Channeller (5e Class)

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The Channeller[edit]

Channellers infuse the raw and untapped power of arcane energy into each and every strike with their massive weapons, draining their targets' energy and manipulating it into usable force. High-level Channellers are nearly unstoppable forces in one-on-one combat, channelling incredible burst damage into annihilating single targets.

Author’s Notes[edit]

The Channeller class was designed for a specific character, a sort of DM’s plot device within a high level campaign. This class has not been extensively playtested and, as such, you should consult your DM before selecting this class. As always, your DM can homebrew any features they deem too strong. Thanks!

The Channeller[edit]

The Voidborn Draconian raises the Dusklight Blade, infusing it with the Astral power of the Void before introducing it to the Balor's heart. A massive flash of inverted color blinds nearby demons, and in a flash, the Draconian escapes with no trace of his former presence, returning to his great Spire in the Void.


Creating a Channeller[edit]

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http://www.trionworlds.com/rift/en/game/classes/

When selecting a Channeller, it's important to ask yourself several questions. What were your origins and how did you come in contact with the Channelling arts? How do you choose to use your lineage? Through martial prowess, or through raw power?

Quick Build

You can make a Channeller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Hermit background. Third, choose a greatsword and chainmail.

Class Features

As a Channeller you gain the following class features.

Hit Points

Hit Dice: 1d10 per Channeller level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Channeller level after 1st

Proficiencies

Armor: Heavy, medium
Weapons: All martial
Tools: Cartographer's
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, History, Insight, Survival, and Athletics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A greatsword or (b) battleaxe or (c) glaive
  • (a) Scale mail or (b) Chainmail
  • A set of Cartographer's tools
  • A pouch for spell ingredients
  • If you are using starting wealth, you have 0gp in funds.

Table: The Channeller

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Weapon Chanelling, Arcane-touched, Spellcasting
2nd +2 Infusion 2
3rd +2 Adept Weapon Channelling 3
4th +2 Ability Score Improvement 3
5th +3 Conduit 4 2
6th +3 Arcane Flow 4 2
7th +3 Arcane Barrage 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Improved Infusion 4 3 2
10th +4 Journeyman Weapon Channelling 4 3 2
11th +4 Improved Conduit 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Apotheocasting 4 3 3 1
14th +5 Energy Vampire 4 3 3 1
15th +5 Master Weapon Channelling 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Ascended Infusion 4 3 3 3 1
18th +6 Improved Apotheocasting 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ascended Channelling 4 3 3 3 2

Weapon Channelling[edit]

At 1st level, you gain the ability to channel your spells through your weapon. After meditating upon a two-handed weapon for 8 hours, it is considered your Channelling Weapon, and becomes a magic item, requires attunement, and functions as a spell focus and negates the somatic component of spells you cast. If you make a different weapon your Channelling Weapon, or if you die, the weapon instantly loses these properties. You may ONLY cast spells through your Channelled Weapon.

Arcane-Touched[edit]

At 1st level, your Arcane-infused past begins to seep into your body. As a reaction after taking magic damage from another creature, you may absorb part of that energy, adding 1d4 damage of the same type to your next attack. This ability increases in power as you gain levels, becoming 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 4d6 at 20th.

Spellcasting[edit]

You manipulate the energies of the Arcane to cast your spells.

  • Cantrips. At 1st level, you know all cantrips in the Channeller table.
  • Spell Slots. The Channeller 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.
  • Learning Spells. You know all spells in the Channeller table, but still require the appropriate spell slot to cast them. Additionally, you may scribe scrolls much like a wizard, thanks to your innate magical connection. To do so, you must spend a number of total hours studying a scroll, and gold equal to 50 times the spell level, plus an additional 50. The number of hours is twice the spell level, plus an additional hour. This time does not need to be at once, and can be done in smaller periods. After you complete the study, the scroll is destroyed and the spell is added to your spell list.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your spells, as Wisdom helps to emit the energies of the Arcane. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
  • Spellcasting Focus. You can use a channelled weapon as a spellcasting focus for your spells.

Infusion[edit]

At 2nd level, you can channel the power of your spells to enhance your Channelled Weapon. Whenever you cast a spell, instead of resolving the spell’s effects normally, you may choose to instead Infuse the spell into your Channelled Weapon. If you do, upon your next successful weapon attack, you may choose to resolve the spell’s effects at that time, targeting either yourself or the attacked creature. Add your Wisdom modifier to any damage spells cast this way would deal. Upon completion of a long or short rest, any Infused spells dissipate from your weapon. You may only have one Infused spell at a time.

Adept Weapon Channelling[edit]

At 3rd level, your Channelled weapon strengthens its bond to you. Channelled weapons negate up to 10gp of material components to cast spells.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Conduit[edit]

At 5th level, you can use your Channelled weapon to create an energy conduit. As an action, you can choose to regain an expended spell slot of your choosing. The strain of doing so causes you to take 1d6 force damage for each level of the slot regained. You may regain spell slots with a total level equal to your proficiency modifier. Regain all uses of this feature after completing a long rest.


Arcane Flow[edit]

At 6th level, while wielding your Channelled Weapon, you can enter an arcane Flow State. As a bonus action, you may expend a spell slot of any level. For 1 round per level of the slot expended, you gain the following benefits:

  • Whenever you take the attack action, you may attack an additional time with your Channelled Weapon.
  • You have resistance to non-magical damage. Whenever you take magical damage, this benefit is removed.
  • If you have an Infused spell, it lasts for all attacks within a single attack action instead of expiring after the first attack.
  • If you are reduced to 0 hit points, you erupt in a maelstrom of arcane energy, dealing your level in force damage to each creature within 5 feet that fails a Dexterity saving throw against your spell save DC.

After exiting a Flow State, you gain a level of exhaustion.

Arcane Barrage[edit]

At 7th level, your Infusion magic has reached new abilities. Whenever you Infuse a cantrip, you may have that cantrip apply to your attacks as long as you maintain Concentration, following all normal rules.

Improved Infusion[edit]

At 9th level, you have begun to master the method of Infusion.

Journeyman Weapon Channelling[edit]

At 10th level, your Channelled weapon has grown a nearly ascended bond to you. Your Channelled weapon negates up to 100gp of the material cost casting spells.

Improved Conduit[edit]

At 11th level, your Conduit can be used to recharge a spell slot of any level. However, you take 1d8 damage per level of spell slot recharged.

Apotheocasting[edit]

At 13th level, your spellcasting becomes more potent when paired with your Channelled weapon. When Infusing a damaging spell into your Channelled weapon, add an additional d8 of damage with type equivalent to the type of the damaging to the damage roll of your next attack.

Energy Vampire[edit]

At 14th level, your massive draw on the powers of the Arcane saps the power of everyone near you. After Infusing your weapon with a Spell, add an additional damage die to the damage for each creature within 5ft of you.

Master Weapon Channelling[edit]

At 15th level, you have mastered the art of Channelling Arcane energy into your weapon. Your Channelled weapon reduces material costs of spells by 500gp total. Additionally, your weapon can never break or be forcibly removed from your hands, and you may teleport it to your hands as a bonus action as long as it is within 120 feet of you, and your weapon does an additional damage die.

Ascended Infusion[edit]

At 17th level, your Infusion feature can now Infuse any spell. Additionally, if the damage type of your spell is radiant, force, psychic, or necrotic, increase the damage by one die.

Improved Apotheocasting[edit]

When you reach 18th level, your Apotheocasting feature deals 1d12 instead of 1d8, and scoring a critical hit with the attack will also add an additional 1d20 damage of the appropriate type to the attack.

Ascended Channelling[edit]

At 20th level, you have achieved true harmony with your weapon. Negate all components of all spells cast with your Channelled weapon. Additionally, your Infusion feature now applies to all attacks made within an action, rather than just the first.

Channeller Spell List[edit]

You know all of the spells on the Channeller spell list.

Cantrips

“True strike, sacred flame, resistance, ray of frost, produce flame, mage hand, firebolt”

1st Level

Thunderwave, magic missile, guiding bolt, burning hands, haste

2nd Level

Scorching ray, moonbeam, misty step, enhance ability’'

3rd Level

Vampiric touch, melf’s minute meteors, lightning bolt, fireball

4th Level

Phantasmal killer, fire shield, ice storm, dimension door, blight’'

5th Level

Flame strike, cloudkill, wall of force, wall of light, wall of stone‘'

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Channeller class, you must meet these prerequisites: STR 12 and WIS 12. Proficiencies. When you multiclass into the Channeller class, you gain the following proficiencies: Martial melee weapons.



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