Conduit
  1. Notes

Conduit

Power Manifestation

Your powers were formed after an encounter with a supernatural elemental event, making you a powerhouse of primordial energy.

Elemental Infusion

When you choose this manifestation at 3rd level, you choose which damage type you're infused with: cold, fire, or lightning. Your chosen damage is referred to as your 'infusion damage.' You gain resistance to your infustion damage. You can also glow at will, shedding bright light in a 10-foot radius around you, and dim light for another 10 feet.

Energy Beam

Also at 3rd level, you can project a beam of deadly energy. Whenever you take the Attack action, you make replace one or more of your attacks with an Energy Beam attack. This beam is a ranged spell attack with a range of 60 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls. Its damage type is your infusion damage type, and its damage die is your Pure Strength die.

If you take damage of the same type as your Elemental Infusion, your Energy Beam becomes charged until the end of your next turn. While charged, your Energy Beam deals extra damage equal to a roll of your Pure Strength die.

As a bonus action on your turn, you can willingly deal infusion damage to yourself equal to a roll of your Pure Strength die. This damage bypasses your resistance to your infusion damage, and cannot be reduced in any way.

Hazard Zone

At 7th level, energy crackles along your skin, making it dangerous to be near you. Whenever a creature moves into or out of your reach, you can use a reaction to deal infusion damage to them equal to a roll of your Pure Strength Die.

Additionally, your unarmed strikes can deal infusion damage instead of their normal damage type.

Energy Blast

At 14th level, you can use an action to release a blast of energy in one of the following ways:

  • A 20-foot cone in front of you.
  • A 30-foot line that is 5 feet wide.
  • A 10-foot radius sphere up to 60 feet away from you

Each creature in that area must make a Dexterity saving throw against your Power Save DC.

On a failed save, creatures take infusion damage equal to two rolls of your Pure Strength die. If your Energy Beam is charged, add your Constitution modifer to this damage. Creatures take half as much damage on a successful save.

Hyper Beam

At 18th level, as an action on your turn, you can unleash a Hyper Beam that is 100 feet long and 10 feet wide, forcing all creatures within range to make a Dexterity saving throw against your Power Save DC. This saving throw is made with disadvantage if your Energy Beam is charged.

On a failed save, creatures take 10d6 infusion damage and are knocked prone. On a successful save, creatures take half as much damage and are not knocked prone.

Once you unleash your Hyper Beam, you must complete a long rest before you can use it again.