Weapon Channeler (5e Feat)

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Scales.png This page is of questionable balance. Reason: This feat is far too powerful as it allows you to add a decent chunk of damage to all spells that make a melee spell attack and allows you to use another ability score to hit a target with a spell which is much better than just increasing your chance to hit with a spell by 1.


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Weapon Channeler

Prerequisites: The ability to cast at least one spell, Strength or Dexterity of 13 or higher
Your knowledge of spells and martial fighting allows you to cast touch spells through your melee weapon:

  • Upon making a melee spell attack, the caster may use a melee attack or unarmed strike in place. Upon successfully landing a blow, the touch spell is applied in addition to the normal melee attack.
  • The spell, and kind of attack roll must be chosen before taking the attack action. Touch spells with 1 use are discharged upon missing as normal. As in the examples below, you may only use one spell when when delivering an attack.
  • Example a 1st level warlock casts Shocking Grasp and has a dagger, they may:
    • Deliver the attack normally rolling a melee spell attack and on success deal 1d8 damage.
      • OR
    • Deliver the attack with their dagger rolling a melee attack, and on success deal 1d4 + Strength + 1d8 damage.
  • Example a 6th level warlock casts Vampiric Touch (Concentration spell), Shocking Grasp and has a dagger, they may:
    • Deliver Vampiric Touch normally rolling a melee spell attack and on success deal 3d6 damage.
      • OR
    • Deliver Shocking Grasp normally rolling a melee spell attack and on success deal 1d8 damage.
      • OR
    • Deliver the attack with their dagger rolling a melee attack, and on success deal 1d4 + Dexterity + 3d6 damage (Vampiric Touch, only half of the 3d6 damage heals you).
      • OR
    • Deliver the attack with their dagger rolling a melee attack, and on success deal 1d4 + Dexterity + 1d8 damage (Shocking Grasp).

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