Arcane Channeler (5e Subclass)
From D&D Wiki
The arcane channeler is a fighter subclass.
A fighter who dedicates their time studying magic alongside their intense training with weapons, allowing them to channel their arcane powers through the weapons they use in combat. By doing so, an Arcane Channeler can't cast a spell as effectively as the other caster classes without the use of a weapon as an arcane focus, but once they channel their magic through their weapon, they are able to use magic and fighting techniques at the same time perfectly!
- Limited Spellcasting
When you reach 3rd level, you gain the ability to cast spells. However, you are proficient in casting spells only through your weapon, and by doing differently, your spells will not be as effective or will miss more often. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Arcane Channeler Spellcasting
|Fighter Level||Channeler Points||Elemental Channeling Damage||Cantrips Known||Spells Known||1st-level||2nd-level||3rd-level||4th-level|
You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
- Spell Slots
The Arcane Channeler Spellcasting table shows how many spell slots you have to cast your 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.
- Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice. The Spells Known column of the Arcane Channeler Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Arcane Channeler spells, since you learn your Spells through dedicated study and memorization.
You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
- Spellcasting Limit
Due to your expertise on casting spells only by channeling them through your weapon focus, whenever you cast a spell that requires a saving throw by the enemy to resist the spell, they roll with advantage. Additionally, when you cast a spell normally that requires an attack roll to hit, you may roll with disadvantage.
Cantrips do not suffer from this limit.
- Channeler Points
When you choose the Arcane Channeler as your Fighter Archetype, you gain a number of channeler points equal to your Arcane Channeler level. You may spend those points to use your Elemental Channel and Arcane Channel features through your Weapon Focus, along with other class features. You regain all spent channaler points when you finish a short or a long rest.
- Flexible Channeling
You can sacrifice your spell slots to gain additional channeler points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
- Weapon Focus
Over the course of 1 hour short rest, you craft your arcane focus into a weapon of your choice, making the weapon itself work as your arcane focus.
- Elemental Channeling
Starting at 3rd level, choose two of the following damage types: Acid, cold, fire, lightning, poison or thunder. You may choose a third type when you reach 7th level, and a fourth when you reach 14th level.
When you hit a creature with a melee weapon attack using one of your weapon focus, you can spend one channeler point to deal extra damage of one type you chose to the target. The extra damage is determined by rolling the die listed in the Elemental Channeling Damage column in the Limited Spellcasting table.
- Spell Channeling
Also starting at 3rd level, using a bonus action you may spend a spell slot of the appropriate level and a number of channeler points equal to that spell slot level, to channel through your weapon a spell that requires a spell attack roll to hit or a saving throw to resist.
When you hit a creature while channeling a spell through your weapon, the spell will trigger. If it requires a spell attack roll to hit, you may ignore it, for you already hit the creature with your weapon. If it requires a saving throw by the enemy to resist it's effect, the enemy may roll with disadvantage. If the attack misses, the spell slot and the channeler points are still consumed.
Spells that affects multiple creatures, when channeled through a weapon focus, will affect only the creatures hit by that weapon.
- Elemental Punish
Starting at 7th level, when facing a creature you've seen, read or heard about before, you can use an action, and make a History check of CD 15. On a success, you determine their Damage resistances and vulnerabilities, based on your study of the elements and their use by various creatures. On a failure, you can't use this feature again until the start of your next turn.
Once you know the resistances and vulnerabilities of this type of creature (even if they have none), from now on, you can use an Action to perform an Elemental Punish against them. Make an attack with your weapon focus while using the Elemental Channeling feature and declaring you are using this feature. On a hit, the creature loses their resistance to the type of damage you chose for your elemental channeling, or gain vulnerability to it if they don't resist it, for a number of successful hits equal to your Intelligence modifier. They only lose resistance or become vulnerable to the damage of your Elemental Channel damage, and not to any other source of damage, even if it matches the type of damage you chose for the use of this feature.
You need to finish a short or a long rest before you can use this an Elemental Punish again.
- War Channeling
Starting at 10th level, you can spend one channeler point to channel through your weapon focus a cantrip that requires a casting time of an action, as a bonus action. It follows the same rules as the feature Spell Channeling.
- Improved Elemental Punish
Starting at 15th level, you can spend two channeler points instead when using your Elemental Punish. By doing so, the target loses their resistance or becomes vulnerable to the type you chose for your elemental channel damage die and for any cantrip that deals this type of damage.
- Channeling Master
Starting at 18th level, you can spend three extra channeler points when channeling a spell through your weapon focus, so the creature loses their resistance or becomes vulnerable to the type of damage of that spell.
You need to finish a long rest before you can use this feature again.