--- source: Players Guide 2 --- Theurges that embody the Conduit devotion view all magic—regardless of source—as a natural extension of the life force that resides within all creatures. Conduits perceive the Arcane and Divine within themselves as readily as they feel their blood pumping through their veins, and they believe the deepest reserves of magical power lie within the soul. They translate these beliefs into practical applications, allowing them to exchange vitality for spellcasting potential and disrupt the magical energies within other creatures. | Conduit Progression | | | ----- | :---- | | **Theurge Level** | **Features** | | 3rd | Energy Exchange, Mystic Vitality | | 7th | Metabolize | | 11th | Spell Surge | | 15th | Nullify | ## Energy Exchange _3rd-Level Conduit Feature_ Your mastery of magical power allows you to transfer raw energy in various ways. - **Exchange Life.** You can convert your own life force into raw magical power. As a bonus action, you can expend Hit Dice to recover an expended spell slot. When you do so, expend a number of Hit Dice equal to the circle of the spell slot you are attempting to recover. Roll the expended Hit Dice and add your **CON** modifier to the roll. You immediately lose hit points equal to the result, and your hit point maximum is reduced by that amount until you finish a long rest. If you have at least 1 HP remaining after losing these hit points, you successfully recover the spell slot. - **Exchange Power.** You can control the energy within magic items. As an action, you can expend a spell slot to restore charges to a magic item you are touching. When you do so, the magic item regains expended charges equal to the circle of the spell slot expended, up to the item’s maximum charges. This feature can’t restore charges to items that don’t have charges, such as a ring of feather falling, and it can’t restore charges to consumables or items that cease to be magical once all their charges or uses are expended, such as the gem of brightness or restorative ointment (see Player’s Guide for all items). ## Mystic Vitality _3rd-Level Conduit Feature_ You can convert unspent magical energy into vitality. When you finish a long rest, you regain additional Hit Dice equal to half the number of unspent spell slots (rounded down) you had before finishing the long rest, up to your Hit Dice maximum (minimum of one Hit Die). For example, if you are a 6th-level theurge with three unspent spell slots, you would regain one additional expended Hit Die at the end of the long rest, in addition to the three Hit Dice you would normally recover after a long rest as a 6th-level character. ## Metabolize _7th-Level Conduit Feature_ As a reaction when you suffer an instance of damage that isn’t bludgeoning, piercing, or slashing, you can make a **CON** save. The **DC** for this save equals 10 or half the amount of damage you took, whichever number is higher. On a success, you store that energy potential within your body for up to 1 minute. Before the duration ends, you can expend this stored energy (no action required) as part of casting a 1st-circle or higher spell. When you do so, the spell is cast as if you expended a spell slot one circle higher than the slot used. You can attempt to store magical energy in this way a number of times equal to your **PB**, but you can store only a single instance of energy potential at one time. You regain all expended uses when you finish a long rest. ## Spell Surge _11th-Level Conduit Feature_ When you deal damage to a creature with an Arcane or Divine spell, you can expend one or more of your Hit Dice. Roll the expended dice and add your **CON** modifier. The creature takes additional damage of the spell’s type equal to the result. If multiple creatures are damaged by the triggering spell, you choose which target takes the extra damage. ## Nullify _15th-Level Conduit Feature_ As an action, you can suppress the magical potential of one creature or magic item within 120 feet of you. The suppression lasts for 1 minute or until you start your turn more than 120 feet away from the target. The effect also ends early if you become incapacitated. If the suppressed target is a creature, each time it attempts to cast a spell or make a spell attack, it must make a **CON** save against your spell save **DC**. On a success, the spell or attack happens normally. On a failure, the spell or attack fails, expending a spell slot or use of the feature (if limited use). If the suppressed target is a magic item, it functions as a nonmagical item of its type for the duration of your suppression. This effect otherwise works like the magic items aspect of the antimagic field spell. Once you use this feature, you can’t do so again until you finish a long rest.