The Channeler
The Channeler
Class Level |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | Blood Magic |
Rites Known |
Rite Amplifications |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | Spellcasting, Blood Magic | 3 | 3 | 2 | — | — | — | — | — | — | d4 | — | — |
2nd | Casting Practice, Channeler Rites | 3 | 6 | 3 | — | — | — | — | — | — | d4 | 1 | 1 |
3rd | Arcanic Trait, Channeler Subclass | 3 | 9 | 4 | 2 | — | — | — | — | — | d4 | 1 | 1 |
4th | Ability Score Improvement, Major Feat | 3 | 12 | 4 | 2 | — | — | — | — | — | d4 | 1 | 1 |
5th | Extra Bonus Action | 3 | 15 | 4 | 3 | — | — | — | — | — | d6 | 2 | 1 |
6th | Subclass feature, Minor Feat | 3 | 18 | 4 | 3 | — | — | — | — | — | d6 | 2 | 1 |
7th | Arcanic Trait | 3 | 21 | 4 | 3 | 2 | — | — | — | — | d6 | 2 | 2 |
8th | Ability Score Improvement, Major Feat | 3 | 24 | 4 | 3 | 2 | — | — | — | — | d6 | 2 | 2 |
9th | Arcanic Trait | 4 | 27 | 4 | 3 | 3 | 1 | — | — | — | d8 | 2 | 2 |
10th | Subclass feature, Minor Feat | 4 | 30 | 4 | 3 | 3 | 1 | — | — | — | d8 | 2 | 2 |
11th | Blood Magic Improvements | 4 | 33 | 4 | 3 | 3 | 2 | — | — | — | d8 | 3 | 2 |
12th | Ability Score Improvement, Major Feat | 4 | 36 | 4 | 3 | 3 | 2 | — | — | — | d8 | 3 | 2 |
13th | Arcanic Trait | 4 | 39 | 4 | 3 | 3 | 2 | 1 | — | — | d10 | 3 | 2 |
14th | Subclass feature, Minor Feat | 4 | 42 | 4 | 3 | 3 | 3 | 1 | — | — | d10 | 3 | 2 |
15th | Arcanic Trait | 4 | 45 | 4 | 3 | 3 | 3 | 1 | 1 | — | d10 | 3 | 3 |
16th | Ability Score Improvement, Major Feat | 4 | 48 | 4 | 3 | 3 | 3 | 2 | 1 | — | d10 | 3 | 3 |
17th | Arcanic Trait | 5 | 51 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | d12 | 3 | 3 |
18th | Subclass feature, Minor Feat | 5 | 54 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | d12 | 3 | 3 |
19th | Channeler Capstone, Arcanic Capstone | 5 | 57 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | d12 | 3 | 3 |
20th | Ability Score Capstone | 5 | 60 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | d12 | 3 | 3 |
Class Features
As a Channeler, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Channeler level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Channeler level after 1st
Proficiencies
- Skills: Any three of your choice
- Tools: Any two of your choice
- Armor: Light and medium armor
- Weapons: Simple and intermediate weapons
- Saving Throws: Fortitude
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) partial light armor and 250 cr; (b) minimal medium armor; or (c) 500 cr
- (a) longsword and 150 cr; (b) longbow with 20 arrows and 255 cr; (c) two light pistols with 20 power cells and 80 cr; or (d) 500 cr
- (a) light energy shield and 375 cr; (b) medium physical shield and 350 cr; or (c) 500 cr
- arcanic charm and 350 cr
1st level: Spellcasting
As a scion of magic, you show the first glimmerings of your true power. Chapter 10 features the complete rules for casting, and appendix B features the list of arcanic spells available. Those features that vary by your class are featured here.
Cantrips
You know 3 cantrips of your choice. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Channeler table.
Spells Known of 1st Level and Higher
You know 3 spells of your choice, and you learn more at higher levels, as shown in the Spells Known column of the Channeler table. Each of these spells must be of a level for which you have spell slots.
Spells Prepared
You can prepare a number of spells equal to three-quarters your Channeler level + your spellcasting ability modifier (discussed in chapter 10, minimum of one spell).
Spell Slots
The Channeler table shows how many spell slots you have to cast your prepared spells of 1st level and higher. To cast one of these 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.
1st level: Blood Magic
You learn to use your own vitality to fuel your spells. You start with two such effects—Spell Vitality and Ally Vitality—and you learn more at higher levels, both from the class and your subclass. Many such effects use a d4, which changes as you gain channeler levels, as shown in the Blood Magic column of the channeler table.
You can use each feature, including those granted by your subclass or at higher levels from your class, twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest. If a feature involves expending Hit Dice, each Hit Die expended counts as a use.
Spell Vitality
Over the course of a short rest, you can expend one or more Hit Dice to recover expended spell slots at a ratio of one Hit Die per level of the slot. You can recover 1st-level slots in this way. You can recover 2nd-level slots at 7th level, 3rd-level slots at 13th level, and 4th-level slots at 17th level.
Sap Vitality
As an action or bonus action, you can force a creature of your choice within 30 feet of you to make a Fortitude saving throw. On a failed save, the creature immediately expends one Hit Die (no action required) and you regain one expended Hit Die.
2nd level: Casting Practice
You are practiced with a particular style of casting. Choose one of the casting practice options, detailed in Chapter 5.
2nd level: Channeler Rites
You’ve learned to debuff creatures, causing them lingering injury. You start with one Rite of your choice, as detailed at the end of the class description, and you learn more at higher levels, as shown in the Rites Known column of the channeler table.
As an action or bonus action, you can debuff a creature you can see within 60 feet, immediately afflicting them with one level of a Rite, which lasts until the end of your next turn, and the effects of which vary depending on the Rite you choose. Each time you use this feature on the same creature with the same Rite, the creature is immediately afflicted with an additional level of the Rite, and the duration of each level caused by that Rite is extended until the end of your next turn. If the duration of your Rite ever lapses, all Rite levels immediately dissipate.
While a creature is afflicted by your Rite, it can use its action or bonus action to make a saving throw, determined by the Rite's condition, as illustrated in the Paired Conditions and Saving Throws table in appendix A. On a success, the Rite’s level is reduced by 1.
Additionally, when you debuff a creature with a Rite, you can choose to amplify the Rite. When you do so, the duration of the Rite is extended to one minute and each time you apply another level of this Rite, the duration is refreshed to one minute instead of the end of your next turn. For the duration, the Rite requires concentration, and at the start of each of your turns, the Rite immediately progresses to another level. You can amplify your Rites a combined total of once, and you can amplify them more times at higher levels, as shown in the Rite Amplifications column of the channeler table. You regain all expended uses when you complete a short or long rest.
Legendary and villainous creatures are not immediately afflicted by your Rites. Instead, they make a saving throw, determined by the Rite’s condition as discussed above, against your spell save DC.
3rd level: Arcanic Trait
You gain an arcanic trait.
3rd level: Channeler Subclass
You choose a channeler subclass, which is detailed at the end of the class description, after the Channeler Rites.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Extra Bonus Action
You can take a second bonus action on each of your turns. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you finish a short or long rest.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Arcanic Trait
You gain an arcanic trait.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Arcanic Trait
You gain an arcanic trait.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Blood Magic Improvements
You learn improvements that empower your Blood Magic Effects.
Spell Vitality
The cost to recover an expended spell slot with the Spell Vitality feature is reduced by one Hit Die, to a minimum of one Hit Die.
Sap Vitality
Once on each of your turns, when you use the Sap Vitality feature on a creature suffering from at least one level of one of your Rites, you can do so without using an action.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Arcanic Trait
You gain an arcanic trait.
14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Arcanic Trait
You gain an arcanic trait.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Arcanic Trait
You gain an arcanic trait.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Channeler Capstone
When you would amplify a Rite, you can amplify an additional Rite targeting the same creature using only one Rite amplification. If you lose concentration on one Rite, you lose concentration on all.
Additionally, when you roll initiative and no Rite amplifications remaining, you regain one use.
19th level: Arcanic Capstone
When you roll initiative, you can choose to recover expended spell slots of combined level no higher than 4th. Once you've done so, you must complete a short or long rest before you can do so again.
20th level: Ability Score Capstone
Increase two different ability scores of your choice by 2. The maximum for these scores increases by 2.
Channeler Rites
The Rites are presented in alphabetical order.
Rite of Befuddlement
Each time you apply this Rite, the target immediately suffers 1 Befuddled level.
Rite of Constriction
Each time you apply this Rite, the target immediately suffers 1 Constricted level.
Rite of Control
Each time you apply this Rite, the target immediately suffers 1 Controlled level.
Rite of Corrosion
Each time you apply this Rite, the target immediately suffers 1 Corroded level.
Rite of Draining
Each time you apply this Rite, the target immediately suffers 1 Drained level.
Rite of Flickering
Each time you apply this Rite, the target immediately suffers 1 Flickering level.
Rite of Ignition
Each time you apply this Rite, the target immediately suffers 1 Ignited level.
Rite of Poison
Each time you apply this Rite, the target immediately suffers 1 Poisoned level.
Rite of Rebuke
Each time you apply this Rite, the target immediately suffers 1 Rebuked level.
Rite of Shaking
Each time you apply this Rite, the target immediately suffers 1 Shaken level.
Rite of Shocking
Each time you apply this Rite, the target immediately suffers 1 Shocked level.
Rite of Sickening
Each time you apply this Rite, the target immediately suffers 1 Sickened level.
Rite of Slowing
Each time you apply this Rite, the target immediately suffers 1 Slowed level.
Rite of Susceptibility
Each time you apply this Rite, the target immediately suffers 1 Susceptible level.
Rite of Weakening
Each time you apply this Rite, the target immediately suffers 1 Weakened level.