| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 21 | +5 | +8 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +4 |
| WIS | 20 | +5 | +8 |
| CHA | 12 | +1 | +4 |
Unarmored Defense. While the Conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Instinctive Reflexes. The Conduit has Advantage on initiative rolls, and it can't have Disadvantage on attack rolls.
Mental Fortitude. The Conduit has Resistance to Psychic damage and Advantage on saving throws to end or avoid the Charmed or Frightened condition.
Monastic Resilience. The Conduit has Resistance to Poison damage and Advantage on saving throws to end or avoid the Poisoned condition.
Multiattack. The Conduit makes three Unarmed Strike attacks.
Unarmed Strike. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Bludgeoning damage plus 6 (1d10) Force damage. If the target is a creature, the Conduit can choose one of the following additional effects (up to once per turn each):
Knock Down. The target must succeed on a DC 16 Dexterity Saving Throw or be knocked prone.
Push. The target must succeed on a DC 16 Strength Saving Throw or be pushed up to 15 feet directly away from the Instinct.
Stunning Strike. The target must make a DC 16 Constitution Saving Throw or be Stunned until the start of the Conduit's next turn.
The Instinct can take up to three reactions per round but only one per turn.
Deflect Attack. In response to being hit by an attack roll, the Conduit partially deflects the blow. The damage the Conduit takes from the attack is reduced by 14 (1d10+8).
Description
Members of the Realm's combat staff, Conduits train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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1/30/2026 5:33:46 PM
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5
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1
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1.0
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Coming Soon
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