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.
 
 
 
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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