Way of the Spirit Channeler
Way of the Spirit Channeler Spell Casting
| Channeler Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | ─ | — |
| 8th | 2 | 6 | 4 | 2 | ─ | ─ |
| 10th | 3 | 7 | 4 | 3 | ─ | ─ |
| 11th | 2 | 8 | 4 | 3 | ─ | ─ |
| 13th | 2 | 9 | 4 | 3 | 2 | ─ |
| 14th | 2 | 10 | 4 | 3 | 2 | ─ |
| 16th | 2 | 11 | 4 | 3 | 3 | ─ |
| 19th | 2 | 12 | 4 | 3 | 3 | 1 |
| 20th | 2 | 13 | 4 | 3 | 3 | 1 |
Cantrips You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.
Spell Slots The 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 You know three 1st level wizard spells of your choice; two must come from the evocation and necromancy spell schools. The third spell can be from any Wizard school of magic. The Spells Known column of the Channeler Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or evocation spell of your choice, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. 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, and it must be a necromancy or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level. Any Channeler spell that specifically requires a weapon as a material component (such as booming blade) may be cast on your unarmed strikes as well. Depending on your character’s beliefs your DM may allow you to target medium beasts for the Animate Dead spell (using the same statistics as traditional zombies and skeletons) if you choose to take that spell.
Spellcasting Ability Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. Spell save DC = 8 + proficiency bonus + Wisdom mod Spell attack mod = proficiency bonus + Wisdom mod
Energy Conduit At 6th level, after casting a level 1 or higher Channeler spell of one of the following damage types: Cold, Fire, Lightning, or Thunder; You may spend ki points (equal to the spell level cast, maximum 4) to gain the following benefits for a number of rounds equal to 5 times the Ki spent:
Elemental Acclimation. You become resistant to the damage type of the spell you just cast.
Fist of the Four Elements. The damage type of any unarmed strikes you make changes to the same type of damage as the spell you just cast. Aura of Protection. You to gain a number of temporary hit points equal to 10 times the level of the spell you cast. You may choose to drop any or all of these effects as a free action on your turn. You cannot have more than one element active at a time. Adding an effect you already have overwrites the previous effect.
Ever Burning Soul Beginning at 11th level, as part of a short rest after regaining Ki, you may convert Ki points to Channeler spell slots. Each spells slot cost a number of Ki equal to its level.
Ancestral Spirits At 17th level, whenever you use the Animate Dead, you may call forth a powerful, ancestral spirit of a former monk to enter the body. When you do so your Ki points and Ki point maximum go down by 10. You may not regain these key points in any way until after the undead you have summoned dies. It gains the following traits based on your level (see monk table) Unarmored Defense, Martial Arts, Unarmored Movement added to its speed, Slow Fall, Evasion, Stillness of Mind, Purity of Body, Tongue of the Sun and Moon, And Diamond Soul. Its stats and HP match yours (not including any bonuses you get from items. It cannot use any abilities that require Ki. It cannot use any weapons.