Sorcerous Origin: Conduit Fluff to be written. Magical energy from the Ethereal Plane flows through the sorcerer, etc. Conduits can harness that energy for magic and augmenting abilities. Ether Focus The only spellcasting focus a conduit sorcerer can use is a crystal of any specified colour (found in chapter 5 of the PHB), which may simultaneously be used as an arcane focus. You may call this crystal an ether focus. When an ether spell has a crystal material component, it is referring to the crystal you are carrying on your person. If such a spell uses the crystal's colour in the function of the spell, and the crystal is multicoloured, you use the main colour of the crystal. Your DM may allow the use of multicoloured crystals to take advantage of multiple colours. When you do, work with your DM on how a spell's damage dice are allocated for each colour's damage type, or choose to use one single colour per casting of the spell. Modified Spell List Conduit sorcerers have a different spell list than arcane sorcerers. This spell list is determined by which spells are ether spells as opposed to arcane. Ether spells are considered to be involved with energy, the elements, transmutation magic, and mind-affecting magic. Note. The spell list is on the next page. Medicine Wheel When you choose this origin at 1st level, your connection to the ether has allowed you to augment your abilities. You may choose one skill from among the physical (Acrobatics, Athletics), mental (Investigation, Perception), emotional (Insight, Animal Handling), or spiritual (Performance, Religion) domains. 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 effect does not stack with other effects that provide double proficiency. Physical Self At 1st level, you can instinctively augment your physical capabilities at times when you need them the most. You can add half of your proficiency bonus (rounded down) to Strength and Dexterity saving throws saving throws if you are not already proficient in them. Additionally, your maximum hit points are increased by 1, and your hit point maximum increases by 1 for every sorcerer level above 1st. Additionally, when you are unarmoured, not wearing a shield, and not carrying a heavy object, your AC is equal to 12 + your Dexterity modifier. Mental Self At 6th level, you can instinctively augment your mental resistance and capabilities at times when you need them the most. You can add half of your proficiency bonus (rounded down) to Intelligence saving throws. Additionally, when you take psychic damage, you can use your reaction and spend 2 sorcery points to gain resistance to it. Emotional Self At 14th level, you can instinctively augment your mind to stay collected, as well as your ability to resist magical effects. You can add half of your proficiency bonus (rounded down) to Wisdom saving throws. Additionally, when you make an ability check for empathetic purposes, you can spend 1 sorcery point to reroll it and use either result. Empathy Creatures can make a Wisdom (Insight or Perception) check against a DC of 15 (or varied number depending on the difficulty) to discover another creature's emotions and moods, but not alignment. A creature who wants to conceal their emotions, moods, and to the extent of the sense evil and good cantrip, alignments, may use their passive Charisma (Deception) score as the DC for the ability check for empathy. If they are aware of the other creature making the ability check (or casting sense evil and good), they may alternatively make an active check against the roll. Spiritual Self At 18th level, you can instinctively augment your constitution when you need it the most. When you make a Constitution saving throw and fail, you can spend 1 sorcery point to reroll it. You must use the new roll. Additionally, by completing the medicine wheel, you also develop a healthy spirit, providing you with a stronger immune system and better physiological health. You are immune to disease, and you age at half the rate you would normally.

Modified Spell List Cantrips Arc Bolt

Blade Ward

Dancing Lights

Friends

Light

Magic Art

Message

Produce Flame

Ray of Frost

Resistance

Sense Evil and Good

Shillelagh

Shocking Grasp

Thaumaturgy 1st-Level Spells Athleticism

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 2nd-Level Spells 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 3rd-Level Spells 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 Ether

Sending

Sleet Storm

Slow

Tongues

Wind Wall 4th-Level Spells Contenting Aura

Control Water

Death Ward

Dimension Door

Fire Shield

Ice Storm

Locate Creature

Mordenkainen's Private Sanctum

Otiluke's Resilient Sphere

Wall of Fire 5th-Level Spells Antilife Shell

Commune with Nature

Cone of Cold

Contact Other Plane

Dispel Evil and Good

Dream

Flame Strike

Greater Restoration

Hallow

Hold Monster

Rary's Telepathic Bond

Scrying

Telekinesis

Teleportation Circle

Transfer Life

Vigour

Wall of Force

6th-Level Spells Blade Barrier

Chain Lightning

Disintegrate

Globe of Invulnerability

Mass Suggestion

Move Earth

Sunbeam

True Seeing

Wind Walk 7th-Level Spells Delayed Blast Fireball

Etherealness

Fire Storm

Mordenkainen's Sword

Plane Shift

Regenerate

Reverse Gravity 8th-Level Spells Antimagic Field

Antipathy/Sympathy

Control Weather

Earthquake

Feeblemind

Sunburst

Telepathy

Tsunami 9th-Level Spells Astral Projection

Foresight

Storm of Vengeance

Time Stop Ether Spell Descriptions Arc Bolt Evocation cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (a crystal worth at least 10 gp)

V, S, M (a crystal worth at least 10 gp) Duration: Instantaneous You hurl a mote of magical energy the colour of the crystal in an arc trajectory homing towards a target creature within range. You have two charges, which you may power into a single ranged spell attack or aim at other target creatures. Each charge deals 1d4 magic 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). Athleticism 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute For the duration, you gain a +1 bonus to Athletics and Acrobatics checks, Strength and Dexterity saving throws, and weapon attack rolls. If you fail a Strength or Dexterity saving throw, or fail an Athletics or Acrobatics check, you must make a Constitution saving throw to stay in concentration. Contenting Aura 4th-level transmutation Casting Time: 1 action

1 action Range: 15-foot radius, centered on a point up to 10 feet from self

15-foot radius, centered on a point up to 10 feet from self Components: V, S, M (a crystal worth at least 10 gp)

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, and provides resistance to fire damage. Red/Orange/Yellow. Warm area, and provides resistance to cold damage. White/Light Gray/Clear/Brown. Indifferent area, and provides resistance to thunder damage. Black/Dark Gray. Cold area, and provides 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. Extrasensory 1st-level transmutation Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: S

S Duration: Concentration, up to 1 minute 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.

Force Brawn 1st-level transmutation Casting Time: 1 reaction, which you take when you are hit by an attack or make a Strength saving throw.

1 reaction, which you take when you are hit by an attack or make a Strength saving throw. Range: Self

Self Components: S

S Duration: Concentration, until the start of your next turn When you are hit by an attack or make a Strength saving throw, you may use your reaction to cast this spell. Until the start of your next turn, you gain resistance against bludgeoning, piercing, and slashing damage. Force Weapon 3rd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

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 gains a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and extra damage increases to 1d4 + 1. When you use a spell slot of 7th level or higher, the bonus to attack rolls increases to +3 and the extra damage increases to 1d4 + 2. Magic Art Evocation cantrip Note. This spell is also available to normal sorcerers, warlocks, and wizards.

This spell is also available to normal sorcerers, warlocks, and wizards. Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a crystal worth at least 10 gp)

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 to creatures who are within the magic area. Red/Orange/Yellow. Warm, and provides resistance to nonmagical cold damage to creatures who are within the magic area. White/Light Gray/Clear/Brown. Indifferent, Willing creatures within 60 feet of you may be charmed for the duration. Black/Dark Gray. Cold, 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. Quick Strike 2nd-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: S

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

1 bonus action Range: Self

Self Components: S

S Duration: 1 Rotation 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 Ether 3rd-level divination (ritual) Casting Time: 1 action

1 action Range: Self (150-foot radius)

Self (150-foot radius) Components: V, S, M (a crystal worth at least 10 gp)

V, S, 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. 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.