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Channeler

This article is original content by RoW authors.  
  • More subclasses are to be added soon!
  • Class Features

    Hit Points

    Hit Dice: 1d8 per Channeler level
    Hit Points at 1st Level: 8 + Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Channeler level after 1st
     

    Proficiencies

    Armor: Light Armor
    Weapons: Simple Weapons, Hand Crossbows, Blowguns, Whips
    Tools: Painter’s Tools, Weaver’s Tools and Woodcarver’s Tools
    Saving Throws: Intelligence, Wisdom
    Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Perception and Survival.
     

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) Light Crossbow or (b) Sling
    • (a) One Simple Melee Weapon or (b) a Whip
    • (a) A Priest’s Pack or (b) a Scholar’s Pack
    • (a) Painter’s Tools, (b) Weaver’s Tools or (c) Woodcarver’s Tools

    Table: The Channeler

    Level
    Proficiency
    Bonus
    Features Cantrips known
    1st +2 Spellcasting, Amplification 3
    2nd +2 Possession 3
    3rd +2 Numen 3
    4th +2 Ability Score Improvement, Possession Improvement 4
    5th +3 Contact Numen 4
    6th +3 Spirit Shift 4
    7th +3 Numen Feature 4
    8th +3 Ability Score Improvement 4
    9th +4 Possession Improvement 5
    10th +4 Numen Feature, Mind Weaving 5
    11th +4 Contact Numen Improvement 5
    12th +4 Ability Score Improvement 5
    13th +5 Language of Abstracts 5
    14th +5 Numen Feature, Possession Improvement 5
    15th +5 5
    16th +5 Ability Score Improvement 5
    17th +6 Contact Numen Improvement 5
    18th +6 Numen Feature 5
    19th +6 Ability Score Improvement 5
    20th +6 Numen Feature, Touch Inner Spirit 5

    Table: Spell Slots per Spell Level

    Class Level 1 2 3 4 5 6 7 8 9
    1 1
    2 2
    3 3 1
    4 4 2
    5 4 3
    6 4 3 1
    7 4 3 2
    8 4 3 3
    9 4 3 3 1
    10 4 3 3 1
    11 4 3 3 2
    12 4 3 3 3 1
    13 4 3 3 3 1
    14 4 3 3 3 2
    15 4 3 3 3 2 1
    16 4 3 3 3 2 1 1
    17 4 3 3 3 2 1 1 1
    18 4 3 3 3 2 1 1 1 1
    19 4 3 3 3 3 1 1 1 1
    20 4 3 3 3 3 2 1 1 1

    Spellcasting

    You have learned the craft of channeling spirits from a mentor. It may have been an art passed down in your family or a course followed at your magic academy. The art consists of making patterns which attract otherworldly manifestations of thoughts, also known as spirits. You can channel spirits into martial art and other purposes by drawing, weaving, or carving these patterns. Spirits enjoy being channeled, for they wish for nothing more than to be witnessed.
     

    Cantrips

    At 1st level, you know three cantrips of your choice from the Channeler spell list. You learn additional Channeler cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Channeler table.
     
    Spellcasting Ability
    Intelligence is your spellcasting ability for your Channeler spells. The power of your spells comes from your devotion to the study of spirits. You use your Intelligence whenever a Channeler spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Channeler spell you cast and when making an attack roll with one.
     
    Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
    Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

    Tools Required
    You produce your Channeler spell effects through your tools. You must have a spellcasting focus—specifically Painter’s Tools, Weaver’s Tools or Woodcarver’s Tools—in hand when you cast any spell with a Material Component. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.
     
    Preparing and Casting Spells
    The Channeler table shows how many spell slots you have to cast your Channeler spells of 1st level and higher. To cast one of these Channeler spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of Channeler spells that are available for you to cast, choosing from the Channeler spell list. When you do so, choose a number of Channeler spells equal to your Intelligence modifier + your Channeler level. The spells must be of a level for which you have spell slots.
    You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Channeler spells requires at least 1 minute per spell level for each spell on your list.
     

    Amplification

    Starting at 1st level, you may upcast your spells by one level while using a spell slot of the spell’s standard level if you are in the spell’s corresponding environment category. (Note, spells in the "Neutral" category do not benefit from this feature). When upcasting a spell without an “At higher levels” section, pick an effect from the list below.
    • Damage: You may add an amount equal to your level to the damage die of this spell.
    • Range: You may add half of the spell’s standard range to the range of this spell. If the range of your spell is ‘Touch,’ the range becomes 5ft.
    • Duration: You may double the duration of this spell.
    • Component: You may disregard either the Verbal or Somatic component of this spell.

    Possession

    Starting at 2nd level, you may add 1d4 damage to one of your attacks per turn as a bonus action, made with a weapon has more than 5 feet of range (10 feet if your race is Bugbear). The damage type of this die (the Possession damage die) is based on your environment.
    • Arctic: Cold
    • Death: Necrotic
    • Desert: Fire
    • Mountain: Bludgeoning
    • Sea: Force
    • Settlement: Psychic
    • Swamp: Acid
    • Underdark: Piercing
    • Verdant: Poison
    • Neutral: Slashing
      You may use this feature an amount of times equal to 2 + your Class Level per short/long rest.
      At higher levels the Possession damage die increases to 1d6 at level 4, to 1d8 at level 9, and again to 1d10 at level 14.
     

    Numen

    At 3rd level, you choose a spirit Numen from the list available that you strive to replicate in your channeling. The Numen you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
     

    Contact Numen

    At 5th level, you gain the ability to contact your Numen, and to some extent speak to it, after a 1 minute long ritual. When you use this ability, make a DC 15 Intelligence saving throw. On a failure, you take 3d6 psychic damage. On a successful save, you can ask your Numen one question. The number of questions one can ask increases with higher levels, to 3 questions at 11th Level and 5 questions at 17th Level. You must ask your questions before the effect ends (1 minute). The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
     

    Spirit Shift

    At 6th level, you gain the ability to compel a spirit to enter a creature’s body. Once per Short Rest, you may use a Bonus Action to use this ability. They must make a Constitution saving throw with a DC of 10 + the caster’s Intelligence Bonus. On a failed saving throw, the target is restrained.
     

    Mind Weaving

    Starting at 10th level, you no longer need a spellcasting focus to cast Channeler spells.
     

    Language of Abstracts

    At 13th level, you learn to touch the spirits of other languages so that you may channel all spoken languages. Moreover, any creature that can understand a language can understand what you say.
     

    Touch Inner Spirit

    At 20th level you may alter a humanoid creature’s opinion with you by influencing your own spirit. You can target any creature you can see within 120 ft. It must make a Wisdom saving throw of DC 15 + your Intelligence modifier if it has met you at least 24 hours before the use of this effect, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the effect ends, until you lose consciousness/fall to 0 hit points or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature does not know it was charmed by you. The effect ends if you choose to end it.
     

    Subclasses

    Numen of the Moon

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Moonbeam (2nd Evo)
    Raise Dead (5th Necro, 1 hr)
    Gravity Fissure (6th Evo)
    Antimagic Field (8th Abj)

    Numen of the Sun

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Flaming Sphere (2nd Conj)
    Dawn (5th Evo)
    Sunbeam (6th Evo)
    Sunburst (8th Evo)

    Numen of Stars

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Pass Without Trace (2nd Abj)
    Dream (5th Ill, 1 min)
    True Seeing (6th Div)
    Dark Star (8th Evo)
     
    Stellar Burst
    Starting at 3rd level, you may expend a use of the Possession feature to Amplify spells that would normally not be amplified in the environment you are in.
    You also gain 200 ft of Darkvision, and proficiency in the Stealth (Dex) skill.  
    Star Glitter
    Starting at 7th level, you may cast the Color Spray spell as a Bonus Action without consuming the applicable spell slot and only requiring the Somatic Component. Once you have used this feature, you must complete a long rest before you may use it again.  
    Brilliant Blink
    Starting at 10th level, you gain the ability to silently teleport up to 5 times your level in feet. You may use this ability twice per Long Rest.  
    Cosmic Spectre
    Starting at 14th level, spells from the school of Illusion always count as Amplified by the environment you're in.  
    Starry Gaze
    Starting at 18th level, you gain Truesight.  
    Astral Self
    Starting at 20th level you can achieve Incorporeality for one hour; your body phases through all matter. You can still cast spells that require no material component, but cannot attack. You gain flight. You can only use this ability once per long rest.  

    Numen of World

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Shatter (2nd Evo)
    Far Step (5th Conj Bonus)
    Move Earth (6th Trans)
    Earthquake (8th Evo)
     
    Cushion the Blow
    Starting at 3rd level, you may expend one or more uses of the Possession feature to protect a creature you can see from an incoming attack. As a reaction, the creature gains temporary HP equal to the result of the dice rolled, before calculating the damage dealt by the attack.  
    Spirit Ward
    Also at 3rd level, you may expend a spell slot to protect yourself. When you are hit by an attack, you can expend a spell slot, temporarily increasing your AC by the level of the slot you expended, attempting to change the hit to a miss. 

    Numen of Life

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Aid (2nd Abj)
    Greater Restoration (5th Abj)
    Heal (6th Evo)
    Clone (8th Necro, 1 hr)

    Numen of Sky

    You gain access to preparing the following spells, in addition to those on the Channeler Spell List:
    Skywrite (2nd Trans)
    Summon Draconic Spirit (5th Conj)
    Wind Walk (6th Trans, 1 minute)
    Control Weather (8th Trans, 10 mins)

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