Conduit Lineage
THEY WOULD NOT BE PLEASED IF HE BROUGHT IT HOME WITH HIM, RIVER thought, eyeing the strange, humming rock with reasonable apprehension. It was one of his mum’s rules, no magic inside the homestead, and that rock definitely had to be magic. He could feel it. River spent some time in the area, deliberating over and over, until finally, he picked it up. A pulsing wave of neon blue burst from him as he did, and the trees shook. Eyes wide he threw the stone as a far as possible. Mum was right he decided, no magic inside the homestead.
-
A Curse of Blue Floods - Martha Maid
Born from large densities of
continued arcane power, conduits find themselves carrying around that energy
for the rest of their life, becoming a disruptive force in areas reliant on
magical technology. As such conduits tend to be socially shunned in cities that
fuel themselves on the arcane and seen as a curiosity if recognized in rural
towns and villages.
Chaotic
Force
Due to their unpredictable
reaction to magic as well as their ability to throw off detection spells, they
are often deterred from learning spell casting or from even being around other
spell casters. For the same reason however, adventurers who come from the
conduit lineage tend to be those that have more of that magical chaos inside
them than most or at least have learned not to fear it. Wild Magic Sorcerers and
other subclasses that harness the unpredictable nature of magic are not
uncommon to see from those who are born with these innate gifts.
Reflective
Appearance
Conduits have very malleable forms
due to how they not only radiate magical energy but continue to attract and build
it. In areas of low magic, conduits
could easily resemble any number of humanoid lineages, with gnomes and elves
being the most common due to their natural affinity for magic. In these
instances, their hair may take an unnatural sheen such as blue or pink, or
their eyes an odd colour, but otherwise they may never be noticed for what they
are.
In areas of high magic, however,
their appearance to become a little more odd and a lot more noticeable. Their
hair goes from an unnatural sheen to a neon glow, their eyes take on a similar
appearance. After a long period, roughly a year or more, in these areas their
veins will begin to be radiate with this bright hue.
Naming Conventions
Conduits who come from conduit parentage
or are adopted into conduit communities often take on colour based named. These
are usually based on their neon glow or something that covers a spectrum of
colours such as Rainbow or Prisma. These colour names can be something as on
the nose as a Blue or Red, but more often than are based on more something that
carries that colours essence such as Rain or Cherry. Surnames are not a given
with conduits raised this way; however, if both parents are of this lineage,
some choose to give surnames that mix both colours and colour essence.
Names: Indigo, Dandelion,
Quartz, Primsa, Rain, Cherry, Fuchsia, Tide, Flora
Family Names: Violet, Verdant,
Bloom, Spectrum, Opaline, Umber, Lumination
Conduit
Traits
Ability Score Increase. Your
Constitution, Intelligence and Charisma all increase by 1.
Age.
Conduits mature at the same speed as the lineage they came from, however the
constant channelling of ambient magic means their lifespan is somewhat reduced.
Whatever the parentage, take away a quarter of it.
Size.
Conduits come in many shapes and sizes, you can be small or medium.
Speed. Your
base walking speed is 30 feet.
Arcane Radiation. You
give off the same ambient magic that fills the area, when detect magic
is cast you have a chance to confuse the spell. Roll a d100 and on a 1-25 the
spell gives off a false reading.
Spell Tuned. You
feel a heavy static around any magical item within 30 feet of you. You are
unable to know what school of magic it comes from however if it has a rarity
value you are able to tell that value just by holding it.
Reactive Aura. When
you fail a save against a 1st level spell or higher you can use your reaction to
let out a pulse of force energy that hits everything within 10 feet of you
before the spell takes full effect. Each creature in the area must make a Strength
saving throw against a DC equal to8 + your Constitution modifier + your
proficiency bonus. On a failure they take 1d4 force damage for every level of
the inciting spell cast and are pushed back 5 feet. On a success they take half
as mush and are not pushed back.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Lineage
Feats
The arcane radiation that clings
to you is denser than most, making you both more powerful than other conduits and
more of a threat to other magic users. To show this you may take any of the
following feats.
Reflexive Redirect
Prerequisite: Conduit
When
you are hit with a ranged spell attack you may use your reaction to add your
proficiency modifier to your AC, if this would cause the spell to miss you may choose
another target within 10 feet of you for it to hit instead.
You can use this feat a number
of times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.
Spell Static
Prerequisite: Conduit and the ability to cast at least
one spell
When you cast a spell of 1st
level or higher, regardless of its success, magic lingers around you. Until the
start of your next turn anyone that hits you with a melee attack takes force
damage equal to the level of the spell cast.
Overcharge
Prerequisite: Conduit
Your reaction magic is stronger
and more volatile than most and as such you gain the following benefits:
-
The force damage dealt with your reactive aura increases
to 1d6.
-
Once per long rest when you use this ability you
can choose to deal maximum damage, instead of rolling.
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