Neon Conduit (5e Subclass)
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Neon Conduit
Sorcerous Origin
Conduits are people who are born with the power to harness natural elements to perform a variety of shenanigans. Neon conduits gain superhuman speed and special attacks.
- Neon Rapidity
Starting at 1st level, your movement speed increases by 10 feet.
- Sharpshooter
Starting at 1st level, you learn Magic Missile. It does not count against the number of spells you know and it has a range of 300 feet.
- Neon Burst
Starting at 6th level, when you move 20 feet or more in a straight line on your turn, you can take a bonus action to create a Neon Burst. It deals 3d6 + your Charisma modifier in force damage to all enemies within 5 feet of you. You can use this ability up to a number of times per day equal to your Constitution modifier (minimum of one).
- Neon Storm
Starting at 14th level, you can cast Magic Missile as a 7th-level spell once without expending a spell slot. You regain the ability to do so when you finish a long rest.
- Neon Singularity
Starting at 18th level, once as an action, you can cause a vortex of energy to erupt in a space within 300 feet of you. If you can maintain concentration, the vortex lasts for a number of turns equal to 10 plus your Charisma modifier. All creatures within 120' of the vortex (including you) take 6d6 in force damage each turn, and must make a Strength save against your spellcaster DC. If any save fails they are pulled towards the center of the vortex at 60' per turn, and all future saves are at disadvantage until they make a successful save. If they succeed on the save, they are only pulled 30' closer and do not make future saves at disadvantage. Grabbing onto a large tree or other strong object rooted to the ground, however, delays the pull, allowing the next save to be made with advantage, without being drawn closer to the center. All future saves are made as normal, up to a number of turns equal to your strength modifier minus 1. A failed save means losing your grip and moving 60' closer. After that, all saves are at disadvantage due to arm fatigue. The only way to keep from being pulled closer to the center of the vortex is through assistance from other party members (using a rope for example). Doing so uses their Strength save DC instead of yours, and strength bonuses can stack with multiple helpers, but only one save is made. If the save succeeds they pull you away from the center a number of feet equal to 10 times their strength modifier(s). If the save fails by more than 5, all people helping are also pulled 30' closer. On a roll of a 1 everyone is pulled 60' closer. In both scenarios the helper(s) must also make a save if that moves him/her within 120' of the center. If anyone is pulled into the center, they are thrown 120 feet in a random direction, taking another 24d6 in bludgeoning damage upon landing. If they survive, they are knocked unconscious for 10 turns. In the unlikely event that they land on someone, the unfortunate victim also takes 12d6 bludgeoning damage from the impact. You regain the ability to use this ability after finishing a long rest.
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