not stunned.
Once you use this ability once, you cannot use it again until you finish a long rest.
Superior Mana Sight
At 13th level, nothing is beyond your sight. Your Mana Sight now also grants you Truesight up to 60 feet for the duration.
Universal Mana
At 13th level, your capability for reading mana is unparalleled, and there is nothing you cannot understand. You can understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Mana Cleanse
At 14th level, you can regulate the mana around you to negate harmful effects. You are immune to diseases. Additionally, at the start of each of your turns, you can spend 3 Mana Points to end any detrimental effect on you.
Mana Reserve
At 17th level, you are able to pull Mana from other creatures to use your abilities. As an action on your turn, you may spend 1 Mana Point to pull additional Mana from a number of creatures within 30 feet of you equal to your Charisma modifier, gaining 1 Mana Point for each creature. As normal, you cannot gain more Mana Points than your maximum.
You may only pull Mana from a creature once, and they must complete a Long rest before you can pull from them again.
Mana Flux Overflow
At 18th level, creatures that have their Mana tampered with are further disrupted. When a creature fails their saving throw against your Mana Flux, their actions become muddled for a 1 minute. During that time, they roll a d6 and subtract the number rolled from all attack rolls and ability checks, as well as Constitution, Dexterity, and Wisdom saving throws. The creature may make an Intelligence saving throw at the end of each of their turns, ending the effect on itself on a success.
Starting Equipment
- A Chain Shirt or Leather armor
- A Quarterstaff or a Shortbow (with 20 arrows)
- A Burglar's Pack or an Explorer's Pack
Subclass Options
Doppelganger
A Doppleganger is a true manipulator of energies surrounding others, particularly the residual arcane powers left behind after spellcasting. They use the reading of this energy to temporarily steal the spells of others, easily turning a foe's signature ability completely against them. They also use this arcane manipulation to make a copies of themselves or others. Against a Doppleganger, nothing is safe from them. Not even yourself.
Mana Ripple
At 1st level, you can see the residual arcane energies that surround other creatures. As an action on your turn, you can spend 1 Mana Point and steal the mana surrounding a creature within 60 feet that you can see, gaining access to the last spell they cast. For a number of minutes equal to your Channeler level, you may cast that spell once, spending a number of Mana Points equal to the spell's level. You use your own spellcasting modifier for the spell attack rolls or Spell save DCs.
Mana Clone
At 3rd level, you can duplicate your own mana signature to create an exact likeness of yourself. As an action on your turn, you can spend 2 Mana Points to create an illusory copy of yourself that appears within 30 feet in an area that you can see. This illusion looks exactly like you, and has your voice and mannerisms, and you may speak through the illusion (no action required). As a bonus action, you can move the illusion up to your movement to a space you can see. This illusion lasts for a number of minutes equal to your Channeler level, or until you dismiss it as a free action.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that is attacking you and can see the illusion, you can use your reaction to have the creature attack your clone instead of you, forcing the clone to dissipate on a hit.. A creature can attempt to determine if your illusion is real or not by using their action to make an Investigation check against your Spell save DC. On a successful check, the illusion becomes faint to the creature.
Mana Surge
At 7th level, your ability to read and extract mana from other creatures has increased drastically. When you use your Mana Ripple, you can spend any number of Mana Points to target any number of creatures within range, stealing either the last spell they cast or the last spell effect placed upon them. You cannot steal the same spell more than once at a time. Additionally, when a creature attacks your Mana Clone, you regain 1 Mana Point.
Permanency
At 11th level, your mastery over your own mana has allowed you to alter it endlessly. When you use your Mana Ripple, you can spend an additional number of Mana Points equal to twice the spell's level to force the creature to make a Charisma saving throw. On a failed save, you permanently gain that spell. You will still steal the spell as normal on a successful save.
Additionally, when you make a Mana Clone, you can spend an additional 2 Mana Points to make it even more lifelike. The clone no longer dissipates upon being hit by an attack roll. You may also use your action to see through your clone's eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses.
Imitation
At 15th level, you can now create an exact likeness of another person. When you make a Mana Clone, you can spend 2 additional Mana Points and instead choose to have it look like another creature that you know. The clone looks exactly like them, and will speak with their voice when you speak through them.
Supremacy
At 20th level, you have mastered your manipulation of mana. As a bonus action on your turn, You may spend 2 Mana Points and your proficiency bonus is doubled for your Spell attack rolls and Spell save DC for the next 10 minutes.
Moon Child
A Moon Child alters the mana which surrounds others to create special marks on others. These marks allow a Moon Child to keep track of allies or various quarry, making it far easier to strike them by knowing their mana signature. By wreathing their own weapons in a more condensed mana, they ensure their target feels the sting. With nowhere to hide, no place to escape, and little hope of survival, a Moon Child ensures that their target knows what fear truly is.
Mana Mark
At 1st level, you can manipulate the mana of other creatures to keep tabs and give yourself an edge against them. As a bonus action on your turn, you can spent 1 Mana Point to place a Mana Mark on a creature you can see within 60 feet. The mark lasts a number of minutes equal to your Channeler level, and you can dismiss the Mark as a free action on your turn.
While Marked in this manner, you and the creature Marked can see a slight outline around them. You know where the creature is, and it gains no benefit from being invisible. When you take the Attack action against a Marked creature, you have advantage on the roll. On a hit, the Mark expires.
Crescent Weapon
At 3rd level, you can hone the Mana around your weapon to a devastating potential. When you take the Attack option on your turn, you can spend any number of available Mana Points to charge your weapon with Mana until the end of your turn. On a hit, your weapon deals an additional weapon die as Force damage for each Mana Point spent in this manner. After the hit, this bonus is lost.
Full Moon Mark
At 7th level, your ability to manipulate mana to mark targets has increased significantly. When you spend a Mana Point to mark a creature, you may spend any number of Mana Points to mark a number of creatures equal to the points spent. You can choose whether or not each creature can see the other marks. Additionally, when you successfully hit a Marked creature, you regain 1 Mana Point.
Twilight Step
At 11th level, no creature under your mark can escape you for long. As a bonus action on your turn, you can spend 1 Mana Point to teleport to an unoccupied space within 10 feet of a Marked creature, at any range, as long as you can see them.
Eternal Reap
At 15th level, your mark is an even greater symbol of death. Your Mana Mark is now permanent unless dispelled via Remove Curse or similar magics, the creature drops to 0 hit points, or until you dismiss it as a free action. When a Marked creature is reduced to 0 hit points or dies, you regain 2 Mana Points.
Eclipse
At 20th level, surviving against your mark is a near-impossible feat. When you hit a Marked creature with a weapon attack, you may spend 2 Mana Points to deal the maximum amount of damage possible on the damage rolls.
Prophet
A Prophet uses what they read within the energies of others to foretell their destiny. They change the fate of allies and enemies equally, ensuring that the correct outcome is the only outcome that will occur. No creature can escape the fate that a Prophet brings, and not even a fatal occurrence is unalterable. To a Prophet, the future they see is the only future that can occur, and they will make that destiny happen at any cost.
Fortell
At 1st level, you can read the mana around other creatures and proclaim the path they walk. As a bonus action on your turn, you can spent 1 Mana Point and roll a d20. Until the end of your next turn, you may use your reaction to use that base roll on any attack roll, ability check or saving throw made by a creature that you can see within 60 feet, potentially changing the outcome. The creature still uses its own proficiencies and bonuses to add onto the roll where applicable. You must use the roll before the creature makes their own roll.
Fate Changer
At 3rd level, you can manipulate a creature's mana to redirect a creature's destiny. As a reaction when another creature makes an attack roll or ability check, you can spend 2 Mana Points and force them to make that roll again, potentially changing the outcome.
Destiny Decider
At 7th level, you are capable of warping the outcome of multiple events. When you use your Foretell, you can now choose to use the roll after the creature makes their roll, but before the outcome is declared by the DM. Additionally, when you successfully change the outcome of an attack roll or ability check using your Foretell or Fate Changer, you regain 1 Mana Point. Finally, you may spend 1 Mana Point to gain an additional reaction, up to a number of reactions equal to your Charisma modifier.
Fortune's Favor
At 11th level, you can always turn things to your favor. When you use your Foretell or Fate Changer, you may spend an additional Mana Point to roll an additional time, and you choose which roll is used. Additionally, when a creature makes an attack roll, ability check, or saving throw with advantage, you may use your reaction and spent 2 Mana Points to make them roll an additional time, and you choose which roll is used.
False Destiny
At 15th level, you can temporarily deny the fate of an ally, altering the destined outcome. As a reaction when an allied creature within 60 feet that you can see is reduced to 0 hit points or dies outright, you can spent 3 Mana Points to have them drop to 1 hit point instead. Until the end of the next round, their health cannot drop below 1, and effects that would instantly kill them automatically fail.
True Prophet
At 20th level, your outcomes are always correct. When you use your Foretell, Fate Changer, or Fortune's Favor, you can instead spend 2 additional Mana Points to choose whether the check succeeds or fails, rather than roll a die.
Level | Proficiency Bonus | Mana Points | Features |
---|
1st | +2 | 2 | Mana Outlet, Mana Weapon |
2nd | +2 | 2 | Mana Sight |
3rd | +2 | 3 | Mana Outlet Feature, Mana Manipulator |
4th | +2 | 3 | Ability Score Improvement |
5th | +3 | 4 | Extra Attack |
6th | +3 | 4 | Enhanced Mana Weapon, Enhanced Sight |
7th | +3 | 5 | Mana Outlet Feature |
8th | +3 | 5 | Ability Score Improvement |
9th | +4 | 6 | Mana Sense |
10th | +4 | 6 | Ability Score Improvement, Mana Flux |
11th | +4 | 7 | Mana Outlet Feature |
12th | +4 | 7 | Ability Score Improvement |
13th | +5 | 8 | Superior Mana Sight, Universal Mana |
14th | +5 | 8 | Mana Cleanse |
15th | +5 | 9 | Mana Outlet Feature |
16th | +5 | 9 | Ability Score Improvement |
17th | +6 | 10 | Mana Reserve |
18th | +6 | 10 | Mana Flux Overflow |
19th | +6 | 10 | Ability Score Improvement |
20th | +6 | 10 | Mana Outlet Feature |