Elemental Conduit (5e Subclass)
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Elemental Conduit
Elemental Conduit is a specialization for the artificer (released in ERLW). This subclass focuses on channeling elemental magic through their weapon, increasing their offense or giving them new abilities.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Elemental Conduit Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elemental Conduit Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spell |
---|---|
3rd | shield, chromatic orb |
5th | dragon's breath, warding wind |
9th | wind wall, thunder step |
13th | fire shield, ice storm |
17th | steel wind strike, immolation |
- Elemental Blade
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you hit a creature with a melee weapon attack, you can expend one spell slot to deal elemental damage of your choice (acid, cold, fire, lightning, poison, or thunder damage) to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.
- Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
- Defense
- While you are wearing armor, 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.
- Great Weapon Fighting
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Elemental Channeling
Starting at 9th level, whenever you finish a long rest, choose one of the elemental damage types: acid, cold, fire, lightning, poison, or thunder, to channel into your weapon. Your weapon deals additional damage of that type equal to your Intelligence modifier.
Additionally when you cast a spell of 1st level or higher, that deals elemental damage, as a bonus action you can channel a fraction of its energy into your weapon, changing the element you are currently channeling. You can change your channeled element this way a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
- Improved Elemental Channeling
When you reach 15th level, the element you are channeling extends to your armor. Whenever you finish a long rest, choose one of the elemental damage types: acid, cold, fire, lightning, poison, or thunder, you gain resistance to the chosen damage type (it doesn't have to be the same as your Weapon Elemental Channeling Feature).
Additionally when you cast a spell of 1st level or higher, that deals elemental damage, as a bonus action you can channel a fraction of its energy into your armor, changing the element you are currently resistant to. You can only change either your elemental damage or elemental resistance, but not both. (This feature shares it's uses with Elemental Channeling)
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