Conduit

Staring towards the great lake blocking their path, the masked sage glows in cerulean light before rending the lake's waves in two, granting them a path to walk once more.

As a horde of undead surge from all directions, the young dwarf grabs their axe and cuts deep into the air itself. An ocean of flames bursts forth from the tear in reality, burning the restless dead to smoldering ashes.

Holding a gemstone of another world, a coal-skinned genasi traces back the trail of magic tied to it, hoping to find a way home.

Conduits seek out further knowledge of the greater universe they live in, having learned of the primordial magic that created and contains the various planes of reality. By understanding planar essences and how each plane connects to one another, conduits can harness this otherworldly magic and even more by creating rifts between planes.

Planar Savants

A conduit is defined by their connection to the elemental planes and beyond. More often than not, this connection is made through years of research on a specific plane or in tracing back elemental essences back to its native planes.

A conduit may have found themselves trapped in another world outside their own, their return accomplished through great trials and even greater insights on creating rifts between planes. Other times, a person may be born with a lineage to a plane beyond their own, and so research a way to perhaps be closer to this side of themselves, or to empower it.

In this research, a conduit gains the ability to tap magic directly from the planes, allowing them to create spells in turn to fuel their other motivations. Many find themselves familiarized with one specific plane, its essence and abilities easier to funnel than with other planes.

With time, a conduit can even create minute rifts between their current plane and the plane they favour, bringing forth a flood of otherworldly magic to inhibit their foes and further their spellcasting. Be it roaring flames, crashing waves, unrestrained chaos, pure life, or the wonders of space, the connection a conduit has between themselves and the planes allows them to shape the very world they live in.

Erudite Travels

One cannot gain a better understanding of what lies beyond our world by purely staying in one place. The greatest of conduits have scoured their worlds and the realms around it for further insights of how our universes machinate. Just as climates differ across a globe, so do planes differ in environments despite their synonymous elemental titles.

As such, despite their rarity in existence, almost all conduits start off as adventurers or explorers. Many may find themselves wandering the very planes they study, while others may stay on the material plane as defenders against those that seek to claim it as their own.

No matter the origin, be it a lineage-rich genasi or a simple carpenter who found their destiny in a mysterious tear in reality, all conduits find their place as masters of the planes.

Creating a Conduit

When creating a conduit, ponder how your character came to gain greater knowledge on otherworldly realms and how to tap into their great reserves of magic.

You choose with your DM how your character came to be a conduit, and can use Conduit Origin table as possible inspirations for your class origins.

Conduit Origin
d8Origin
1You have studied the planes to seek out a dear loved one, lost to you by a rift in time and space.
2You trace a lineage to a great elemental. As strife approaches your home, you seek out further knowledge of the beyond so that you may beckon your great ancestor for aid.
3Your order's artifact was lost in a great planar battle long ago, and its absence has greatly limited their influence. You seek out the planes to bring it back, and to restore glory to your order.
4As a rift between the planes marked your very soul, you seek out nothing more than knowledge than can save you before it breaks you.
5You have lost someone close to you, and you have bonded yourself to the dead in order to find them.
6A great rift brought you the sight of a wondrous place beyond the planes. Ever since, you have studied for a way to be there one more time.
7You seek out an ore or material not yet discovered, and what better place to seek it out then in the beyond?
8Your home has ravaged by natural disasters. You study the planes for a way to restore your home to a better place.

Class Features

As a conduit, you gain the following class features.

Hit Points

Hit Dice: 1d8 per conduit level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per conduit level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Deception, History, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Conduit
LevelProficiency BonusFeaturesPlanar Shift (radius)Cantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Favoured Plane322
2nd+2Planar Rift10ft333
3rd+2Otherworldly Flair10ft3442
4th+2Ability Score Improvement, Extraplanar Realignment15ft4543
5th+3Favoured Plane Improvement (Chaos & Law), Rift Renewal15ft46432
6th+3Otherworldly Flair feature15ft47433
7th+3Planar Empowerment15ft484331
8th+3Ability Score Improvement20ft494332
9th+4Favoured Plane Improvement (Positive and Negative)20ft51043331
10th+4Otherworldly Flair feature20ft51143332
11th+4-20ft511433321
12th+4Ability Score Improvement25ft512433321
13th+5Favoured Plane Improvement (Astral and Ethereal)25ft5124333211
14th+5Otherworldly Flair feature25ft5134333211
15th+5Improved Planar Empowerment25ft51343332111
16th+5Ability Score Improvement30ft51443332111
17th+6-30ft514433321111
18th+6Plane-Wanderer30ft515433331111
19th+6Ability Score Improvement30ft515433332111
20th+6One with the Planes30ft516433332211
Quick Build

You can quickly create a conduit by following these suggestions. Make Intelligence your highest ability score, followed by Dexterity. Your third highest ability score will depend on which subclass you wish to take. Second, choose the Folk Hero or Haunted One background. Third, choose the Create Bonfire, Ray of Frost, and Thunderclap cantrips. Conclude with the 1st level spells: Burning Hands, Chromatic Orb, and Thunderwave.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the conduit as one of the classes.

Spellcasting

1st-level Conduit feature
Your studies of the planes and what separates them allows you to exploit the cracks between realities, filtering the otherworldly essence of other planes into spells.

Cantrips

You know two cantrips of your choice from the conduit spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table.

Spell Slots

The Conduit table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the conduit spell list.

The Spells Known column of the Conduit table shows when you learn more conduit spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the conduit spells you know and replace it with another spell from the conduit spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting for your conduit spells, as you conjure your magic through an understanding of planes and the filters between them. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a conduit spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Favoured Plane

1st-level Conduit feature
In your research surrounding the Great Filter and the planes beyond, you have gained a greater understanding of a specific plane and how to access its power. Choose two of the following planes. You attune to one of your known planes, and can switch between either planes each time you finish a long rest.

Each plane provides additional spells while you are attuned to it and when you reach certain levels in this class, as shown in their respective spell tables. These spells count as conduit spells for you, but don't count against the number of conduit spells you know. These spells can’t be replaced with other conduit spells when you gain a level in this class.

Plane of Air-
Plane of Earth-
Plane of Fire-
Plane of Water-
Plane of ChaosPrerequisite: 5th level
Plane of OrderPrerequisite: 5th level
Plane of LifePrerequisite: 9th level
Plane of DeathPrerequisite: 9th level
Astral PlanePrerequisite: 13th level
Ethereal PlanePrerequisite: 13th level

You gain new planes to choose from as you progress in this class, these levels being 5th, 9th, and 13th level. You also gain one additional plane you attune to at each of these levels.

Planar Rift

2nd-level Conduit feature
You can spend an action to create an extraplanar rift in a space within 30 feet of you. A 10-foot radius sphere of planar energy surges around it, altering the area depending on your attuned Favoured Plane.

While this rift is active, you can cast spells as though you were in the rift's space. Moreover, the rift causes an otherworldly effect within its area. These effects are detailed alongside the planar spell tables.

This rift lasts for 1 minute, ending early if you fall unconscious, die, create another rift, or if you spend your bonus action to end it early.

The size of the rift's surge increases when you reach certain conduit levels, as shown in the Conduit table.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

Otherworldly Flair

3rd-level Conduit feature
You've learned to exploit the space between planes in your own unique manner. Choose one of the following talents. Your choice grants you features at 3rd, 6th, 10th, and 14th level.

Talents of an Elemental ProdigyThose known as Elemental Prodigies can shape their favoured plane's magic into unconventional spells or empower both themselves and their allies. In time, they can channel the elements to even harm those normally attune to what they wield.
Talents of a Living RiftWhile 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.
Talents of a Planar NexusConduits that take on the moniker of Planar Nexus are capable of manifesting and emulate the might of quasi-planes, the much more treacherous domains of elemental magic. With time, they become living symbols of fusion and duality.
Talents of a Rift RenderRift-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.
Talents of a Worldly AmbassadorMany 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.

Ability Score Improvement

4th-level Conduit feature
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spiritual Training

Whenever you reach a level in this class that grants an Ability Score Improvement feature, you can do the following:

Rift Renewal

5th-level Conduit feature
You regain one use of your Planar Rift each time you finish a short rest.

Moreover, if you have no uses of Planar Rift left, you can regain one use by expending a spell slot (no action required).

Planar Empowerment

7th-level Conduit feature
You have gained an innate bond to the flow of extraplanar energy between planes. You gain one of the following options of your choice:

Improved Planar Empowerment

15th-level Conduit feature
You gain one of the following options of your choice:

Plane Wanderer

18th-level Conduit feature
At 18th level, you can use your rifts to travel the cosmos.

You can expend two uses of your Planar Rift to transport yourself, as well as any willing creatures within 5 feet of you, to your favoured or native plane. You teleport to a target location you have been to before, or to a random location within that plane. At any point within the next minute, you can spend your action to teleport yourself and everyone you brought back to the plane of existence you were previously.

Once you have used this feature, you can't use it again until you finish a long rest.

One with the Planes

20th-level Conduit feature
At 20th level, you have become a living symbol of the rifts between realities. You can cast the 1st level spell of your Favoured Plane at will, and regain one use of your Planar Rift each time you roll for initiative.