Base Class: Sorcerer
Conduits are a sub-species of humanoids whose innate magic comes from the presence of the "Conduit Gene". This gene allows them to partially bond with an unknown natural or unnatural material or element and manipulate it in powerful ways. Those with this gene may not even know they have it, as it has no outward effects until the gene is "awakened." Awakening the gene usually requires large surges of energy to pass through or over the carrier, transforming them into a powerful manipulator of the elements.
Conduit Constitution
Your conduit gene enhances your natural physicality, making you hardier than most other sorcerers. At 1st level when you choose this origin, your hit die increases from a d6 to a d8.
Conduit for Power
At 1st level when you select this origin, you may select one element that fuels all of your spells. This element also determines the type of damage your damage-dealing spells do. You can pick one additional element at 6th, 14th and 18th level.
Once you possess more than one element, you can switch between them by using an action, and magically absorbing the innate energies from a material related to your element. Eg. you can switch to smoke power with a handful of ashes.
If you use a damage dealing spell that's original damage type is the same as your current power type, you can add an additional damage die
Fire
Your palms can alight with roaring flames, razing any obstacle to mere piles of ash. Your damage dealing spells deal fire damage
Ice
A frigid mist rises from your palm, sending a chill down the spines of any who would threaten you. Your damage dealing spells deal cold damage
Lightning
Sparks fly and lightning crackles in the palm of your hand, almost arcing unconsciously toward your enemies. Your damage dealing spells deal lightning damage
Mirror
Shards of reflective glass shimmer around your form, puncturing enemies that dare to take a look. Your damage dealing spells deal magical piercing damage
Neon
Lights of innumerable colours coalesce in your hands, surging toward your foes in a precise beam of energy. Your damage dealing spells deal force damage
Oil
A sickening and viscous black liquid swirls above your open palm, devouring the flesh of any who come into contact with it. Your damage dealing spells deal acid damage
Paper
You deftly swirl intricately folded paper animals around your form. When you attack, your foes are swarmed by razor sharp blades of parchment. Your damage dealing spells deal magical slashing damage
Radiant
Bright white light radiates from your hand, burning away any and all darkness in your path. Your damage dealing spells deal radiant damage
Smoke
A murky grey mist billows from your fingertips. You hurl compressed smoke at your enemies that bursts upon contact, dealing poison damage.
Stone
You can surround your limbs in a sharp and sturdy stone-like material, then send them hurling at your enemies like meteorites. Your damage dealing spells deal magical bludgeoning damage
Conduit Mobility
Starting at 1st level, you can utilise your elemental powers to move across the battlefield with increased ease. When you take the Dash action on your turn, you can move an additional 10ft
At 4th level You can cover or shroud yourself in your current element to provide extra protection. Any opportunity attack that targets you is made at disadvantage.
At 10th level, Your elemental shroud becomes to powerful to overcome. You are completely immune to opportunity attacks while dashing.
At 15th level, When you take the dash action, you can move your speed on top of your doubled movement (Eg. Dashing with a 30ft speed is 60ft. You can move an additional 30ft on top of the 60ft, totalling 90ft.)
Conduit of Air
At 7th level, you can slow your descent by sending jets of your current power type out of your hands and/or feet. You are immune to fall damage as if you have the slow fall ability.
At 11th level, you can simultaneously slow your descent and propel yourself forward, essentially gliding through the air. You gain a fly speed equal to half your movement, but you descend 10 ft in the same amount of time. Using this ability requires you to use your bonus action.
At 13th level, you can use the jets that slow your fall to propel yourself off the ground, reaching greater heights. You can launch yourself 30ft straight up into the air with an action
Extended Conduit
Beginning at 14th level, your body's connection to your elements allows you to derive extra energy from a specific power source related to your current power type. During a short rest, you can perform a semi-ritual by concentrating and drawing energy from your current power type's material component.
You make a DC 10 concentration check. If you succeed, the DC for this check increases by 4, and you can regain hit points or spell slots. For health, you can roll a number of hit dice equal to half your CON modifier and regain that many hit points, this does not count against your regular hit dice. For spell slots, you may roll 1d8 and regain any spell slot equal to or lower than half the rolled number. You cannot roll regular hit dice if you use this ability. You can perform this a number of times equal to half your CON modifier.
You can these abilities a total number of times equal to half your CON modifier per long rest
At 17th level, the number of dice you may roll to regain hit points increases to a number equal to your CON modifier. Also, when you roll to regain a spell slot, you can regain any spell slot equal to or less than the number rolled.
At 20th level, the number of times that you can use this ability increase to a number of times equal to your CON modifier.
Conduit in Crisis
At 18th level, you can go beyond your bodies natural limits, weakening yourself in order to continue fighting. When you are out of any level of spell slot, and you want to cast a spell of that level, you can roll a number of d8s equal to the spells level and subtract that number from your Hit Point maximum and cast the spell. You can use this ability a number of times equal to half your CON modifier per long rest.
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Posted Nov 15, 2022I meant as in the level requirements are shown on the "Conduit for Power" listing. Right now we got no way to know until we get to the needed level.
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Posted Nov 6, 2022Mechanically it is (I designed it to withhold elements until certain levels) however D&D Beyond cannot actually portray that in the builder
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Posted Nov 6, 2022It would be great if we could see what level we could pick each element type, cause at the moment it reads as if you can get every element.
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Posted Oct 26, 2021**UPDATE**
With the Conduit For Power feature, you can switch elements using a Bonus Action rather than an Action