Kanala Class: Make This Power Your Own

by Acenm5

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The Kanala Class

(Pronounced KAW-nuh-luh)

Kanala

A tavern-bound old man turns down an alleyway, but suddenly feels a blade pressed against his neck. Purple smoke seeps from his wrinkled fist as the thief tells him to empty his coinpurse. Upon hearing the sounds of a scuffle, a nearby guard runs to the alley. However, all he finds is an elder out for a stroll. No trace of the brigand could be seen.

Tendrils erupt from the arm of a tiefling and grab hold of a trembling kobold. She lifts the creature just above the ground while politely asking where all the treasures she came for had gone. Since the reptile is too frightened to answer, the tiefling touches a finger to his forehead, blinks twice, and thanks him before tossing him aside.

A huge maul, seemingly appearing from nowhere, drops into the grasp of a half-orc. She swings the weapon just as her hands clutch it, striking true on an encroaching owlbear. The maul then disappears, just as quickly as it came, as the monster struggles to hobble away. The half-orc turns back towards her village's gate and smirks to herself.

Each kanala was gifted with a blessing, or a curse, that destined them for a life of adventuring. Some source of extraordinary power merged with their body, thereby allowing the kanala to utilize amazing powers from that point forward.

Locus of Power

Kanalas learn to control their power quite quickly, since it is just another part of them. Once they understand the basics, they can partially externalize and manipulate their inner power. When this happens, one or two of their extremities take on a unique appearance and become a locus. These loci can come in a multitude of forms that the kanala learns and cultivates through their personal experiences.

A kanala's locus also allows them to cast spells. Using magic this way can leave them feeling drained, so kanalas tend to use this part of their power sparingly. Naturally, it takes patience and confidence to use these abilities well.

Gift Origins in Many Worlds

The source of a kanala's power, which can be received in a variety of ways, is called their gift. In the Forgotten Realms, kanalas are considered a rare subset of sorcerers, meaning that they hold their gift from birth. In Eberron and Ravnica, technological or magical experimentation on creatures can create kanalas. In other worlds, kanalas might be purposely created for military purposes or only ever seen when ancient, forbidden magicks provide a creature with an esoteric gift.

Creating a Kanala

Start by thinking about the source of your character's inner power. If you'd rather leave it to chance, you can use the Gift Source table presented later in the class description.

When filling out your character sheet, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Kanala table to see which features you get at each level. The descriptions of those features appear in the "Class Features" section.

KANALA | OVERVIEW
The Kanala
Level Proficiency
Bonus
Features ⁣ ⁣ Spells ⁣ ⁣
⁣ ⁣ Known ⁣ ⁣
⁣ ⁣ Spell ⁣ ⁣
⁣ ⁣ Slots ⁣ ⁣
⁣ ⁣ Slot ⁣ ⁣
⁣ ⁣ Level ⁣ ⁣
⁣ Locus Forms ⁣
⁣ Known ⁣
1st +2 Gaze Detection, Pact Magic 2 1 1st
2nd +2 Locus Forms 2 1 1st 3
3rd +2 Empowered Bond 3 2 1st 3
4th +2 Ability Score Improvement 3 2 1st 4
5th +3 Extra Attack 4 2 2nd 4
6th +3 Empowered Bond Feature 4 2 2nd 4
7th +3 Nonphysical Protection 5 2 2nd 5
8th +3 Ability Score Improvement 5 2 2nd 5
9th +4 6 2 3rd 5
10th +4 Empowered Bond Feature 6 2 3rd 6
11th +4 Extraordinary Attack 7 2 3rd 6
12th +4 Ability Score Improvement 7 2 3rd 6
13th +5 8 2 4th 6
14th +5 Shared Physique 8 2 4th 7
15th +5 Empowered Bond Feature 9 2 4th 7
16th +5 Ability Score Improvement 9 2 4th 7
17th +6 — ⁣ 10 2 5th 7
18th +6 Empowered Bond Feature 10 2 5th 8
19th +6 Ability Score Improvement 11 2 5th 8
20th +6 Locus Combatant 11 2 5th 8

Quick Build

You can make a kanala quickly by following these suggestio-ns. First, make Strength or Dexterity your highest ability score, followed by your choice of Charisma, Intellgience, or Wisdom. Second, choose the folk hero background.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, History, Intimidation, Religion, Sleight of Hand, and Survival

Starting Equipment

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

  • a martial melee weapon of your choice
  • a sling and a pouch containing 20 sling bullets
  • your choice of studded leather armor or scale mail
  • your choice of a dungeoneer’s pack or an explorer’s pack
Multiclassing and the Kanala

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose kanala as one of your classes.

Ability Score Minimum. As a multiclass character, you must have a Strength or Dexterity score of at least 13 to take a level in this class, or to take a level in another class if you are already a kanala.

Proficiencies Gained. If kanala isn't your initial class, here are the proficiencies you gain when you take your first level as a kanala: light armor, medium armor, shields, simple weapons, and martial weapons.

Pact Magic. Add half of your levels (rounded up) in the kanala class to the appropriate levels from other classes (i.e., the warlock class) to determine your level for Pact Magic, then use that level's row on the Warlock table to determine your available spell slots.

 

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

Class Features

As a kanala, you gain the following class features, which are summarized in the Kanala table.

KANALA | OVERVIEW

Gaze Detection

1st-level kanala feature

Your gift allows you to feel a creature's stare as if it was a pinprick on your skin. As a bonus action, you can focus on this sense and detect the gaze of any creature that sees you and is not a construct. Creatures that you are already aware of are not detected. You learn the size and type of each creat-ure detected this way, as well as either its specific location if it is within 15 feet of you and on the same plane of existence or roughly which direction it is looking from otherwise.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Pact Magic

1st-level kanala feature

As long as you are able to activate your locus, you can use the energy of your gift to cast spells. However, your magic does not appear in the same way as that of wizards or sorcerers; instead, it alters the appearance of your locus as it physically flows out from your extremities.

Locus Required

Your magical effects are produced through your locus. You must have an empty hand when you cast any spell with this Pact Magic feature (meaning the spell has an "S" component when you cast it).

After you gain the Locus Forms feature at 2nd level, you can also use any active locus form to fulfill this requirement.

Spell Slots

The kanala table shows how many spell slots you have. The table also shows the level of those slots; all of your spell slots are the same level. To cast one of your kanala spells of 1st level or higher, you must expend a spell slot. You regain any expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell color spray, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the kanala spell list. The Spells Known column of the Kanala table shows when you learn more kanala spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new kanala spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the kanala spells you know and replace it with another spell from the kanala spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Kanalas receive their supernatural gifts from a variety of sources. These different sources require different types of mental fortitude in order to be utilized well, meaning that kanalas do not always share a common spellcasting ability. You instead choose your spellcasting ability from Intelligence, Wisdom, or Charisma. Alternatively, you can determine it

randomly by using the Gift Source table. Once chosen, your spellcasting ability for this class cannot be changed.

You use the chosen ability whenever a kanala feature or spell refers to your spellcasting ability. In addition, you use its modifier when setting the saving throw DC for a kanala spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier


Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Kanala Spell List

Here's the list of spells you consult when you learn a kanala spell. The list is organized by spell level, not character level.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Tasha's Cauldron of Everything) or two asterisks (a spell in Xanathar's Guide to Everything).

1st Level
  • Absorb Elements **
  • Armor of Agathys
  • Cause Fear **
  • Color Spray
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Longstrider
  • Mage Armor
  • Unseen Servant
  • Witch Bolt
  • Zephyr Strike **
2nd Level
  • Alter Self
  • Blur
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Mind Spike **
  • Mirror Image
  • Misty Step
  • See Invisibility
  • Shadow Blade **
  • Spider Climb
3rd Level
  • Blink
  • Dispel Magic
  • Enemies Abound **
  • Haste
  • Intellect Fortress *
  • Life Transference **
  • Spirit Shroud *
  • Thunder Step **
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Locate Creature
  • Shadow of Moil **
  • Stoneskin
5th Level
  • Bigby's Hand
  • Enervation **
  • Far Step **
  • Mislead
  • Rary's Telepathic Bond
  • Skill Empowerment
  • Steel Wind Strike **
Gift Source
d6 Source Ability and Description
1⁣⁣⁣


Intelligence. A magical artifact merged with your body some time ago, and you have since learned how to control its energy through intense study.
2⁣⁣⁣



Wisdom. Some great being, unknown to you, chose you as the recipient of its favor. You only realized this when your locus activated on its own during a turning point in your life.
KANALA | CLASS FEATURES
d6 Source Ability and Description
3⁣⁣⁣


Charisma. Your gift is actually a mythical creature held within your very body. Leeching its power for yourself has become a habit, for better or worse.
4⁣⁣⁣


Intelligence. Your research unearthed a hidden potential that is present in all humanoids, but its unsealing process fails horribly for anyone but you.
5⁣⁣⁣


Wisdom. Another soul has come to inhabit your body. By forming a connection with this guest, you have found that you can accomplish great feats.
6⁣⁣⁣


Charisma. An experiment or ritual gave you your kanala abilities, and your internal monologue has not sounded quite like it used to ever since.

Locus Forms

2nd-level kanala feature

Your locus is more than just a part of you: it is a multi-tool for solving the countless obstacles you face as an adventurer.

You know three locus forms of your choice. Your options are detailed in the "Locus Forms" section at the end of the class description, where you will also find the general rules of locus form activation. When you gain certain kanala levels, you gain additional forms of your choice, as shown in the Locus Forms Known column of the Kanala table.

Additionally, when you gain a level in this class, you can choose one of the forms you know and replace it with another form that you could learn at that level.

Empowered Bond

3rd-level kanala feature

Your relationship with your gift has matured to the point where you gain specialized benefits from it. Choose from the Bond of the Fool, the Bond of the Host, the Bond of the Lion-heart, the Bond of the Savant, or the Bond of the Vessel, each detailed at the end of the main class description. Your bond grants you features at 3rd level and again at 6th, 10th, 15th, and 18th level.

Bond Spells

Each bond has a list of associated spells. You learn these add- itional spells at the levels specified in the bond description if you don't already know them. These spells don't count again-st the number of kanala spells you know.

If you gain a bond spell that doesn't appear on the kanala spell list, the spell is nonetheless a kanala spell for you.

You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you cast a bond spell this way, you can't do so again until you finish a long rest.

Ability Score Improvement

4th-level kanala feature

When you reach your 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.

Extra Attack

5th-level kanala feature

You can attack twice, instead of once, when you take the Attack action on your turn.

Nonphysical Protection

7th-level kanala feature

Your gift fortifies your mind and helps you withstand the elements. While you are not incapacitated, acid, cold, fire, lightning, necrotic, poison, psychic, radiant, and thunder damage that you take is reduced by 3.

Extraordinary Attack

11th-level kanala feature

The cognitive strength required to control your gift helps you keep your focus during battle and swiftly defeat your foes. You can now attack thrice, instead of twice, when you take the Attack action on your turn.

When you make your third attack as part of the Attack action, you must add your spellcasting ability modifier, inst-ead of Strength or Dexterity, to the attack and damage rolls.

Shared Physique

14th-level kanala feature

Your gift is able to restrict your body's movement whenever you can't control it. As a result, you can no longer be forced to take actions against your will by effects or spells such as dominate person. Additionally, your locus now replaces any missing limbs, functioning identically to a limb it replaces.

Locus Combatant

20th-level kanala feature

On your turn, you can take one additional bonus action. This additional bonus action can only be used to activate a locus form you know.

Empowered Bonds

Each kanala uses the power of their gift in a way that reflects their connection with it. Any hardships faced along their journey only serve to make this bond stronger.

Bond of the Fool

Fools are the type that stumbled into becoming a kanala. They stuck their nose, or more often their hand, somewhere it shouldn't have been and came out fortunate. With their new- found powers, these kanalas continue delving into dungeons, exploring the unknown, and collecting trophies that might

KANALA | CLASS FEATURES

one day sum up to a trove as valuable as their gift.

In some worlds, fools refer to themselves as collectors in order to avoid easy criticism. While this name is fitting, the kanala must still live with the embarrassing knowledge of how they received their gift.

Bond Spells

3rd-level Bond of the Fool feature

You gain bond spells at the kanala levels listed. You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you do, you can't do so again until you finish a long rest.

Bond of the Fool Spells
Kanala Level Spell
3rd hunter's mark, identify
5th lesser restoration, locate object
9th Leomund's tiny hut, remove curse
13th fabricate, locate creature
17th creation, legend lore

Welcome Distractions

3rd-level Bond of the Fool feature

You gain proficiency with one gaming set or musical instrument of your choice.

Always Prepared

3rd-level Bond of the Fool feature

Whether in a warm tavern or on a snowswept peak, your gift makes sure you always have what you need on hand. As an action, you can conjure one piece of Adventuring Gear—such as one arrow or one day's rations—from the opening of an opaque container within your reach. For examples of items you can create, see the Adventuring Gear table in the equip-ment chapter of the Player's Handbook. If the item can't fit in your hand, it appears in an unoccupied space within 5 feet of you. The gp value of the item can't be more than 5 times your kanala level, which is also your gp limit for this feature.

You can conjure multiple items this way, using a separate action for each one, but their sum total value can't surpass the gp limit. Any item valued under 1 gp instead has a value of 1 gp for this limit. A potion of healing has a value of 10 gp for this limit. You can also conjure a gaming set or musical instrument that you are proficient with, treating its value as 2 gp for this limit regardless of its normal value.

When you finish your next long rest, each item conjured this way disappears if it hasn't already been consumed or destroyed, and your sum total value of conjured items returns to 0 gp.

Foolproof Fail-Safe

6th-level Bond of the Fool feature

You've learned how to magnify the defensive ability of your locus for when you inevitably get into trouble. When you take damage from a trap, a long fall, a spell, or an attack made by creature you can see within 60 feet of you, you can use your reaction to reduce all incoming damage to 0 for that single instance. Once you do, you can't do so again until you finish a long rest.

Combat Preparation

10th-level Bond of the Fool feature

By using your Always Prepared feature, you can now conjure magical bombs. As an action, you can throw a conjured bomb up to 60 feet, causing it to detonate on impact.

Each bomb has its own gp value and detonation effect, as shown in the Magical Bombs table. You can only have one magical bomb conjured at a time.

Magical Bombs
Bomb Value Detonation
Black Dragon




30 gp




Each creature in a 10-foot-radius sphere centered on the detonation point must make a Dexterity saving throw against your spell save DC, taking 8d8 acid damage on a failed save or half as much on a success.
Myst






10 gp





Nonmagical flames in a 30-foot-radius sphere centered on the detonation point are extinguished, and the area becomes heavily obscured for the next 10 minutes or until a wind of moderate or greater speed disperses the mist.
Tie-Down






20 gp






A 20-foot-radius, 90-foot-high cylinder of space centered on the detonation point becomes magically-charged. The ground within this zone is difficult terrain, and the flying speed (if any) of creatures there is reduced to 10 feet. The zone returns to normal after 1 minute.

Fool's Errand

15th-level Bond of the Fool feature

As an action, you can try to exhaust a creature that you can see within 20 feet of you, either with your gift or your insipid blathering. That creature must succeed on a Constitution saving throw against your spell save DC or suffer three levels of exhaustion. This feature can't cause a creature to die of exhaustion, however.

At the end of each of its turns, the creature's exhaustion level is reduced by 1 if it is conscious and not within 20 feet of you. This reduction can occur up to three times per use of this feature.

Once you use this feature, you can't do so again until you finish a long rest.

Peerless Preparation

18th-level Bond of the Fool feature

Though you still might not entirely understand your gift, it nevertheless comes in handy. You can now use your bonus action to conjure items with your Always Prepared feature. Additionally, its gp limit increases by 20 gp.

Bond of the Host

It is important to remember that not all gifts are totally silent. Some even have their own nefarious goals and motivations. While there are many kanalas who persist despite the intrus-ive thoughts brought on by these kinds of gifts, hosts in parti-cular must keep their destructive impulses in check, lest they be consumed by them entirely.

KANALA | EMPOWERED BONDS

Bond Spells

3rd-level Bond of the Host feature

You gain bond spells at the kanala levels listed. You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you do, you can't do so again until you finish a long rest.

Bond of the Host Spells
Kanala Level Spell
3rd inflict wounds
5th blindness/deafness
9th vampiric touch
13th blight
17th contagion

Feed the Beast

3rd-level Bond of the Host feature

Your gift constantly craves organic matter if you are low on magical energy, causing you to have terrible insomnia and near-constant feelings of hunger and thirst.

If you have at least one expended spell slot, you can allow your gift to consume the remains of a Medium or smaller creature that is neither an elemental nor a construct. The remains are consumed over the course of 1 minute as long as they remain within your reach. Immediately after the remains are consumed, you can regain one expended spell slot, the level of which can be no higher than the level of the spell slots provided by this class' Pact Magic feature.

Once you regain a spell slot this way, you can't do so again until you finish a long rest, but you can still allow your gift to consume remains within the normal limitations.

Necrotic Adept

3rd-level Bond of the Host feature

Your spells deal necrotic damage in a manner that goes beyond withering. As a result, spells you cast ignore resist-ance to necrotic damage. In addition, when you roll damage

for a spell you cast that deals necrotic damage, you can treat any 1 on a damage die as a 2.

Improved Bond Spells

6th-level Bond of the Host feature

When you cast one of your bond spells using the Empowered Bond feature, you cast it as if you had expended a spell slot of one level higher than the spell slots provided by this class' Pact Magic feature, up to a maximum of 5th level.

Necrotic Expert

10th-level Bond of the Host feature

The benefits of the Necrotic Adept feature now apply to any weapon attacks you make, locus forms you activate, features you use, and spells you cast that deal necrotic damage.

Invasive Rot

15th-level Bond of the Host feature

After reaching your 15th level, you can use your action to make a ranged spell attack against up to five creatures that you can see within 60 feet of you. On a hit, part of your gift enters the target and begins to destroy it from the inside, dealing 2d12 necrotic damage and leaving it tainted. On each of your subsequent turns, you can use a bonus action to deal 1d8 necrotic damage to each tainted creature automatically.

At the end of each of a tainted creature's turns, it can make a Constitution saving throw against your spell save DC. On a success, it is no longer tainted.

Once you use this feature, you can't use it again until you finish a long rest.

Necrotic Master

18th-level Bond of the Host feature

Once per turn when you roll one or more dice to deal necrotic damage, choose one of those dice, roll it again, and add that roll to the necrotic damage dealt.

Bond of the Lionheart

The Bond of the Lionheart is a relationship that spurs one to action. Kanalas with this bond carry one of two specific moti-vations: a duty to help others or a desire to conquer them. Regardless, lionhearts share a confidence that people can't ignore. If they live long enough to make a name for thems-elves, these kanalas become heroes and villains of legend.

Bond Spells

3rd-level Bond of the Lionheart feature

You gain bond spells at the kanala levels listed. You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you do, you can't do so again until you finish a long rest.

Bond of the Lionheart Spells
Kanala Level Spell
3rd heroism
5th hold person
9th fly
13th banishment
17th hold monster

KANALA | EMPOWERED BONDS

Locus Shield

3rd-level Bond of the Lionheart feature

You gain the shield locus form, which is described below. It doesn't count against the number of locus forms you know. See the "Locus Forms" section at the end of the subclass descriptions for the general rules of locus form activation.

Shield

  • Activation Time: 1 reaction, which you take at the end of your turn
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: 1 round

This form provides you with a +2 bonus to AC as long as you are not already wielding a shield. The form deactivates on its own at the beginning of your next turn.

Offensive Action

6th-level Bond of the Lionheart feature

You often find ways to make an attack while performing other actions. If you take an action other than the Attack action, you can make one weapon attack as a bonus action. If you know the locus weapon form, you can activate it before making this attack as part of the same bonus action.

You can use this feature a number of times equal to your spellcasting ability modifier (minimum of once). You regain all expended uses when you finish a long rest.

Lion's Courage

10th-level Bond of the Lionheart feature

The gift you hold makes you feel completely invincible. You are immune to being frightened, and when another creature attempts to frighten you, you instead regain 2d6 hit points as the mere thought of its futile attempt emboldens you.

Power Overwhelming

15th-level Bond of the Lionheart feature

You can use your bonus action to enter an empowered state and conduct the energy of your inner power all around you. When you do, each creature you choose within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed 5 away from you and knocked prone.

You remain in this state for 1 minute. During that time, your weapon attacks score a critical hit on a roll of 17–20.

After you use this feature, you must finish a long rest before you can use it again.

Pride of the Willful

18th-level Bond of the Lionheart feature

You channel the ferocity of an apex predator each time an attack you make strikes true. When you score a critical hit on a creature, it becomes frightened of you until the end of its next turn. Additionally, you can now use your Power Overwhelming feature twice between long rests.

Bond of the Savant

For some kanalas, the close-combat abilities of a locus come second to its other uses, such as prying into the minds of other creatures. These savants tend to be book-smart, caut-ious, and always ready with a clever contingency plan.

Bond Spells

3rd-level Bond of the Savant feature

You gain bond spells at the kanala levels listed. You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you do, you can't do so again until you finish a long rest.

Bond of the Savant Spells
Kanala Level Spells
3rd detect magic, detect poison and disease
5th calm emotions, detect thoughts
9th counterspell, tongues
13th arcane eye, confusion
17th modify memory, Rary's telepathic bond

Ritual Casting

3rd-level Bond of the Savant feature

You can cast a kanala spell that you know as a ritual if that spell has the ritual tag.

KANALA | EMPOWERED BONDS

Magical Aptitude

3rd-level Bond of the Savant feature

You gain a single 1st-level spell slot to use as you see fit. You can expend it to cast any spell of its level or lower from any spell list, and you regain it after finishing a long rest.

Casting a spell this way does not mean you know that spell. Your locus actually produces a magical effect that imitates the spell you wished to cast, even if you already know it.

The spell slot's level increases as you gain more levels in the kanala class: it becomes 2nd-level at 6th level, 3rd-level at 10th level, 4th-level at 15th level, and 5th-level at 18th level.

Expertise

6th-level Bond of the Savant feature

Choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Warding Locus

10th-level Bond of the Savant feature

Your locus allows the world's magic to fill and pass through you, creating a natural warding effect as it does. As long as you aren't incapacitated, you have resistance to damage from spells.

Interplanar Escape

15th-level Bond of the Savant feature

At any time during your or another creature's turn, you can use your reaction to slip into a demiplane of your own creation, which borders the plane that you vanish from.

While on your demiplane, you can see and hear the plane you originated from, but you can't see anything there more than 120 feet away. You can affect creatures on the plane that you originated from, but you can only be affected by other creatures on your demiplane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

You remain in your demiplane until the beginning of your second turn after using this feature. At that time, you return to an unoccupied space of your choice that you can see within 60 feet of the space you vanished from.

Boundless Ability

18th-level Bond of the Savant feature

The deeper understanding of the multiverse that your gift provides has granted you incredible mental capabilities. Your spellcasting ability score increases by 2, and your maximum for that score is now 22.

Bond of the Vessel

Vessels are kanalas that view themselves and their gift as one complete entity. Their self-assuredness and determined nature make them truly cherish competition for its own sake. In general, they'll accept even minor reasons to let loose. If you fight one, just remember that a vessel is never truly alone.

Bond Spells

3rd-level Bond of the Vessel feature

You gain bond spells at the kanala levels listed. You can cast each of your bond spells once at their lowest level without expending a spell slot or material components. Once you do, you can't do so again until you finish a long rest.

Bond of the Vessel Spells
Kanala Level Spell
3rd longstrider
5th warding bond
9th haste
13th death ward
17th destructive wave

First In, Last Out

3rd-level Bond of the Vessel feature

Your inner power stands ready to jolt your muscles into swift action, whether you are conscious or not. You can now add your spellcasting ability modifier to the result of any death saving throw, Strength check, or Dexterity check you make.

KANALA | EMPOWERED BONDS

Part of Me

6th-level Bond of the Vessel feature

You gain an ability that helps deceive your enemies and protect your allies. As an action, your gift absorbs up to 3 willing or unconscious creatures of your choice within 10 feet of you along with any equipment they have.

While absorbed, each creature shares your senses and is immune to all damage. They can speak, but their voice is only heard by you and any other absorbed creatures. The only action that absorbed creatures can take is to exit your gift.

After one hour, all creatures are forced to exit. You can also force any absorbed creatures to exit as an action. If you fall unconscious or die, the absorbed creatures exit immediately. When a creature exits your gift, it enters the nearest unoccu-pied space with all of its equipment intact.

Once you use this feature, you can't do so again until you finish a long rest.

Tenacity

10th-level Bond of the Vessel feature

You can choose one ability when you finish a short or long rest. You gain proficiency in that ability's saving throws until you choose a different one with this feature.

From the Brink

15th-level Bond of the Vessel feature

When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and gain a number of tem-porary hit points equal to your Constitution score times 5. Your gift envelops you like a second skin, leaving few open-ings for a finishing blow. While these temporary hit points persist, you can use your action to remove any number of them and deal half that much necrotic damage to a creature that you can see within 20 feet of you.

Once you use this feature, you can’t use it again until you finish a long rest.

Persistent Concentration

18th-level Bond of the Vessel feature

You can't lose your concentration on a spell as a result of taking damage if you are the spell's only target.

Locus Forms

Each form description begins with a block of information, including the form’s name, prerequisites, activation time, range, somatic requirement, and duration. The rest of the entry describes the form’s effect.

Prerequisites. If a locus form has prerequisites, you must meet them to learn it. You can learn the form at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Activation Time. Many locus forms require a single bonus action to activate, but some forms require an action or a reaction to activate.

Range. The target of a locus form must be within the form’s range. Some forms have ranges expressed in feet. Other forms can target only a creature or object that you touch. Other forms, such as the bolster form, affect only you. These forms have a range of self.

Somatic Requirement. Each locus form requires one or two of your hands to be empty in order to be activated. While

The Most Important Rules

Locus forms have specific somatic requirements and durations in order to limit how they can be used with weapons, shields, spellcasting foci, and other locus forms. Careful consideration of these rules is necessary for balanced gameplay.

For instance, it is impossible to activate the splitter locus form while any other locus form is active, since it requires two hands for its activation.

a form is active, the hand(s) that you used to activate it can't be used for anything outside the scope of that form's effects.

Duration. A locus form's duration is the length of time that it can persist before deactivating on its own. Duration can be expressed in rounds or minutes, but many forms are instant- aneous: the form harms or alters a creature or an object in a way that only requires it to be active for an instant. Some forms specify that their effects last until the forms are deact- ivated. You can deactivate one of your active locus forms at any time on your turn (no action required). If you become incapacitated, your active forms deactivate instantly.

Saving Throws. Some of your locus forms require your target to make a saving throw to resist the form’s effects. The saving throw DC is equal to your spell save DC for this class.

Appendage


  • Activation Time: 1 action
  • Range: 30 feet
  • Somatic Requirement: One hand
  • Duration: Instantaneous

An appendage extends straight out from your locus to a point that you can see within range. The appendage can manipula-te an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial before it is retracted.

The appendage can fit through a space as narrow as 1 inch wide. It cannot attack, activate magical items, or carry more than 10 pounds.

Bolster

Prerequisite: 10th level


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Instantaneous

Your locus spreads along your skin and quickly scabs over your cuts and scrapes. You gain a number of temporary hit points equal to 1d8 + your spellcasting ability modifier.

Dissociation

Prerequisite: Wisdom 13 or higher


  • Activation Time: 1 action
  • Range: 200 feet
  • Somatic Requirement: Two hands
  • Duration: 1 minute

You focus your hearing in order to listen to a specific sound, including verbal speech, that is originating from a point with-in range. In order to so, you must either be able to faintly hear the sound you wish to focus on or see the sound's sou-rce. While focusing, you can hear the sound clearly and even

KANALA | LOCUS FORMS

discern its source if you are familiar with it.

You can also choose to focus on a point that you can see within range and hear sounds as if you were standing in the chosen spot. While focusing this way, you are deaf to the sounds in your immediate vicinity.

Elevent

Prerequisite: 7th level, locus energy form


  • Activation Time: 1 action
  • Range: Self (15-foot cone)
  • Somatic Requirement: One hand, which must be the same hand you used to activate the locus energy form this turn
  • Duration: Instantaneous

You instantly release your stored energy in a cone in front of you, deactivating the locus energy form and forcing each cre-ature within range to succeed on a Dexterity saving throw or take 3d6 damage of the chosen type. This damage increases to 4d6 when you reach your 11th level in this class.

Flare


  • Activation Time: 1 bonus action
  • Range: 60 feet
  • Somatic Requirement: One hand
  • Duration: Until deactivated

Your locus begins to shed bright light in a 20-foot radius and dim light for an additional 20 feet. When you activate this form, or as a bonus action while it is active, you can send the light to a spot that you can see within range. You can recall the light back to your hand by using a bonus action, but it is automatically recalled when it exceeds the form's range.

Guise

Prerequisite: 7th level, Charisma 13 or higher


  • Activation Time: 1 action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice. When the form deact-ivates, the creature must make a Wisdom saving throw. If it succeeds, it realizes that you used magic to change its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Your Gift Externalized: The Locus

Your locus is the physical, materialized part of your gift. Normally, it will only appear when you cast a spell or activate a locus form. However, some gifts (like magical replacement limbs) are always visible, meaning that the locus forms are the exchangeable/temporary tools/weapons that are used/produced by those gifts.

Some loci look very similar to limbs or simply add a magical sheen to a kanala's body. Yours could utilize organic growths, turn your arm into a specific element for a short time, or, in more technologically-advanced settings like Ravnica or Eberron, involve a prosthetic limb that you upgrade each time you gain a new locus form. It is encouraged for you to imagine a different appearance for each of your known locus forms.

Hasten

Prerequisite: 4th level


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Instantaneous

This form increases your speed by 20 feet and doubles your jump distance until the end of your turn.

Implement

Prerequisite: 4th level


  • Activation Time: 1 bonus action
  • Range: Touch
  • Somatic Requirement: Two hands
  • Duration: 1 round

Your locus morphs into various handheld implements. You can use these implements to perform an action that would normally require a specific tool or set of tools. You can add half your proficiency bonus to any ability check you make while using these implements as long as the ability check doesn’t already include your proficiency bonus.

The form deactivates at the beginning of your next turn unless you use your bonus action to keep it active.

Introspect

Prerequisite: 4th level, Intelligence 13 or higher


  • Activation Time: 1 action
  • Range: Touch
  • Somatic Requirement: Two hands
  • Duration: Instantaneous

You touch a creature that has a speed of 0, is incapacitated, or is willing. You then force it to remember a subject that you choose, such as its boss, a treasure, or last night's dinner. One of its relevant memories, no longer than 6 seconds, then surfaces in the creature's mind as well as your own. If the memory includes speech, it is limited to 15 words or less.

The memory's detail and level of accuracy both depend on the creature's Intelligence and sanity. For example, using this form on a pet might allow you to visualize the owner, but their speech would be heard as unintelligible gibberish if the pet does not comprehend their language.

Repeated use of this form on the same creature makes subsequent memories more obscured than the last, with them becoming incomprehensible after three such uses. This effect is reset after 24 hours of not being affected by the form.

Leash


  • Activation Time: 1 bonus action
  • Range: 20 feet
  • Somatic Requirement: One hand
  • Duration: Until deactivated

While this form is active, the target of any grapple attempt you make can be any creature within the form's range, but the creature must be no more than one size larger than you. The hand that you use to grapple a creature this way must be the hand that you used to activate this form.

If you target a creature that is not within arm's reach, a sizable leash reaches out to it. If you succeed in grappling the creature, the leash connects it to your arm while you are more than an arm's length away from it.

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 While grappling a creature this way, you can use your movement to move either the creature or yourself. Your speed is not halved when doing so. For example, with a speed of 30 feet, you could grapple a creature that is 15 feet away from you, move it 15 feet closer, then walk 15 feet away from it.

Creatures can attack the leash (AC 11 + your proficiency bonus), but all damage it takes is taken by you instead. The form deactivates early if the target is ever outside of the form's range.

Locus Energy


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: 1 round

You begin stockpiling energy of one the following damage types of your choice: acid, cold, fire, lightning, necrotic, or thunder. While this form is active, your weapon attacks deal an extra 1d4 damage of the chosen type on a hit.

If the weapon is a locus weapon, all bludgeoning, piercing, and slashing damage that it deals becomes damage of the chosen type until this form is deactivated.

The form deactivates at the beginning of your next turn unless you use your bonus action to keep it active.

Locus Weapon


  • Activation Time: Special, see description
  • Range: Self
  • Somatic Requirement: One or two hands
  • Duration: Instantaneous

When you take the Attack action on your turn, you can acti-vate this form and create a locus weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the Player's Handbook for weapon options). You are proficient with it and can't be disar-med of it while you wield it. If you plan to engage in two-weapon fighting, you can create two locus weapons at once, assuming you have two empty hands to work with.

If you can make multiple attacks as part of the Attack action, you can freely change the form of your locus weapon or create a new one before each attack. At the end of your turn, all of your locus weapons retract back into your locus and disappear.

Your locus can assimilate a magic melee weapon and turn it into a locus weapon by accommodating the weapon over the course of 1 hour, which can be done during a short rest. The weapon must be within your grasp during this time. After 1 hour, the weapon melds with your locus and becomes a locus weapon for you, allowing you to choose it whenever you create a locus weapon. You can’t affect an artifact weapon in this way. If the weapon is sentient, you must gain its consent before accommodating it. Sentient locus weapons share your senses and can converse telepathically with you.

You can have up to three accommodated weapons. If you attempt to accommodate a fourth magic weapon, you must reconstitute one of the other three. That weapon appears at your feet and ceases to be one of your locus weapons. If you die, your accommodated weapons reconstitute immediately.

Mend


  • Activation Time: 1 action
  • Range: Touch
  • Somatic Requirement: Two hands
  • Duration: Instantaneous

This form repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This form can physically repair a magic item or construct, but the form can’t restore magic to such an object. It can also heal constructs in the same manner as the mending spell.

Metamorphosis

Prerequisite: 14th level


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Instantaneous

You gain the ability to cast the polymorph spell this turn, targeting yourself. If the spell is cast this way, you do not need to provide material components. You must still use your action and expend a spell slot to cast the spell, as normal.

You retain your Intelligence, Wisdom, and Charisma scores once you transform. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the chosen creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.

Additionally, your transformation does not limit your ability to use your instantaneous locus forms.

Negate

Prerequisite: 14th level


  • Activation Time: 1 reaction, which you take when you fail a saving throw
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Instantaneous

Your locus tries to counteract the magical or physical force that is overwhelming you. You gain a bonus to the triggering saving throw equal to your spellcasting ability modifier.

Practice


  • Activation Time: 1 action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Until deactivated

You change a minor aspect of your body. Choose one of the following effects each time you activate this form:

  • Your locus takes on the visage of a creature you are familiar with, becoming akin to a hand puppet.
  • You groom yourself without moving a finger. For example, you could smooth your hair or adjust your undergarments.
  • You alter the appearance of your eyes, teeth, or both.
  • Your locus layers thinly over your skin, allowing you to form scars, tattoos, or other markings on your body.
  • You begin to emit a familiar scent of your choice.
KANALA | LOCUS FORMS

Prolong

Prerequisite: 4th level


  • Activation Time: Special, see description
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Until the end of your next short or long rest

When you cast a spell that has a duration of 1 minute or longer, you can activate this form as part of the casting process. If you do, the spell persists until this form is deacti-vated instead of until it reaches its maximum duration.

This form immediately deactivates if the spell ends early. If the spell must be maintained with concentration, the Const-itution saving throws you make to keep your concentration are made with disadvantage.

Retaliate

Prerequisite: 10th level


  • Activation Time: 1 reaction, which you take when you are hit by an attack from a creature
  • Range: 20 feet
  • Somatic Requirement: One hand
  • Duration: Instantaneous

Your locus seeks out the creature that harmed you, punishing the offender even if you can't see them yourself. The creature instantly takes necrotic damage equal to 1d10 + your spellca-sting ability modifier as long as it is within the form's range.

Ruse

Prerequisite: 14th level, Intelligence 13 or higher


  • Activation Time: 1 reaction, which you take when a creature within 120 feet of you notices you for the first time
  • Range: 120 feet
  • Somatic Requirement: One hand
  • Duration: 10 minutes

You quickly attempt to fool the creature's vision, making it think as though your existence was just a trick of the light.

The creature must make an Intelligence saving throw. If it fails, you and your held equipment are considered to be invisible to that creature for as long as this form is active. The form deactivates early if the target is ever outside of the form's range or if you harm it in any way.

Splitter

Prerequisite: 7th level, locus weapon form


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: Two hands
  • Duration: Instantaneous

You create a special locus weapon with the finesse and two-handed properties. It deals 1d4 slashing damage on a hit and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As with all other locus weapons, it disappears at the end of your turn.

Each time you attack with this locus weapon, you can target up to two creatures that are both within 5 feet of you. You make a separate attack roll for each target.

Track

Prerequisite: 4th level


  • Activation Time: 1 reaction, which you take when a creature that you can see attempts to move behind cover, burrow underground, turn invisible, or enter the ethereal plane
  • Range: 90 feet
  • Somatic Requirement: One hand
  • Duration: 10 minutes

You send a tiny part of your locus to a creature that is attempting to break line of sight with you. Make a ranged spell attack against the target. On a hit, the creature takes 1d4 necrotic damage, and you know its location as long as it remains within range. While this form is active, you can use your bonus action to instantly deal 1d4 necrotic damage to the creature again. The form deactivates early if the creature dies or is ever outside of the form's range.

Alternatively, you can use your action to touch a willing creature and apply the tracking effect of this form to it without making an attack or dealing damage.

Trip


  • Activation Time: 1 reaction, which you take when a creature that you can see moves out of your reach
  • Range: Touch
  • Somatic Requirement: Two hands
  • Duration: Instantaneous

Your locus grasps at the creature's limbs, forcing it to make a Strength saving throw. If it fails, the creature takes 1d12 necrotic damage and is knocked prone.

Weave

Prerequisite: 7th level


  • Activation Time: 1 bonus action
  • Range: Self
  • Somatic Requirement: One hand
  • Duration: Instantaneous

Until the end of your turn, you can move through the space of any creature, regardless of its size, without treating occupied spaces as difficult terrain. Additionally, your movement does not provoke opportunity attacks for the rest of the turn.

As normal, you can't willingly end your turn in another creature's space.

Credits

Original Homebrew Content by Acenm5.


Context: D&D 5th Edition by Wizards of the Coast, LLC.


Page 20 Subject Art: Three Warriors (1) by Chaehoon Kim.


Page 20 Compass Art: Joshua Art 017 by Studio Aught.


Page 20-21 Art: Vestige of the Seven Dawns - Establishing
 by Finnian MacManus.


Page 23 Art: Necromancer by Youngjin Jeon.


Page 25 Art: Travel Backpack by Tottor.


Page 26 Art: Three Warriors (2) by Chaehoon Kim.


Page 27 Art: Project V by Chaehoon Kim.


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