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Keundt
2016-01-24, 04:43 PM
Conduit
With the flick of her wrist, a human's hands, spells, wards and spell impacts have a luminous glow, as orange as the fire she blasts at her enemies in front of her.
Thirty feet away, a half-elf man's grace with his sword is as complete as his ward. His sword glows blue, along with the sparks it emits when it strikes.
Completing the triangle is another human lady, eyes glowing gold. Those whose souls are lost in the crossfire will be saved.
We are untouchable. We are conduits.
Avatars of the Arcane
A conduit is someone whose connection to magic is not that of a type of magic school, or coming from a deity. Magical energy can be found anywhere. You must learn to connect your own energy to the energy outside of your aura to demonstrate it in a noticeable fashion. To you, magic is an art form, and a lifestyle. For some, it is their very way of living.
The Aether
The ether (or aether) is an energy which comes from the Ethereal Plane. The ether allows you to harness the most basic arcane magic, and move from there. However, your magic is, for the most part, energy. By conducting magic through ether, you are limited from illusory magic, prayers, etc. The ether is related to electromagnetics, but in your case, you can harness that energy for your physical, mental, emotional and spiritual needs.
Creating a Conduit
You may work with your DM on how you became a conduit. Maybe you have a unique connection to magic, or a unique ancestry allowing for this connection to magic. Maybe you are pantheistic, or perhaps you had a mentor who taught you about the ether. You may even have all of these traits. Maybe you were destined to play your part in the story of everything and nothing.


The Conduit


Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Ether Points
Max Spell Level
Augmentations Known


1st
+2
Ether Magic, Augmentation
4
2
1
1st
1


2nd
+2
Arcane Wheel
4
3
2
1st
1


3rd
+2
Variety Feature, Augmentation
4
4
3
2nd
2


4th
+2
Ability Score Improvement
5
5
4
2nd
2


5th
+3
Augmentation
5
6
5
3rd
3


6th
+3
Variety Feature
5
7
6
3rd
3


7th
+3
Physical Self
5
8
7
4th
3


8th
+3
Ability Score Improvement
5
9
8
4th
3


9th
+4
Augmentation
6
10
9
5th
4


10th
+4
Mental Self
6
10
10
5th
4


11th
+4
Variety Feature
6
11
11
5th
4


12th
+4
Ability Score Improvement
6
11
12
5th
4


13th
+5
Emotional Self
6
12
13
5th
4


14th
+5
Augmentation
6
12
14
5th
5


15th
+5
Spiritual Self
6
13
15
5th
5


16th
+5
Ability Score Improvement
6
13
16
5th
5


17th
+6
Variety Feature
6
14
17
5th
5


18th
+6
Augmentation
6
14
18
5th
6


19th
+6
Ability Score Improvement
6
15
19
5th
6


20th
+6
Variety Feature
6
15
20
5th
6



CLASS FEATURES
As a conduit, you gain the following class features.

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

PROFICIENCIES
Armor: None
Weapons: Simple weapons, hand crossbows, scimitars, shortswords
Tools: None

Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Performance, Persuasion, Deception, Intimidation, Religion, Sleight of Hand, and Stealth

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

(a) Two daggers, (b) a scimitar or (c) a shortsword
Any one weapon from the conduit weapons proficiencies list.
(a) A component pouch or (b) an arcane focus
An explorer's pack
A crystal of any type and colour

Ether Magic
As a conduit of ethereal energy, you can cast conduit spells. See Chapter 10 of the PHB for the general rules of spellcasting and below for the conduit spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the conduit spell list. You learn additional conduit cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Conduit table. Certain class features may also grant you additional cantrips.
Ether Points
The Conduit table shows how many ether points you have to cast your spells of 1st level and higher. To cast one of these conduit spells, you must expend a number of ether points equal to the spell's level. The Max Spell Level column in the Conduit table shows how many ether points you can combine per casting of a spell. For example, if you know the 1st-level spell burning hands and you want to cast it as a 2nd-level spell, you must spend 2 ether points. You regain all expended ether points when you finish a long rest. You also restore up to, but no more than, half of your maximum ether point total, rounded down (at least one), when you finish a short rest.
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
Charisma is your spellcasting ability for your conduit spells, since the power of your magic relies on your ability to project your will into the world, as well as on your ability to connect your physical, mental, emotional and spiritual self to the ethereal plane. You may call this the Medicine Wheel. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the PHB) as a spellcasting focus for your conduit spells.

Augmentations
Starting at 1st level, you may choose from a list of augmentations to augment your spells and abilities. See below for the list of augmentations. You gain another augmentation at 3rd level, and again at 5th, 9th, 14th, and 18th levels.

Arcane Wheel
At 2nd level, your connection to the aether has allowed you to augment your abilities. You may choose one skill from among the physical (acrobatics, athletics), mental (investigation, perception), emotional (insight, performance), or spiritual (religion) domains, or simply the ethereal energy (arcana). You gain proficiency in that skill, or double proficiency if you are already proficient in it. You may alternatively choose two skills from the list and add 1/2 of your proficiency bonus (rounded down) to those skills, whether you have proficiency or not. This feature does not stack with Expertise or any other effect that provides double proficiency.

Conduit Variety
Conduits are a versatile bunch, but each is a variety of a specialized skillset. When you reach 3rd level, choose one among the Oracle, Spellslinger, or Sword Dancer varieties. You gain archetype features at 3rd, 6th, 11th, 17th, and 20th levels. See below for descriptions and a list of features for each variety.

Ability Score Improvement
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.

Physical Self:
At 7th level, you develop the ability to augment your Strength and Dexterity at times when you need them the most. You can add half of your proficiency bonus (rounded down) to Strength saving throws if you are not already proficient in them.

Mental Self:
At 10th level, you develop the ability to augment your mental resistance and capabilities when you need them the most. You can add half of your proficiency bonus (rounded down) to Intelligence saving throws if you are not already proficient in them.

Emotional Self:
At 13th level, you develop the ability to augment your wisdom and resistance to magical effects when you need them the most. You can add half of your proficiency bonus (rounded down) to Wisdom saving throws if you are not already proficient in them.

Spiritual Self:
At 15th level, you develop the ability to augment your constitution when you need it the most, and by completing the medicine wheel, you also develop a healthy spirit, providing you with a stronger immune system and better physiological health. You can add half of your proficiency bonus (rounded down) to Constitution saving throws if you are not already proficient in them.

Augmentations

Additional Fighting Style: Pre-requisite: Sword Dancer variety. You gain another fighting style of your choice.
Agile Reflexes: Pre-requisite: Reflex spell known. You may cast Reflex using 1 ether point.
Arcane Initiate: You gain 2 wizard or conduit cantrips of your choice and proficiency in arcana if you do not have it already. These cantrips count as conduit cantrips.
Arcane Sensory: You learn the Detect Magic spell and can cast it once per short or long rest without expending ether points. You may take this feature a second time to be able to cast Detect Magic at will.
Beam of Frost: Pre-requisite: Ray of Frost cantrip. Ray of Frost's range is increased to 120 feet.
Charged Blast: Pre-requisite: Eon Blast cantrip. When you cast Eon Blast, you may change the damage type to force or lightning.
Chromatic Blast: Pre-requisite: Eon Blast cantrip. When you cast Eon Blast, you may change its damage type based on the crystal's colour. For cool-coloured crystals, it is cold. For warm-coloured crystals, it is fire. For light gray, white and clear-coloured crystals, it is thunder. For dark gray and black-coloured crystals, it is necrotic.
Energy Ward: Pre-requisite: Blade Ward cantrip. Blade Ward now grants resistance to cold, fire, force, lightning, radiant, and thunder damage.
Explosive Bolt: Pre-requisites: Spellslinger variety, Fire Bolt cantrip. When you cast this spell, you may spend 1 ether point so the area around the target creature, object, or area you choose explodes upon impact or at the end of Fire Bolt's casting range. Creatures within 5 feet of the target must make a Dexterity saving throw. On a failed save, they take 1d4 fire damage, are knocked back 10 feet from the center and knocked prone. On a successful save, they are not knocked back and take half damage. When you spend a spell slot of a level higher than 1st, the explosion's damage is increased by 1d4 for each spell slot level above 1st.
Frostbite: Pre-requisites: Spellslinger variety, Ray of Frost cantrip. When you hit a target creature with this spell, the target must make a Constitution saving throw at the start of its next turn. On a failed save, it takes 1d6 cold damage. On a successful save, it takes only half damage.
Metaugmentation: You may select any metamagic feature from the Sorcerer Metamagic feature list, excluding Quickened Spell and Twinned Spell. Use ether points instead of sorcery points. You may take this feature multiple times and select a different metamagic feature each time.
Nonverbal Message: Pre-requisite: Message cantrip or Sending spell. You do not need to perform verbal or somatic components when casting Message or Sending.
Overcharge: Pre-requisite: 14th level. Your maximum spell slot level is increased to 7th, and you can cast a spell using a 6th or 7th-level spell slot once until you finish a long rest. You additionally learn the 7th-level spell Etherealness. If you are at least 17th level, you may take this feature again to further increase your maximum spell slot level to 9th, and the ability to cast a spell using an 8th or 9th-level spell slot once until you finish a long rest.
Outer Enchantrix: Pre-requisite: Enchantrix cantrip. If you've expended your use, you may spend 1 ether point to cast Enchantrix again. You can also cast Enchantrix on other people by touching them when you cast it. You must spend 1 ether point to do so. If they fail any of the ability checks, or are hurt or take any damage, they must make a Constitution saving throw to stay in concentration. Breaking concentration still applies to you, as well, but only under normal circumstances when concentration can be broken.
Stunning Grasp: Pre-requisite: Shocking Grasp cantrip. When you hit a target creature with this spell, you can spend 1 ether point to attempt a stunning grasp. It must make a Constitution saving throw. On a failed save, it is stunned until the start of your next turn.
Swift Strike: Pre-requisite: Sword Dancer variety, Quick Strike spell. You may cast the Quick Strike spell using 1 ether point.
Touch of Divinity: Pre-requisite: Oracle variety. You learn any two cantrips or 1st-level spells from the cleric spell list. These spells count as conduit spells.
Unarmoured Defense: You have learned to augment your agility in combat. When unarmoured and not wearing a shield, your AC becomes 13 + your Dexterity modifier.
Versatile Adept: You learn the Shillelagh cantrip. You may also use quarterstaffs with the Quick Strike spell and the Sword and Ward fighting style.
Warded Ally: Pre-requisite: Oracle variety, Blade Ward cantrip. You can now cast Blade Ward on other people up to a range of 60 feet.


Conduit Varieties
You receive a variety feature at 3rd, 6th, 11th, 17th, and 20th levels.

Oracle
Disciple of Life: Starting at 3rd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains hit points equal to 2 + the spell's level.
Channel Aether: Preserve Life: At 6th level, you can channel the aetherial energy of the multiverse to heal the badly injured. As an action, you may spend up to 5 ether points to generate healing energy that can restore hit points equal to your conduit level times the amount of ether points spent. Choose any number of creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. You can use this feature twice, and you regain your uses after finishing a short or long rest.
Blessed Healer: At 11th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points equal to a creature other than you, you regain hit points equal to 2 + the spell's level.
Charge Divinity: At 17th level, you can channel the aetherial energy of the multiverse to charge your healing spells with divine power. When you cast a healing spell of 1st level or higher, you may spend another spell slot to use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Augment Fate: When you reach 20th level, you gain full proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend one spell slot to reroll it and take the second result. You may also do this to another creature you can see within 120 ft when they fail, but the new roll must use their modifiers. You may alternatively provide preemptive luck to a target creature you touch by spending a 2nd-level spell slot. Until target creature completes a long rest, they may use your blessing to reroll one failed ability check, attack roll, saving throw, or death saving throw. They may also use this against an incoming attack roll to give it disadvantage. If they used your blessing to reroll a saving throw, you cannot reroll it yourself. You can reroll your own saving throws as many as necessary, but you can only treat another person once until you finish a long rest.

Spellslinger
Quick Magic: When you choose this archetype at 3rd level, when you cast a cantrip as an action, you may spend 2 ether points to cast another cantrip with a casting time of 1 action as a bonus action on your turn.
Potent Spellcasting: At 6th level, you become more proficient with your basic spells in combat. You can add your Charisma modifier to the damage you deal on a hit with any conduit cantrip. This does not stack with Agonizing Blast, Elemental Affinity, or any other feature that functions the same as this one.
Additional Augmentations: At 11th level, and again at 17th level, you receive an additional augmentation feature of your choice.
Spell Critical: At 20th level, your spell attacks score a critical hit on a roll of 18-20.

Sword Dancer
Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiencies in light and medium armour.
Fighting Style: Additionally at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Augmented Weapon Fighting: You may use your spellcasting modifier for the attack and damage rolls of weapons you are proficient in. Your strikes also count as magic when you attack this way.
Defense: While you are wearing armour, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Sword and Ward: When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. This weapon must be light or finesse, and you must be proficient with it.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Energy Weapon Bond: When you reach 11th level, you learn a ritual that creates a magical bond between yourself and one energy weapon. You can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. To complete this bond, you must use a crystal of any type and colour to place inside a hilt of your choice. Once you have bonded the crystal, the hilt, and yourself to each other, you can wield the hilt and, as a bonus action, activate/deactivate the weapon. The weapon may be a dagger, quarterstaff, scimitar, or shortsword, and it glows the colour of the crystal inside the hilt. The damage type of this weapon depends on the colour of the crystal. For cool-coloured crystals, it is cold. For warm-coloured crystals, it is radiant. For white, light gray, and clear-coloured crystals, it is thunder. For dark gray and black crystals, it is necrotic. If you have the Charged Blast augmentation feature, you have the option to change your damage type to force or lightning. The weapon still slashes, pierces, or bludges, despite it being of another type. You can have a bond with up to two energy weapons. A bond may be broken if the weapon is broken, or you form a new bond with another weapon past your second.
Augmented Strikes: At 17th level, you may spend 1 ether point to reroll a damage die of a weapon attack you make. You can do this once per turn.
Blade Fury: At 20th level, you may spend 5 ether points to attack twice as a bonus action on your turn with a light or finesse melee weapon you are proficient in. If you have the Swift Strike augmentation feature, the cost of this feature is reduced to a 4 ether points.

Conduit Spell List:


Cantrips
1st
2nd
3rd
4th
5th



Blade Ward
Dancing Lights
Eldritch Art
Enchantrix
Eon Blast
Fire Bolt
Friends
Light
Message
Prestidigation
Produce Flame
Ray of Frost
Resistance
Sense Evil and Good
Shocking Grasp
Thaumaturgy



Burning Hands
Charm Person
Chromatic Orb
Cure Wounds
Detect Evil and Good
Detect Magic
Expeditious Retreat
Extrasensory
Faerie Fire
Fog Cloud
Force Brawn
Jump
Longstrider
Mage Armour
Magic Missile
Sanctuary
Shield
Thunderwave
Witch Bolt



Blindness/Deafness
Calm Emotions
Continual Flame
Darkness
Darkvision
Detect Thoughts
Flame Blade
Flaming Sphere
Gust of Wind
Hold Person
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Weapon
Misty Step
Quick Strike
Reflex
Scorching Ray
See Invisibility
Shatter
Silence
Suggestion
Warding Bond



Beacon of Hope
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fireball
Force Weapon
Glyph of Warding
Haste
Lightning Bolt
Magic Circle
Meld Into Stone
Protection from Energy
See Into Aether
Sending
Sleet Storm
Slow
Tongues
Wind Wall



Contending Aura
Control Water
Death Ward
Dimension Door
Fire Shield
Ice Storm
Locate Creature
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Wall of Fire



Antilife Shell
Commune with Nature
Cone of Cold
Contact Other Plane
Dispel Evil and Good
Dream
Flame Strike
Greater Restoration
Hallow
Hold Monster
Mass Cure Wounds
Rary's Telepathic Bond
Scrying
Telekinesis
Teleportation Circle
Transfer Life
Vigour
Wall of Force




Unique Spell Descriptions:
Contenting Aura
4th-Level Transmutation
Casting Time: 1 action
Range: 15-foot radius, centered on a point up to 10 feet from self
Components: V, S, M (a crystal worth at least 10 gp)
Duration: Concentration, up to 10 minutes

You alter the energy in a given area within range, which may feel warm or cool depending on the colour of the crystal. For the duration, any creature within the area has resistance to a damage type based on the crystal's colour.
Blue/Green/Purple: Cool area, resistance to fire damage.
Red/Orange/Yellow: Warm area, resistance to cold damage.
White/Light Gray/Brown/Clear: Indifferent feeling, resistance to thunder damage.
Black/Dark Gray: Cold area, resistance to radiant damage.
Additionally, whenever a creature within the area is healed by a healing spell, they receive 1d4 temporary hit points. This effect can happen only once per casting of this spell. If the colour of the aura is black or dark gray, creatures within the area are instead vulnerable to necrotic damage.

Eldritch Art
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a crystal worth at least 10 gp)
Duration: Concentration, up to 30 minutes.

You generate harmless magic the colour of the crystal up to 5 feet in width and 10 feet in length. It can be small and hover around yourself, use the magic to perform, during meditation, etc. The magic provides dim light up to 20 feet, and it emits a feeling from cold to warm, depending on the colour of the crystal being used to cast this spell.
Blue/Green/Purple: Cool, and provides resistance to nonmagical fire damage.
Red/Orange/Yellow: Warm, and provides resistance to nonmagical cold damage.
White/Light Gray/Brown/Clear: Indifferent. Willing creatures within 60 feet of you may be charmed for the duration.
Black/Dark Gray: Cold and uneasy. Creatures within 60 feet of you must make a Charisma saving throw. Creatures who are not hostile to you may automatically pass this saving throw. On a failed save, the creature takes a -1 penalty to ability checks, attack rolls and saving throws. This effect does not stack with the frightened condition.

Enchantrix
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: None
Duration: Concentration, up to 10 minutes.

For the duration, you may add +1 to any Athletics or Acrobatics check, Strength or Dexterity saving throw, or any generic Strength or Dexterity check at the DM's discretion (e.g. pushing a heavy cart, but not flexing muscles). If you fail any of these checks, you must make a Constitution saving throw to stay in concentration. This spell may only be cast once until a short or long rest is completed.

Eon Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: S, M (a crystal worth at least 10 gp)
Duration: Instantaneous

You hurl a mote of magical energy the colour of the crystal at a target creature within range. You have two charges, which you may power into a single spell attack or aim at other target creatures. You can use your movement, bonus action and reaction between attacks, but you must have a free hand to hold the charges. Each charge deals 1d4 magical bludgeoning damage. Any effect or feature that grants immunity to Magic Missile also applies to this spell. At 5th level, your charges' damage dice turn into d8s (2d8). At 11th level, you gain one more charge (3d8), and again at 17th level (4d8).

Extrasensory
1st-Level Enchantment
Casting Time: 1 action
Range: 30 feet radius centered on self
Components: None
Duration: Concentration, up to 10 minutes

You can sense the general direction of any creature within range, and you can perform a Perception check against your spell save DC to locate that creature. You may also use this check to listen to the soundwaves within a 5 foot radius in a desired spot within range. You are vulnerable to thunder damage if you do this. You additionally gain a +1 bonus to these perception checks when you close your eyes to do so. The sensory effects of this spell are received from signal waves coming from their origins, so interruptions may occur if they are in the way between you and the location you are attempting to sense. At least 1 foot of solid stone, metal and wood interrupt the reception. You may maneuver to receive these signals again. You can sense living and undead creatures, which each give off different signatures when sensed. You cannot sense the dead or constructs unless there is some kind of justifiable life force associated with these creatures. Sound does not discriminate between creatures, however.

Force Brawn
1st-Level Transmutation
Casting Time: 1 reaction
Range: Self
Components: None
Duration: Concentration, until the start of next turn.

When you are hit by an attack or make a Strength saving throw, you may use your reaction to cast this spell. For the duration, you gain resistance against bludgeoning, piercing, and slashing damage.

Force Weapon
3rd-Level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: force, cold, fire, lightning or thunder. For the duration, the weapon has a +1 bonus to attack and damage rolls, with the bonus damage being in the chosen type. The attack and damage bonuses increase to +2 when casting this spell at 4th, 5th or 6th level, and +3 at 7th, 8th or 9th level.

Quick Strike
2nd-Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Instantaneous

When you use your action to make a weapon attack, you may cast this spell to make one weapon attack as a bonus action. This weapon must be light or finesse, and you must be proficient with it.

Reflex
2nd-Level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: None
Duration: Concentration, until the start of your next turn.

For the duration, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

See Into Aether
3rd-Level Divination (Ritual)
Casting Time: 1 action
Range: 300 feet, centered on self.
Components: M (a crystal worth at least 10 gp)
Duration: Concentration, up to 1 hour

For the duration, you can see magical energy in the air, as well as the auras of the living and the undead, which is the colour of the crystal for the energy and the living, and an ugly dark colour for the undead. You additionally gain a +1 to Religion checks for the duration.
For the duration, when you close your eyes, you can see into the border regions of the Ethereal Plane, depending on your location in the current plane. You cannot interact with creatures or objects in the ethereal plane through this spell, but creatures in the ethereal plane may perceive you and recognize your acknowledgement of their presence. They can also interact with you. If you are unwilling of their interaction, they must succeed on a Wisdom saving throw to do so.

Sense Evil and Good
Divination cantrip
Casting Time: 1 action
Range: Self (30-foot radius)
Components: None
Duration: Concentration, up to 1 minute

You gain insight into the emotions, moods, and alignments of creatures within 30 feet of you. When you make a Wisdom (Insight) check for empathetic purposes while this spell is active, which you may perform as you cast this spell, you can sense the emotions, moods, and alignments of all creatures within range who you succeeded the check against. However, in order to identify whose emotions, moods, or alignments are whose, you must use a bonus action to do so while this spell is active.

Empathy Mechanic: Creatures can make a Wisdom (Insight) check against a creature's passive Charisma (Deception) score, or against a DC depending on the apparent difficulty of a creature's emotions and moods. The DM may alternatively use passive Wisdom (Insight), and do not require a check for obvious emotions.

Transfer Life
5th-Level Transmutation (Ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a humanoid host body, which cannot be replaced by a spell focus, and a crystal)

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the creature is reincarnated into the host body. If the target's soul isn't free or willing to do so, the spell fails. If the host body is living and is unwilling, they must perform a Wisdom saving throw to resist the spell. They have advantage on this roll. If the host creature fails the saving throw, it dies. While casting this spell, if the two bodies are in contact with any other living beings, be they animals or plants, animal eyes and the entirety of plants glow the colour of the crystal used. Dots of this glowing colour also float around the area, because the aether is being conducted towards the bodies. This glow emanates an energy that is either cool or warm, depending on its caster's choice or the colour of the crystal. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Vigour
5th-Level Transmutation
Casting Time: 1 reaction
Range: Self
Components: None
Duration: Concentration, until start of next turn.

When making a Constitution saving throw or take damage, you may use your reaction to cast this spell to gain advantage in Constitution saving throws for the duration. You additionally gain 3d4 temporary hit points when you cast this spell.

Multiclassing
Pre-requisite: Charisma 13 or higher
Proficiencies: Daggers, scimitars, shortswords
Ather Magic and Spellcasting: You can use spell slots to cast conduit spells, and ether points to cast spells gained from other classes.

Comment your thoughts! :D

Changelog:

3/12/2016, 6:25pm:

Many changes have been put into effect.
Aether Magic's spell slots have been reworded to ether points.
The conduit's fluff has been changed to integrate the Ethereal Plane and its wonders.
Crystal material components for specific conduit spells now have cost worth at least 10 gp (compatible with crystal arcane focuses).
Eldritch Blast has been removed, Eon Blast's damage has been changed to magical bludgeoning, and the colour-based damage types have been moved to a new augmentation called Chromatic Blast.
Empathy has been removed and replaced with a cantrip called Sense Evil and Good. Emotions and moods have been considered for an internal mechanic for Insight checks, with its counter being Deception.
Reflex has been changed to a 2nd-level spell.
The Urgent Reflex augmentation feature has been changed to reflect Swift Strike, and was renamed Agile Reflexes.
Contenting Aura now has a crystal colour mechanic, and is now an original spell, as compared to its previous version being inspired by a few spells on dandwiki.
Eldritch Art also now has a crystal colour mechanic, and is now worth taking as opposed to the previous version being just fluff.
See Into Aether has been changed to include a mechanic involving the Ethereal Plane.
Outer Enchanbtrix has been removed as a spell and turned into augmentation.
Charm Person and Witch Bolt have taken Empathy and Reflex's positions on the spell list.
A multiclassing section.
Leather armour has been removed from the starting equipment.
Mage Defense has been changed to Unarmoured Defense, and has augmented fluff. Should it be named Augmented Defense?
Augmented Strikes and Blade Fury have been switched.
Active Mind has been removed, and Nonverbal Message takes its functional place.
Mind Shield has been removed.


2/16/2016, 10:10pm:

The Finesse Weapon Fighting fighting style (aka Swift Strike) has been removed altogether.


2/16/2016, 10:10pm:

Conduit's Recovery has been removed, and has been replaced by variety archetype features.
Sword Dancer has had a rework. Its archetype-specific augmentations have been replaced by Additional Fighting Style, which incorporates Augmented Strikes (now Augmented Weapon Fighting), Sword and Ward, and Swift Strike (now Finesse Weapon Fighting). Finesse Weapon Fighting is under consideration of removal, for the sake of Two-Weapon Fighting not being overshadowed.
Early Strike no longer allows the early learning of Quick Strike. Swift Strike now seems a more appropriate name.
Sword Dancers gain the Fighting Style feature at 3rd level, Energy Weapon Bond at 11th level, and Augmented Strikes at 20th level (new use for the name).
Spellslingers gain the Spell Critical feature at 20th level.
Oracles gain the Augment Fate feature at 20th level.
Overcharge's wording has been changed for the sake of balance. The 6th/7th spell casting can only be used once, as does the 8th/9th spell also.
Physical Self no longer adds proficiency to Dexterity saving throws, and Emotional Self no longer adds proficiency to Charisma saving throws.
Versatile Adept's wording has been changed to include only quarterstaffs, for the intention of allowing sword dancers the ability to take advantage of quarterstaffs.
The class' weapons proficiencies have been changed to simple weapons, hand crossbows, scimitars, and shortswords.


2/10/2016, 9:48pm:

Magic-Empowered Strikes has been integrated into Augmented Strikes.
Empathy no longer has the +1 bonus to the Insight check to cast it. The check itself should be an enough dynamic to boost Insight.


2/10/2016, 1:00am:

Empathy has a new dynamic. Subject to change.
The Reflex spell has changed from being able to a bonus dodge instead of performing Acrobatics checks against incoming attack rolls, to prevent stacking. It might be considered in the future to find a compatibility to allow for this dynamic to return.


2/9/2016, 9:00pm:

Arcane Wheel has been changed to provide half of what it originally provided.
Eon Blast's damage progression has been changed to 2d4, 2d8, 3d8, and 4d8 from 2d4, 3d6, 4d6, and 4d8.
The Chilling Blast and Radiant Blast augmentation features were removed. Eon Blast now has them integrated based on the crystal's colour.
New augmentation feature: Charged Blast.
There are now archetype-exclusive augmentations.
Added an extra augmentation at 3rd level, to accommodate for the archetype exclusive augmentations.
Oracles' Bonus Spells feature has been turned into an augmentation called Touch of Divinity.
New augmentation feature: Warded Ally. This is part of the Oracle-exclusive augmentations, along with Touch of Divinity.
Explosive Bolt and Frostbite are now Spellslinger-exclusive augmentations.
Double Dancing and Swift Strike are now Blade Dancer-exclusive augmentations.


2/9/2016, 6:17pm:

New augmentation features: Beam of Frost, Chilling Blast, Double Dancing, Energy Ward, Explosive Bolt, Frostbite, Radiant Blast, Stunning Grasp, Swift Strike, and Versatile Adept.
The Improved Reflex and Improved Strike augmentation features have been renamed to Early Strike and Urgent Reflex.
Changed the text of Eon Blast to make more sense.


2/7/2016, 7:34pm:

The See Into Aether spell has had its range changed from Self to 300 feet, centered on self, to better match its description. It is also being considered that a secondary function be added so that it's not just a higher cost Locate Creature with a +1 religion, despite roleplay potential with a deity.


2/6/2016, 4:34pm:

Sword Dancers' Extra Attack's wording has been changed to replicate the same as for other classes, and its functionality also changes to it.
Sword Dancers' Blade Fury now has a connection with the Improved Quick Strike augmentation feature.
Contenting Aura and Empathy now have credit notes because they were not entirely my ideas.


2/6/2016, 1:37pm:

Performance was added to the list of skills in Arcane Wheel, under the emotional domain. The new version of the feature allows for this.


2/4/2016, 6:45pm:

Oracles no longer gain Spare the Dying at 3rd level, and Guidance and Bless at 6th. Instead, they gain any two cleric cantrips or 1st-level spells at 3rd level.


2/4/2016, 6:18pm:

Added a new augmentation: Improved Quick Strike, made to optimize sword dancers.
Eon Blast has had its power curve adjusted to always be below Eldritch Blast and Fire Bolt.
Oracles now gain the Spare the Dying cantrip at 3rd level.
The text from Magic-Empowered Strikes has been adjusted to make more sense. Functionally, it is being considered to remove the spell slot cost.
The dagger option in the Starting Equipment list has been changed to two daggers.


2/3/2016, 1:13am:

Eldritch Bolt has been replaced with Eon Blast.
Changed Sword and Ward to match Battle Magic.
Added an Augmentations Known column in the Conduit table.


2/1/2016, 12:51am:

Arcane Wheel has been changed to an Expertise-like skill instead to simplify the feature.
Vigour no longer gives proficiency in Constitution saving throws, and the 2d4 temporary hit points were changed to 3d4.
Physical, Mental, Emotional and Spiritual Self features no longer give the ability to use a spell slot to use Charisma for the saving throws, and instead just provides the half proficiency bonus without already having proficiency in them.
Spiritual Self now allows you to choose one saving throw proficiency to spend a spell slot to reroll them once when they fail.


1/31/2016, 11:10pm:

Arcane Wheel restrictions were removed.
Added Advanced Arcane Wheel-like features at 7th, 10th, 13th and 15th levels.
Vigour's 1d4 temporary hit points were changed to 2d4.
Oracle now learns Guidance and Bless at 6th level, but cannot cast them on self, and Bless is restricted to one person when cast aa a 1st-level spell.
Sword Dancer's Sword and Ward and Extra Attack were switched.
Spellslinger's Potent Spellcasting's text has been modified to clarify that it cannot be stacked with Agonizing Blast, Elemental Affinity, or other Potent Spellcasting features.
Added all of the Charisma skills to the proficiencies list, as well as Stealth and Sleight of Hand for people who prefer Dexterity over Charisma.
Daggers and slings were added to the weapon proficiencies. Why? Because meh.
Some text was reworded.

Sicarius Victis
2016-06-04, 01:23 AM
Interesting, definitely. However, it feels a bit fiddly. The magical crystals used as material components could make things a bit more complicated. Having to keep track of exactly what colours you do have and don't have, as well as trying to figure out where you can get more, just feels to me like something people don't want to have to bother with, you know?

Also, flat bonuses or penalties, such as the ones from Enchantrix, aren't a common thing in 5e. Just a thing to keep in mind.

zeek0
2016-06-05, 02:20 AM
I'll only comment on the flavor at the moment, and get to the crunch later. I'll ask you questions to see if it allows for ideas to bloom.


The ether (or aether) is an energy which comes from the Ethereal Plane.

Magical energy can be found anywhere. You must learn to connect your own energy to the energy outside of your aura to demonstrate it in a noticeable fashion.
From what I can tell, a Conduit draws their power from "aether", an energy from the ethereal plane. Is this energy everywhere throughout the ethereal plane, or does it come from a single source in that plane?


The ether is related to electromagnetics, but in your case, you can harness that energy for your physical, mental, emotional and spiritual needs.
How is it related to electromagnetics (something not understood in most D&D campaigns, or real life)? Does it have any affect on lightning attacks or damage?
How is this energy transformed to meet your physical, mental, emotional, and spiritual needs (esp. mental, emotional, and spiritual needs)?


By conducting magic through ether, you are limited from illusory magic, prayers, etc.
Aether cannot be channeled into divine-like magic (maybe only gods can transform magical energy in this way) (but you can still do cure wounds and other divine-like spells), or illusion magic. Why can't this energy be transformed into illusion magics?


A conduit is someone whose connection to magic is not that of a type of magic school, or coming from a deity.
How is your concept of the aether different from the concept of the weave?
Both say that raw energy is available. Both say that you are able to transform this energy in certain ways. The only difference I see is that you say that the raw energy exists solely in the ethereal plane.

I think that you need to coalesce your concept. If they are neither divine nor arcane, how is this true? Where do they draw their power, and how does that affect them?

An oracle is a person through which prophecy passes. Your oracle subclass doesn't focus on divination magic, future seeing, or fate manipulation until the capstone feature.

What I do enjoy:
Your search for a magic concept outside of arcane/divine/The Weave.
How you want to make a class that uses pseudo-scientific ideas (crystals, using magic for spiritual/emotional needs).

Sicarius Victis
2016-06-07, 06:56 PM
From what I can tell, a Conduit draws their power from "aether", an energy from the ethereal plane. Is this energy everywhere throughout the ethereal plane, or does it come from a single source in that plane?


Hey, I actually might know something for once!

As far as I know, "aether" is THE magic of the Ethereal Plane. If I'm actually right about this: aether is what ethereal objects, force constructs, etc. are made of. Aether is a form of not entirely substantial magical energy, commonly accessed for some of the more "generic" magical effects, such as Magic Missile, for example. Telekinesis is also often related to it, seen as wrapping the object(s) in strands of aether.

I don't know any of this for a fact, this is really a combination of extrapolation and the PFRPG Occult Adventures. So, I'm probably wrong. But as far as I can tell, that's what aether is.

EDIT: Even if that's what it is, I still have no idea about the "no illusions or divine magic" part. Particularly considering that the class spell list had "Thaumaturgy" as a cantrip when I posted this. As well as the fact that they can learn new spells from the Wizard and Cleric lists...