Barbarian
Base Class: Barbarian

An individual that has been exposed to magical energy but has no control over it. Whether they were forced to be experimented on by a lich, their best friend always tested new spells on them, or the Weave resides in them the Conduit is a barbarian who's body has become a highway for magic. They channel the magical intentions of others and have become connected to the Weave, even if they don't understand or control the connection.

 

*** Credit to LumTehMad mad letting me use some of the ideas from his D100 table for Wild Magic Barbarian. ***

Conduit

3rd-level Path of Conduit feature

Once per day, the Conduit can choose a willing spellcaster to bond with. So long as the caster and the Conduit remain within 40ft of each other, while bonded in this way the caster can cast spells with the range of 'self' and 'touch' through the Conduit as though they were a familiar.

This requires the Conduit's reaction to work. If the Conduit is unable or unwilling to use its reaction, the spellcaster does not waste its action or spell slot in the attempt. (The caster is able to ascertain the Conduit's willingness to channel a spell before casting). A spell cast in this way is able to be concentrated on by the Conduit, even while raging. The caster and Conduit are able to telepathically communicate while within this range.

Spell Charge

3rd-level Path of Conduit feature

At 3rd level, the Conduit has the potential to hold several spell charges, tapping into unknown fonts of magic. The Conduit gains 2 'Spell Charges' and can use a bonus action while raging to expend a charge and roll on the Spell Charge Table. Roll a d8 for the spell charge table.

You may only have 1 transformation effect active at a time. If you roll a second transformation effect, the new effect replaces the original. All effects end when your rage ends.

You can use this feature your proficiency bonus per long rest and regain all expended charges at the end of a long rest. You can also regain an expended charge by either breaking a caster's concentration on a spell or having your bonded spellcaster sacrifice a spell slot, refilling your magic battery with a number of charges equal to the spell level sacrificed.

The Spell Charge Table increases with the barbarian's Brutal Critical feature, to a D10 at 9th, a D12 at 13th, and a D20 at 17th lvl.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Spell Charge Table
D8 EFFECT
1 Bright multicolored motes of Fey energy swirl around you in a 15ft. radius for 2d4 rounds. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw or have the motes stick to its body. A creature affected by the motes gains no benefits from being invisible and attack rolls have advantage against them.
2 You expel a Draconic screech with great force. Each creature of your choice within 30ft of you must make a Wisdom saving throw or be frightened of you for 1 minute. A creature can remake the save at the end of each of its turns ending the effect on a success.
3 An explosion of Elemental energy bursts out of you to damaging affect. Each creature within 15ft of you takes 2d10 elemental (acid, cold, fire, lightning, poison, or thunder) damage of your choice on failed Constitution saving throw or half as much on a successful one.
4 A lance of Necrotic energy pierces out from your eyes. The lance targets a creature within 60ft of you and deals 3d6 necrotic damage on a failed Constitution Saving throw or half as much on a successful one. You regain a number of hitpoints equal to the damage dealt.
5 You exude positive energy from every pore. Each creature of your choice within 20ft. of you regains 1d4 hitpoints and gains an additional 1d4 temporary hitpoints for 1 minute.
6 Aberrant gibbering emanates from your hands as sharp-fanged maws appear on your palms. Each creature within 10ft. of you takes 1d6 psychic damage when they enter the area for the first time on a turn or start their turn there. This howling lasts for 2d4 rounds.
7 Spider legs sprout from your back and waist, granting you the spider climb ability and 10ft of additional movement for 2d4 rounds.
8 Natural energy leaks from you, causing plants within 15ft. of you to become wild and unkempt. Each creature within 15ft. of you must make a Strength saving throw or be grappled until the end of your next turn. A creature can use its action to retry the saving throw, ending the grapple on a success.
D10 EFFECT
9 Acidic ooze pours down from above. You and each creature within 30ft. of you takes 8d6 acid damage on a failed Constitution saving throw or half as much on a successful one.
10 You teleport up to 30 feet to an unoccupied space you can see. For 2d4 rounds, you can use this effect again on each of your turns as a bonus action.
D12 EFFECT
11 Your body becomes gaunt and skeletal, you become vulnerable to bludgeoning damage but gain immunity to necrotic damage. You also deal an additional 2d4 piercing damage on melee weapon attacks. This transformation lasts for 2d4 rounds.
12 Your blood boils and your metabolism spikes. For 2d4 rounds, you are under the effects of the haste spell but gain a level of exhaustion when the spell wears off.
D20 EFFECT
13 Angelic wings sprout from your shoulders, back, and ankles. You gain a fly speed equal to your walking speed for 1d6 rounds. As a reaction, when you take damage, you can shield yourself with these wings, reducing the triggering damage by half.
14 Ice sprouts from each wound on your body, covering your body in a cold armor. You gain immunity to cold damage and vulnerability to fire damage. You also gain 30 temporary hitpoints. When a creature strikes you with a melee attack while this natural armor is on, they take 10 points of cold damage. The armor and temporary hitpoints lasts for 1d6 rounds or until the temporary hitpoints are depleted.
15 You feel the world slow down around you. You regain your movement, action, and bonus action for this round.
16 The Weave coalesces around your weapon. For 1d6 rounds, your weapon gains the properties of a vorpal sword in addition to whatever properties it currently has.
17 Your skin becomes dyed a crimson red, you sprout infernal horns, and you grow to a large size. You gain immunity to fire damage and vulnerability to radiant damage. While transformed in this way, when a creature strikes you with an attack, you can cause hellfire to consume them as a reaction. The creature must make a Charisma saving throw taking 5d10 fire damage, ignoring resistance and immunity to fire damage. This transformation lasts for 1d6 rounds.
18 Metal encases your flesh and you gain resistance to all damage except lightning. You are vulnerable to lightning damage and treat any lightning damage as if it were rolled by a critical, doubling the rolled damage. In addition, a heat metal spell is especially effective against you, incapacitating you with pain. While under the effects of a heat metal spell, if you fail your saving throw you are also under the effects of a hold person spell. This transformation lasts for 1d6 rounds.
19 You become a magical buffer. Any spells cast to a location within 30ft of you is innately drawn to you as though you were the target. AoE spells are centered on your location and targeted spells now target you instead of intended creature. This does not effect spells cast through you by your bonded spellcaster. This lasts for 1d6 rounds.
20 An arcane explosion centered on your location occurs. In a 50ft. radius centered on you, an explosion of 10d20 force damage occurs. You and all creatures within the radius must make an Intelligence saving throw, only taking half damage on a success. After the explosion, this location is permanently under the effects of an antimagic field spell. The damage the explosion deals increases by 2d20 for every unspent spell charge you have. All unspent spell charges are consumed when this happens.

Channeled Sight

6th-level Path of the Conduit feature

You gain proficiency and expertise in the Arcana skill as you are able to innately sense magic in items and are roughly able to determine their functions. You also gain the ability to cast the Detect Magic spell a number of times equal to your proficiency bonus per long rest.

When you fail a saving throw against a spell or magical effect, your body absorbs some of the magic and you gain a single Spell Charge if you have any expended charges.

Shatterer

10th-level Path of the Conduit feature

You learn the Dispel Magic spell and can cast it as part of your attack action while raging. It counts as a 5th level spell for you. Constitution is your spellcasting modifier. You can do so three times per long rest. You can expend 3 Spell Charges to regain a single use of Dispel Magic.

Mageous Rageous

14th-level Path of the Conduit feature

While raging, you gain advantage on saves to resist spell effects as well as resistance to all damage dealt by spells.

Additionally, you no longer need to use your reaction to channel spells cast by your bonded caster.

Comments

Posts Quoted:
Reply
Clear All Quotes