Conduit (5e Subclass)

Conduit

Artificer Subclass

Pushing to keep the mystical energy of lightning contained inside a pressurized bottle is hard work!

“Come on, we’ve got inventions to test and people to get rid of.”


Conduit Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Note: The Create Helm spell counts as a minor Helm.

Artificer LevelSpell
3rdgift of alacrity, thunderwave
5thmisty step, shatter
9ththunder step, pulsewave
13thconfusion, storm sphere
17thsteel wind strike, wall of force


Arcane Battery

Your mastery of the flow of electricity and understanding of it have allowed you to create an arcane battery that can be worn on your back. The battery has a certain number of charges If the battery is lost or destroyed, you must spend a full short rest creating a new one, a new battery has all available charges restored

Level 3

Your arcane battery has 4 charges and regains 1d4 charges at the end of a short rest and can create the following effects


Shock: Produce lightning bolts from the battery that strike up to two selected targets. The bolt does 1d6 damage on a failed dex save from the intended target (using your saving throw value) and half that on a successful saving throw The damage can be increased by increasing the number of charges expended. 1d6 per charge.

Base cost: 1 charge


Repulser wave: Hostile targets within a 15 foot radius of you must make a constitution saving throw or be knocked back 15 feet away from you and take 1d6 force damage Targets that successfully make the saving throw do not get pushed back and take half damage

Base cost: 2 charges


Projectile field: Expend one charge to force the battery to produce a five foot radius centred on you that physical projectiles cannot pass through. The field lasts until the end of your next turn, and the radius may be extended by increasing the number of charges spent


Volatile charge: As a bonus action, you can try and quickly force the battery to recharge. You must make a DC12 saving throw to do so, on a successful throw, the battery regains 1d4 charges. On a failed save, you take 1d4 lightning damage and the charges are not replaced, but none are lost


5th level

The number of charges in your battery increases to 6 and you regain 1d6 at the end of every short rest, you also gain the following actions for your battery


High frequency: Your battery produces an ear piercing sound, any creatures that can hear within 50 feet of you must make a constitution saving throw or take 1d6 psychic damage and become deaf until the end of your next turn On a successful saving throw, the creatures take half damage. The damage can be increased by 1d6 and the deafness can be lengthened by expending 2 extra charges

Base cost: 2 charges


Defibrillate: You can channel electricity from your battery to your hands and touch an unconscious ally, and bring them up to 1d4 hit points plus your int modifier + their constitution modifier

Base cost: 3 charges


Through extensive work on your battery your body has been through quite a bit. you now gain Resistance to Thunder and Lightning damage.

Level 9

Your batteries charges increase to 8 and you regain 1d8 charges on the end of a short rest, and you gain access to the following actions with your battery


Self-destruct: You can overcharge your battery, expending all remaining charges to cause it to explode in a ten foot radius in 1d4 rounds, the explosion causes 1d4 lightning damage and 1d4 force damage on a failed Dexterity save from creatures within the radius, and half that on a successful one. The radius is increased by 5 feet and the damages are increased by 1d4 each per each charge lost in the explosion.


Absorption: As a reaction, when you would take lightning or thunder damage, you can absorb it with your battery taking no damage, and your battery regains 1d4 charges.


Jumpstart: Your body is fueled by electricity. and now gain advantage on initiative rolls.

Level 15

Your battery now has 10 charges and regains 1d10 charges on the end of a short rest, and you gain the following abilities with your battery


Redirection: You can use your battery to change a projectiles course, using magnetism to redirect it towards a new target of your choice

Base cost: 3 charges


Quick charge: You have learned how to quickly recharge your battery in a pinch. As a bonus action you can restore 1d6 charges to your battery



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