Sorcerer
Base Class: Sorcerer

the Modron Conduit is a perculiar Sorcerer. Often they are dissapointments as they quite ironically often occur as anomalies in families whose bloodlines are something magnificent and flashy like the Draconic however Modron Conduits do not possess any real way of showing these latent abillities and when they do . . . well they don't seem impressive. If anything their greatest strength is their percieved weakness, which couldn't be further from the truth.

Monodrone Familiar

Starting at 1st level, you can call upon a Monodrone to do your bidding, it shrinks to the size of a pebble and halves its walk speed and any damage it would deal but its fly speed is doubled and it gains advantage on stealth checks. If this Monodrone is injured it recovers after a short rest, but If it dies then instead it can be re-summoned after a long rest.

Modron Summoner

Starting at 1st level, You can call forth from Mechanus a number of Modrons to aid you in battle each day. The Modrons' total challenge x 8 must be less than your Sorcerer level and you can only summon one Modron at a time. Summoning a Modron takes an action.

Enhance Modron

Starting at 6th level, your Modrons begin to develop and as a bonus action you can power these Enhancements for a Modron within sight, the duration of this enhancement varies with Modron and the number of points spent.

Modron Type Effect
Monodrone at 6th level the Monodrone deals an additional 3d6 damage whenever it has advantage on attack rolls, this effect lasts for 1 round per sorcery point spent
Duodrone at 6th level the Duodrone recieves +5 temporary hit points per sorcery point spent, at 10th level if more than 2 sorcery points are spent then all enemies within 10ft of the Duodrone must attack it on their next turn, this effect lasts for 1 round per sorcery point spent
Tridrone At 8th level for 1 round per sorcery point spent the Tridrone's critical range for each of its attacks is 18-20, at 10th level its critical modifier is increased to x3
Quadrone Starting at 10th level each attack the Quadrone makes with its shortbow deals an additional 1d6 elemental damage of the Modron Conduit's chosen type, this bonus increases by 1d6 every 3 levels thereafter. This effect is active for a number of attacks equal to the number of sorcery points spent
Pentadrone At 18th level Paralysis Gas's Recharge becomes 3-6, At 20th level Paralysis Gas loses Recharge. This effect lasts 1 round for each sorcery point spent.

 

Imbue Modron

At 14th level, you gain the ability to imbue a Modron with a cantrip as a bonus action, the cantrip can be cast by the Modron in place of its multiattack. The cantrip must be one of the Modron Conduit's known cantrips. This abillity can be used once a day at 14th level, 2 times per day at 17th level, and 3 times per day at 20th level.

Once Imbued a Modron cannot be Imbued with another cantrip.

Rally Mechanus

Beginning at 18th level, as an action you can call upon the might of Mechanus and summon 10 Modrons each of a type of your choice, then Enhance them as with Enhance Modron only instead of spending sorcery points you gain a level of exhaustion minimum 1 (1 level of exhaustion grants all Modrons summoned this way an Enhancement worth 1 sorcery point). If 5 levels of exhaustion are gained this way also Imbue each one with a single cantrip as per Imbue Modron. Cannot be used again until the Modron Conduit has taken a long rest.

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