Conductor (5e Class)
From D&D Wiki
- 1 Conductor
- 1.1 Creating a Conductor
- 1.2 Class Features
- 1.2.1 Table: The Conductor
- 1.2.2 La Sylphide
- 1.2.3 Eldritch Invocations
- 1.2.4 Dark Design
- 1.2.5 Requiem
- 1.2.6 Ability Score Increase
- 1.2.7 Extra Attack
- 1.2.8 Recital of Darkness
- 1.2.9 Eroica
- 1.2.10 Overpowering Presence
- 1.2.11 Awakening
- 1.2.12 Energy Release
- 1.2.13 Improved Power
- 1.2.14 Patience
- 1.2.15 Star Link
Balance. Balance is an interesting concept for it holds everything together like glue. For conducters it is what brings meaning to their lives. Conductor will either work in favour of the world or against it due to their obsession with balance and their need to maintain it. This could lead to them killing a bandit leader that got too ambitious then becoming a bandit leader to fill the gap in the balance.
Creating a Conductor
On what side of balance does your Conductor currently lie?
- Quick Build
You can make a Conductor quickly by following these suggestions. Intelligence should be your highest ability score, followed by Dexterity.
As a Conductor you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple and Martial Weapons
Tools: A set of tools of your choice
Saving Throws: Intelligence and Dexterity
Skills: Choose two from Arcana, Insight, Intimidation, Perception, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) explorer's pack
- studded leather armor
|2nd||+2||Eldritch Invocations, Dark Design|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, La Sylphide|
|6th||+3||Ability Score Improvement|
|7th||+3||Recital of Darkness|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
- Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + Intelligence modifier
At first level, you are able manifest a spectral bow as a bonus action which persists until dispelled. The bow deals 1d8 psychic damage and the target must succeed on a Wisdom saving throw or have it's attack rolls reduced by your Intelligence modifier for 2 rounds.
The bow's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At second level, you gain two eldritch invocations of your choice.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
At second level, you have gained an aura that weakens the strength of attackers. All enemies within a 15ft radius of you must succeed on a Wisdom saving throw or have their damage rolls reduced by your Intelligence modifier until they leave the radius.
At third level, you gain the ability to reduce the defenses of your foes.All enemies within 15ft radius of a point you can see within 120ft must succeed on a Wisdom saving throw or have it's AC reduced by your Intelligence modifier for 3 rounds.
Ability Score Increase
When you reach 4th level, and again at 6th, 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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Recital of Darkness
At 7th level, you have gain an aura that bolsters the attacks of yourself and allies. All allies including yourself within a 15ft radius of you have their attack rolls increased by your Intelligence modifier.
At 9th level, you gain the ability to ease the pain of others. All allies within a 15ft radius of you are healed for 1d12 + your Intelligence modifier and all conditions are removed. The condition can be blinded, deafened, paralyzed, or poisoned. You can use this equal to your Intelligence mod per long rest.
At 10th level, you have grown past the aliments of common folk. You are now immune to poison and disease.
At 13th level, your great power is starting to seep through. As a bonus action, you can assume your awakened form or return to your base form. When you assume awakened form your creature type changes to fiend and you grow horns, claws, and a tail. Each of these are magical natural weapons and deal 1d8 bludgeoning, slashing and piercing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. When making an attack with your unarmed strike, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. You gain resistance to fire, bludgeoning, piercing, and slashing damage.
When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
At 14th level, you are getting a better grasp of your awakened power, unlocking even more possibilities.
In Awakened form the radius of all aoe abilities and passives are doubled and each of your stats are increased by 2. This can exceed the normal cap of 20.
At 15th level, You are now more in tune with your Awakened self.
While in your Awakened form, your unarmed strike now does 1d10 damage on a hit.
Beginning at 18th level, any damage you take that is less than a tenth of your maximum health is ignored.
At 20th level, you gain the ability of a to drag the stars themselves down to earth. You gain the Meteor Swarm (5e Spell) and can cast it twice, regaining use at the end of a long rest.