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Conduit Abilities


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Conduit Feature

Conduit Abilities

Level 1

Your training and faith let you specialize in magic that buffs your allies, debuffs your foes, and allows you to hold your own in combat alongside your friends.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Blessed Light, Staggering Curse.)

l
Main Action

Blessed Light

Signature

Burning radiance falls upon your foe, transferring some of their energy to a nearby ally.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I holy damage
@5 + I holy damage
#8 + I holy damage
Effect

One ally within distance gains a number of surges equal to the tier outcome of your power roll.

l
Main Action

Drain

Signature

You drain the energy from your target to revitalize yourself or an ally.

Distance
Targets
One creature
Power Roll +Intuition
!2 + I corruption damage
@5 + I corruption damage
#7 + I corruption damage
Effect

You or one ally within distance can spend a Recovery.

l
Main Action

Holy Lash

Signature

A tendril of divine energy shoots forth to draw in your foe.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I holy damage; vertical pull 2
@5 + I holy damage; vertical pull 3
#8 + I holy damage; vertical pull 4
l
Main Action

Lightfall

Signature

A rain of holy light scours your enemies and repositions your allies.

AreaMagic
Distance
Targets
Each enemy in the area
Power Roll +Intuition
!2 holy damage
@3 holy damage
#5 holy damage
Effect

You can teleport yourself and each ally in the area to unoccupied spaces in the area.

l
Main Action

Sacrificial Offer

Signature

Divine magic tears at your foe and defends a nearby friend.

Distance
Targets
One creature
Power Roll +Intuition
!2 + I corruption damage
@4 + I corruption damage
#6 + I corruption damage
Effect

Choose yourself or one ally within distance. That character can impose a bane on one power roll made against them before the end of their next turn.

l
Main Action

Staggering Curse

Signature

A blast of judgment disorients your foe.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I holy damage; slide 1
@5 + I holy damage; slide 2
#8 + I holy damage; slide 3
l
Main Action

Warrior's Prayer

Signature

Your quickly uttered prayer lends aggressive divine energy to a friend engaged in melee.

Distance
Targets
One creature
Power Roll +Intuition
!3 + I holy damage
@6 + I holy damage
#9 + I holy damage
Effect

You or one ally within distance gains temporary Stamina equal to your Intuition score.

l
Main Action

Wither

Signature

A bolt of holy energy saps the life from a foe.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I corruption damage; P < WEAK, the target takes a bane on their next power roll
@5 + I corruption damage; P < AVERAGE, the target takes a bane on their next power roll
#8 + I corruption damage; P < STRONG, the target takes a bane on their next power roll

Heroic Abilities

You make use of a number of heroic abilities, all of which channel piety to empower them.

3-Piety Ability

Choose one heroic ability from the following options, each of which costs 3 piety to use. (Quick Build: Violence Will Not Aid Thee.)

l
Main Action

Call the Thunder Down

You ask your saint for thunder and your prayer is answered.

AreaMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Intuition
!2 sonic damage; push 1
@3 sonic damage; push 2
#5 sonic damage; push 3
Effect

You can push each willing ally in the area the same distance, ignoring stability.

l
Main Action

Font of Wrath

A brilliant column of holy light appears on the battlefield, striking out at nearby enemies.

MagicRanged
Distance
Targets
Special
Effect

You summon a spirit of size 2 who can't be harmed, and who appears in an unoccupied space within distance. The spirit lasts until the end of your next turn. You and your allies can move through the spirit's space, but enemies can't. Any enemy who moves within 2 squares of the spirit for the first time in a combat round or starts their turn there takes holy damage equal to your Intuition score.

l
Main Action

Judgment's Hammer

Your divine fury is a hammer that crashes down upon the unrighteous.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I holy damage; A < WEAK, prone
@6 + I holy damage; A < AVERAGE, prone
#9 + I holy damage; A < STRONG, prone and can't stand (save ends)
l
Main Action

Violence Will Not Aid Thee

After some holy lightning, your enemy will think twice about their next attack.

Distance
Targets
One creature
Power Roll +Intuition
!3 + I lightning damage
@6 + I lightning damage
#9 + I lightning damage
Effect

The first time on a turn that the target deals damage to another creature, the target of this ability takes 1d10 lightning damage (save ends).

5-Piety Ability

Choose one heroic ability from the following options, each of which costs 5 piety to use. (Quick Build: Curse of Terror.)

l
Main Action

Corruption's Curse

Cursed by you, your enemy takes more damage from your allies.

Distance
Targets
One creature or object
Power Roll +Intuition
!3 + I corruption damage; M < WEAK, damage weakness 5 (save ends)
@6 + I corruption damage; M < AVERAGE, damage weakness 5 (save ends)
#9 + I corruption damage; M < STRONG, damage weakness 5 (save ends)
l
Main Action

Curse of Terror

Fear of divine judgment overwhelms your foe.

Distance
Targets
One creature
Power Roll +Intuition
!6 + I holy damage; I < WEAK, frightened (save ends)
@9 + I holy damage; I < AVERAGE, frightened (save ends)
#13 + I holy damage; I < STRONG, frightened (save ends)
f
Maneuver

Faith Is Our Armor

The heroes' armor glows with golden light, granting divine protection.

MagicRanged
Distance
Targets
Four allies
Power Roll +Intuition
!The target gains 5 temporary Stamina.
@The target gains 10 temporary Stamina.
#The target gains 15 temporary Stamina.
Effect

You can target yourself instead of one ally with this ability.

l
Main Action

Sermon of Grace

You inspire your allies with tales of your saint's great deeds.

AreaMagic
Distance
Targets
Each ally in the area
Effect

Each target can spend a Recovery. Additionally, each target can use a free triggered action to end one effect on them that is ended by a saving throw or that ends at the end of their turn, or to stand up if prone.

Source: Draw Steel: Heroes · printing 1.01b