You shared space with something you never meant to truly interact with. Elements and visages of those who held greater power leaked into your being, and when the world cracked open, you were in the way.
As a permanent example of collision, you are a channel, a fuse, a carrier, whether you want to be or not.
Short & Sweet:
The Conduit is a survivor — a being who was irrevocably altered when caught in the crossfire of something far greater. Whether caught in the fallout of an interplanar war, the wake of an unraveling elemental node, or touched by the clash of light and void, they are forever changed.
You don't wield power. You house it. and eventually, that power leaks out.. It changes, edits, destroys, and creates. The power that you have isn't truly yours, and it makes its instability known through every facet of your life.
Physical Attributes:
Conduits often carry permanent signs of their exposure to the particular element they are now forever bound to. These are:
Elemental: Jagged burns, Crackling Skin, Frost-Split Veins, and a body that feels as if its splitting.
Radiant: Glowing Scars, Sigils embedded in bone, Light bleeding from cracks and cuts, sometimes they grow Wings or Feathers on their body.
Voidic: Reversed Shadows, Missing Reflections, A Enforced Silence that follows everything they do.
For all of them, their body may sometimes twitch, glow, or distort in subtle pulses that seem unnatural, even if the situation called for that reaction.
Fun Facts:
-> This change can happen at any point in their life, but is most common when the Origin or Character is in its teen to early adult stages.
-> Many of them act often wary, humbled, or detached from their actual power. Some may lean into it, while others hate it.
Basic Info
Description:
Most significant changes are dependent on the header origin, but the ones provided still count.
Languages
Choose One:
-> Primaeval - The language of elemental figures and primevals, beings made of elements.
-> Helosis - The language of radiant beings and angelic figures, who are of radiance unknown to mortals.
-> Aubwill - The language of voidic figures and paracasal things, born in the void itself.
Strengths & Shortcomings
Endurances, Resistances & Immunities
ENDURE ( -5 Damage, No Change on Saves )
-> One of the three following elements based on their variant:
Voidic - Hollow Spark
Radiant - Shard of Glory
One Chosen Element - Scarred Vein
Erratic Progeny
You radiate latent traces of the force that altered you. It bleeds out of you... sometimes whether you'd want it or not.. It emerges...
Feature -> As a Free Action once per turn, unleash a Residual Pulse, creating a 10-foot aura centered on you.
The Pulse causes one of the following effects based on your Path:
Voidic Pulse →
Creatures in range must succeed a Resolve Score of 12 + your level or take Distortion
( disadvantage on next ranged or spell score ).
Radiant Pulse →
Allies in range restore 1d4+LEVEL HP and glow with brief divine shimmer, gaining Advantage on their next defensive score.
Elemental Pulse →
The environment around you violently reacts (flames erupt, wind howls, stones spike, etc.).
Enemies in range take 1d4+LEVEL damage of your chosen elemental type and are shoved 5 feet away + 5 for every level you have unless they pass a Reflex Score
( 14 + Level ).
The dice increases by one die every three levels ( 3rd, 6th, 9th, etc. )
"It didn't give me a gift... It left behind a scar... Why doesn't is close...?"
Reality Slips
Feature -> When you move or cast a spell, you can choose to blink up to 5 ft in any direction (even mid-cast or mid-step). This blink happens before the action completes. You may do this a number of times equal to twice your level per Short Rest. Using this without uses can work, but it deals 4d4 Psychic Damage.
Additionally... -> For two uses as a Reaction, you may do this when an incoming attack approaches you. Gain advantage, and if it hits, decrease the damage by x2 your level.
Echo Vertices
Feature -> When an ally within 10 feet takes an action, you may, an amount of times per 2x your current level as a Reaction, store their impression fragments caused by their soul shifting and doing things as a Free Action. Then, you may use these fragments to do the following:
-> Causality - For Two Impression Fragments, render an allies failure or enemies success null, rerolling and choosing the new score. You may also use Impression Fragments to add +1 modifiers to the roll per Fragment Expended as Free Actions.
Causality can not override criticals.
-> Hurts in Morse Code - For Three Impression Fragments and an action, send a message to a creature in sight within 200 feet, encrypted in your native language ( Aubwill ).
They roll a Resolve Score, and gain disadvantage if they don't speak the language and advantage if they do.
Succeeding only allows them to understand the message in Commonfolk, and it must be no longer than 30 words.
Failing deals them 1d4 Psychic Damage, grants them disadvantage on their next score, and increases by a 1d4 per 2nd level.
( 2nd, 4th, 6th, etc. )
-> So I Stopped Translating - For Three Impression Fragments and an Action, you may edit and shift a creatures inner being lightly, giving them a light regeneration of injuries at the cost of your own essence.
Heal them 1d4 for every point of health you expend to this ability.
You may also expend additional Impression Fragments to avoid the cost of Health Points.
Dissonant Presence
Feature -> Your presence emits an unstable hum. Enemies within 5 ft of you at the start of your turn must make a Presence or Resolve Score against an 8 + your level or suffer Disruption.
Additionally... -> Their next AoE or spell effect fails to effect you during the round Disruption is active.
"They call it light. Light can blind, burn, choose not save.. It's not protection.. It's... JUDGEMENT."
Eye-Scorcher
Feature -> As a Reaction, when you are targeted by an attack or forced to make a saving throw, you may emit a burst of divine light. Until the end of your next turn:
> You gain +1 to Blocking or Reflex Scores
> The attacker must succeed a Resolve Score ( 12 + Level ) or suffer Disadvantage on their next attack or effect targeting you.
> If the target gets a 4 or lower on their natural score, they are Blinded for 1d2 Rounds.
This has an amount of uses equal to your level per Short Rest.
Symphony of Harmonic Halos
Feature -> While you are conscious and above zero Health Points, you and allies within 10 feet of you gain a bonus modifier to all Saving Scores equal to your level and receive advantage against Fear or Mind-Based effects.
Additionally... -> Every time you critically succeed or fail, heal all allies effected by this for 1d6 + level. If they are at full health, convert this to temporary health points. You may also heal an ally 1d4+level Health Points once per round as a Free Action, though it nullifies the bonus modifier for that round.
Judgement
Feature -> When you are hit with a spell, divine strike, or radiant effect, as a Reaction, you may absorb the energy or redirect it.
> Choosing to absorb it adds Radiant Damage equal to half the damage taken by the effect to your next attack.
> Choosing to redirect it deals half the damage taken by the spell back on the attacker as Radiant Damage.
"You weren't chosen.. You were in the way when those notable collided.. Now you are cursed... Forever..."
Reactionary Core
Feature -> As a Reaction or Action, you may exert an outburst of elemental origin based on your chosen type. The element may be:
Pyric, Glacial, Voltic, Aqueous, Wither, Biotic or Caustic.
Uses a physical stat of your choosing to hit ( CON, STR, DEX ), and has the following effects:
> Pyric
Action: Create a ball of fire that deals 2d6 Pyric Damage and lob it in 30 feet of you. All targets in a 15 foot radius of that zone have to make a Reflex against your rolled score or take the damage.
Reaction: Surge a wall of fire, causing attacks to have disadvantage. If the target is in melee, deal 1d6 Pyric Damage to them automatically.
> Glacial
Action: Create an item that deals 1d4 - 1d8 Glacial Damage ( depending on if its light, medium or heavy ) and grant it one weapon tag.
Reaction: Create of line of frost, giving Reflex a bonus equal to your level and allowing you to move your full movement speed in a direction instead on a success, or create ice-based armor, giving 10 Fortitude and an additional 2 for every level you have that lasts 2 rounds.
> Voltic
Action: Shoot a thunder bolt that deals 1d4 Voltic Damage, and on success, targets an enemy within 10 feet, only stopping the chain when it misses.
Reaction: Shoot a Static Charge back at the attacker or an opponent in 25 feet, which deals 2d2 + Level Voltic Damage and forces a RES save of 10 + your level or they become partially stunned.
> Aqueous
Action: You may create 1-3 bubbles, which can give a creature a 10-foot float speed, trap an enemy inside ( counts as restrained ), or be used as temporary platforms. You must be in touch range for these bubbles to effect other creatures though.
Reaction: Create a wall of soapy bubbles, granting you advantage on a defensive roll. You may also shoot a line of bubbles in a direction to attempt to throw off a target, but it only knocks the target's modifiers down by your level.
> Wither
Action: Stitch a wound or cause it to bleed out, dealing or healing a target for 2d4 Wither Damage. If the target has missing Health Points, the effect deals its max potential damage or heal if they are missing half Health Points instead. Must be in touch range.
Reaction: You may send a wave of decay at a target, tripling the special effect of Wither damage. This effect deals no damage, but instantly deals that effect to a target creature within 30 feet for 1 round.
> Biotic
Action: Raise spines or earth shards, causing those around you in a 20 foot radius to take 2d4 Biotic damage on a fail and be slowed for one round.
Reaction: Grow a wall of vines Infront of you or a target in 15 feet, which take the damage of them. However, if the damage deals more than their health points, the target takes the remainder. These vines have 10 Health Points and add 2 every level you gain.
> Caustic
Action: Splash acid at a target, dealing 1d4 Caustic damage on hit. If they are wearing armor or holding weapon, apply a negative modifier equal to your level for the next round. This also deals the same damage the target took at the start of their turn.
Reaction: You may attempt to melt the item or attack so long as it isn't magical. If you succeed, you corrode the attacker's weapon.
If it is an unarmed strike, deal 3d4 Caustic Damage.
If it is an otherwise melee attack, deal 2d4 instead.
If it is ranged, deal no damage but gain your level as a bonus to the roll.
All dice mentioned increase by 1 every two levels ( 3rd, 5th, 7th ).
Elemental Scar
Feature -> You gain a passive mutation or trait to your chosen element. Select one below or work with your Seer to create a new one:
> Pyric
Heat Hardened: You may create a small flame that acts as a torch light, generating bright light in 10 feet and dim light in 15 feet. This flame can also deal 1d4 Pyric Damage, and is created as a free action, having a thrown range of 10 feet + 5 for every point of STR or DEX you have. Can only be made once per round.
> Glacial
Frost-Walker: You can create up to half your basic movement of ice in a line Infront of you onto the ground or on a liquid & not heated surface. Moving on this ice, while not wasting movement, pushes you continuously in the direction you moved on it until you reach the end of the ice itself. Can only be done once per round as a free action.
> Voltic
Genetic-Router: You can produce a small electric charge, which can Power Small Objects, Recharge Minor Things, deal 1d6 Voltic Damage as a small contact-required shock, or coat it on you to deal 1d4 Voltic Damage to attacks made on you in melee range. You may apply ONLY ONE of the effects as a Free Action.
> Aqueous
Floaty-Foam Form: Fall damage is halved, ignore liquid-based rough / difficult terrain and gain 10 feet of Swimming Movement.
You may also float 5 feet in a direction like a bubble or piece of foam as a free action, and remain floating until the end of your next turn. You can't float to negate fall damage or gravity based affects though...
> Wither
Inside-Dread: When a wound is made on you, you may use a Free Action thrice per long rest to mend it using Necrotic energy. ( Heals 1d6 + level Health Points, increases by one die every two levels. )
> Biotic
Elderwood Frame: Gain 15 Fortitude and a +1 to RESISTANCE Scores when you are not wearing armor or when your armor is broken. Increase the Fortitude by 2 every level.
> Caustic
Corroded Senses: You can detect toxins or acidic substances nearby instinctively as a bubbling noise, weird Oder or other noticeable oddity. You may immediately neutralize or alter small occurrences of them & gain advantage to neutralizing or ending the effects of those substances on a larger scale as a Free Action. ( Altering them allows it to be moved up to 15 feet. )
Background & Role in the World:
LORE
LORE
LORE
Inspirations?:
Add inspirations like cultures, IRL depictions or religions!
Society and Cultures:
LORE
LORE
History:
LORE
LORE
LORE