Ченнелер in Мир Беспросветной Тьмы | World Anvil
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Ченнелер

Magic is a rare and powerful force in Eredane, and mortals who can wield it are rarer still. Most arcane spellcasters of any accomplishment perished or were corrupted at the end of the Third Age. In the aftermath of the war, there are precious few teachers and mentors who can pass along their lore to a new generation. Those who manage to learn the craft of magic on their own are inevitably hunted down and exterminated by the legates, the only ones who wield true divine magic. People who know and can cast a few useful spells are not completely unknown in Eredane. There are still some wizards, druids, and other magic users in the world, even if they are limited to the few remaining free realms or must try to hide their abilities. However, there are those who dare to truly devote themselves to the art of magic and expand their connections to the magical eruptions of power that dot the surface of Aryth. These rare few are known as channelers. Channelers lead lives of great risk and danger. Their innate power and potential mark them as threats to the Night Kings and their dominion. They are hunted by the fallen god’s priests, the legates, as though the legates can smell magic on their prey. Because of these dangers and the superstitions of common folk, channelers often seek secluded places to pursue their studies, experiments, and meditations in isolation. When they venture out, they often quest for rare items of power, lost knowledge, or vengeance against those who persecute their kind.

ОСОБЕННОСТИ

Направляемая магия

Не были выбраны особенности из других деревьев героического пути.

Ваша связь с магической энергией, которая проходит через Арит усилилась до такой степени, что ваша способность творить заклинания значительно улучшилась. Вы получаете один дополнительную ячейку для наивысшего доступного уровня заклинаний (но максимальный - шестой), которые вы можете творить. Вы восстанавливаете этот слот после короткого отдыха.   При достижении 10 уровня, вы получаете дополнительную ячейку.

Masterful Focus

Minimum level of 4

You have learned to keep your mind focused even in desperate circumstances, giving you the following benefits: 0 Your Wisdom, Intelligence, or Charisma score increases by 1, to a maximum of 20. 0 You can add your proficiency bonus to all Constitution saving throws you make to maintain your concentration on a spell when you take damage. If you already have proficiency in Constitution saving throws, you instead double your proficiency bonus when you make a saving throw to maintain concentration.

The Channeling

Minimum level of 16

You have truly realized your potential, and you can fully merge with the magical weave that ebbs and flows around Aryth. Whenever you cast a spell, you can spend an additional spell slot to modify the spell in one of three ways. You can modify a spell this way once each time you cast it. The modification you choose determines the spell slot level that you must spend to activate this ability: 0 1st-Level Slot: If the spell has a damage type listed, you may change it to a different damage type of your choice. 0 2nd-Level Slot: When you roll a 1 or 2 on a damage die for the spell you cast, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 2. 0 3rd-Level Slot: If the spell forces a creature to make a saving throw to resist its effects, you can give up to three targets of your choice disadvantage on the first saving throw made against the spell.

The Eye Opens

Minimum level of 12

Your mind is so infused with magic that you gain the ability to see the truth of things around you, giving you the following benefits: 0 Your Wisdom score increases by 1, to a maximum of 20. 0 You may cast the spell true seeing on yourself three times without using a spell slot. After you have cast it for the third time, you must complete a long rest before casting it again this way.

The Channeling

Minimum level of 16

You have truly realized your potential, and you can fully merge with the magical weave that ebbs and flows around Aryth. Whenever you cast a spell, you can spend an additional spell slot to modify the spell in one of three ways. You can modify a spell this way once each time you cast it. The modification you choose determines the spell slot level that you must spend to activate this ability: 0 1st-Level Slot: If the spell has a damage type listed, you may change it to a different damage type of your choice. 0 2nd-Level Slot: When you roll a 1 or 2 on a damage die for the spell you cast, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 2. 0 3rd-Level Slot: If the spell forces a creature to make a saving throw to resist its effects, you can give up to three targets of your choice disadvantage on the first saving throw made against the spell.


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