Channeling Rules

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Spell Channeling

Some concentration spells can be channeled on each of your turns to temporarily provide some boost to the power of the spell. Channeling a spell has the same casting time as casting the spell. Channeling may require components to be completed.

If you channel a spell, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 bonus action. You can't channel a spell if you have already cast spell this turn, unless that spell was a cantrip with a casting time of 1 bonus action.

While I firmly believe the concentration mechanics in D&D 5E are really helpful for limiting the shenanigans available to casters, I do sometimes feel the limit options somewhat, and could potentially be more flavorful. The options presented here should roughly be on par with a cantrip in strength, while providing a little more flexibility to the use of each spell.

Create Bonfire

Conjuration cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Channeling (S). Until the start of your next turn, the bonfire's space expands into a 5-foot cube adjacent to the original bonfire.

Fog Cloud

1st-level conjuration


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Channeling (S). You move the point of origin of the fog cloud up to 15 feet. You cannot move the fog cloud outside of the range of this spell.

Detect Evil and Good

1st-level divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Channeling (S). Choose one aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you. You gain advantage on attack rolls against that creature and if it is invisible it gains no benefit from that condition against you until the end of your next turn.

Ray of Enfeeblement

2nd-level necromancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Channeling (S). The target must make a Constitution saving throw. On a failure, they have disadvantage on ability checks and saving throws using Strength until the start of your next turn.

Hold Person

2nd-level enchantment


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Channeling (S). Choose one affected target. That creature has disadvantage on Wisdom saving throws to end the effect until the start of your next turn.

Hunger of Hadar

3rd-level conjuration


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

Channeling (S). Choose one target within the sphere. That creature must make a Dexterity saving throw. On a failure, that creature takes 1d6 acid damage and is grappled. On their turn, that creature can use their action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. You can only have one creature grappled this way at a time, and you can end the grapple at any time.

Confusion

4th-level enchantment


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in
a random direction. To determine the direction,
roll a d8 and assign a direction to each die face.
The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee
attack against a randomly determined creature
within its reach. If there is no creature within
its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. It it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th

Channeling (V). Choose one affected target. That creature must make a Wisdom saving throw, or use it's reaction to perform a randomly determined behavior.

d10 Behavior
1-3 The creature moves 10 feet in a random direction.
To determine the direction, roll a d8 and assign
a direction to each die face.
4-5 The creature makes a melee attack against a
randomly determined creature within its reach.
If there is no creature within its reach, the creature
does nothing.
6-8 The creature drops one item it is holding.
9-10 The creature is stunned until the end of its next turn.

Stoneskin

4th-level abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Channeling (S). The next time the target takes damage before the start of your next turn, that damage is reduced by an amount equal to your spellcasting modifier.

Telekinesis

5th-level transmutation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Channeling (S). You launch a target in your telekinetic grip quickly in a direction. You move the target up to 30 feet in an direction. If this causes the target to impact a surface, it takes 1d6 bludgeoning damage for every 10 feet it moved. If the target strikes a creature, that creature also takes 1d6 bludgeoning damage for every 10 feet it moved. After launching a target in this way, it is no longer in your telekinetic grip.

The effect of channeling Telekinesis is slightly more powerful than most channeling effects. However, the spell can at best only be channeled every other turn, as the spellcaster must first spend a turn grabbing a target.

Immolation

5th-level evocation


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.

Channeling (S). The target and any creatures within 5 feet of the target must make a Dexterity saving throw. Creatures take 2d6 fire damage on a failed save, or half as much damage on a successful one.

Blade Barrier

6th-level evocation


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Channeling (S). Choose a point within range. Blades constituting the wall flurry around that point before returning to the wall. Each creature in a 5-foot radius must make a Dexterity saving throw. A target takes 2d10 slashing damage on a failed save, or half as much damage on a successful one.

Whirlwind

7th-level evocation


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, M (a piece of straw)
  • Duration: Concentration, up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Channeling (S). Choose a one target restrained within the whirlwind. That target is no longer restrained by the whirlwind, and is hurled 20 feet up and up to 3d6 × 10 feet away from it in a direction that you choose.

The only case here where I added channeling to a spell which already had an action option (moving the whirlwind), I wanted a way to release creatures from the whirlwind while potentially dealing damage to them. The longer a creature is left in the whirlwind, the greater the potential damage.

Holy Aura

8th-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)
  • Duration: Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.

Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Channeling (V). Choose one target within range. That target gains a number of temporary hit points equal to your spellcasting modifier, unless they are a fiend or an undead. A fiend or an undead targeted this way must succeed on a Constitution saving throw or have disadvantage on all saving throws until the start of your next turn.

Weird

9th-level illusion


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Channeling (V). Choose one creature that is under the effect of the spell. That creature succeed on a Wisdom saving throw. It takes 4d10 psychic damage on a failed save, or half as much damage on a successful one.


Written for D&D 5th Edition by Dylan Richards
(Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

 

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