Spells . . . by ?: || Light || - || || Protection From Energy || - || || Gravity Sinkhole || - || || Mass Cure Wounds || - ||
Worldly-Ambassador . . . by ?: (:title Talents of the Worldly Ambassador:) '''''In the search of greater knowledge about the otherworldly, one is bound to encounter the residents of the planes they study. Many conduits may not be the most charismatic of individuals to represent our world, and so the rare few gain the moniker of Worldly Ambassadors. With great grit and silver tongues, these figures share a natural resistance to the charms of the otherworldly, and give new perspectives to the life outside one's own world.''''' !!! Planar Tongue Upon taking this flair at 3rd level, you have taught yourself how to better interact with extraplanar creatures, providing you the following benefits: * You know Primordial and one other exotic language of your choice. * Whenever you make a Charisma check, you gain a bonus to the check equal to half your Intelligence modifier (minimum of +1). If this check is against an Elemental or creature not native to your plane of existence, this instead increases to being equal to your Intelligence modifier (minimum of +1).
Rift-Render . . . by ?: (:title Talent of the Rift-Render:) '''''While many study the planes for the sake of exploration and discoveries, others seek the power of the planes to empower their abilities in combat. Rift-Renders are those who seek to fuse primordial magic with martial combat, utilizing their weapons to carve planar rifts. These spellblades can strike through their rifts and banish their foes to their favoured planes, in time even capable of storing their elemental magic inside their weaponry.''''' !!! Planar Warrior Upon taking this flair at 3rd level, you have studied the blade alongside the planes. You gain proficiency with medium armor and martial weapons. Your unarmed strikes also now deal bludgeoning damage equal to 1d4 + your Intelligence modifier on a hit. Finally, you gain proficiency in your choice of the Athletics or Acrobatics skill. Each time you use that skill, you can use your Intelligence modifier rather than their associated stat modifier.
Planar-Nexus . . . by ?: * '''''Frost.''''' You favor a combo of either air, order, or water. You can walk across water at half your movement speed as if it was solid. * '''''Acid.''''' You favor a combo of either chaos, earth, or water. You can move through any creature's space, and can use your Intelligence modifier, rather than Dexterity, to escape grapples. * '''''Explosion.''''' You favor a combo of air, chaos, or fire. You can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start. * '''''Magma.''''' You favor a combo of earth, fire, or order. You gain resistance to fire damage, and can light flammable objects within 5 feet of you as a bonus action. * '''''Steam.''''' You favor a combo of earth and air or fire and water. You treat creatures in heavily obscured areas as if they were instead in lightly obscured areas.
Living-Rift . . . by ?: (:title Talent of the Living Rift:) '''''While many conduits manifest the planes through rifts and distant spells, others seek to become living avatar of the planes. Embodying their title, these conduits gain the ability to channel planar might from their very flesh and soul, becoming one with the magic that binds the planes together.''''' !!! Planar Infusion Upon taking this flair at 3rd level, you have learned how to manifest rifts through your very being. Each time you create a planar rift, you can choose to center it on you. Doing so causes it to move with you, and provides you the following benefits: * You can choose to be immune to the rift's effects. * When you cast a spell with a range of touch, you can instead target any one creature within your rift's area.
Life . . . by ?: !!!! Plane of Life || border=1 ||! Conduit Level ||! Spells || || 1st || Spare the Dying, Cure Wounds || || 3rd || Aid || || 5th || Daylight || || 7th || Sickening Radiance || || 9th || Animate Objects || || 11th || Heal || || 13th || Regenerate ||
Chaos . . . by ?: || 15th || Reality Break || Planar Rift A creature starting their turn in this area, or entering it for the first time on a turn, can add +1 to one d20 roll they make before the start of their next turn. Friendly creatures instead add a d4.
Air . . . by ?: !!! Planar Rift A creature starting their turn in this area, or entering it for the first time on a turn, must succeed a Strength saving throw or be pushed 10 feet away from the rift's space.