The Channeler Class

by sparkadile

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Channeler

The Tabaxi slipped off her wooden mask, her voice filled with praise as she acknowledged the pack of wolves whose ferocious roars had sent a tribe of goblins scattering in fear.

A diminutive gnome clung for dear life onto the horns of the demon he had summoned as it rampaged across the battlefield, smashing enemies aside with unbridled fury. He couldn't suppress a laugh of pure exhilaration. Never before had he felt so tall as he did now, on the shoulders of his Minion and in the middle of a rapidly growing amount of corpses.

Through the thick, choking smoke of a burning forest, an elf darted, protected by a swirling swarm of fiery butterflies. The flames licked at her heels, but they could not reach her; the swarm formed a shield around her and her allies as she led her companions through the blaze.

All of these characters are examples of Channelers; mages that can channel the powers of the Outer Planes into the Material Plane to manifest powerful minions to do their bidding and protect them.

Masters of Extraplanar Power

Channelers are unique among spellcasters in their ability to tap directly into the energies of the Outer Planes. Through intense study, ritual, or sheer force of will, they have learned to open small gates to these distant realms, allowing them to draw forth both raw magical power and powerful entities to serve them.

Unlike other spellcasters who might draw their magic from within or from the environment around them, Channelers act as conduits for the energies of otherworldly realms, sacrificing their own life-force to empower that of the creatures they summon.

Variant: Intelligence

Your Channeler might have knowledge of obscure and esoteric rituals; ancient law and rulings with which they exert control over the Planes, rather than their own force of will. You can use Intelligence for any Channeler feature that would normally use your Charisma score, such as calculating your spell save DC or deciding the Shapeless Minion's Strength score.

The Channeler
Level PB Features Cantrips
Known
1st 2nd 3rd 4th 5th Extraplanar
Aspects
1st +2 Soul Bond, Spellcasting 3 2 - - - - -
2nd +2 Extraplanar Aspects, Life Link 3 2 - - - - 2
3rd +2 Planar Focus, Arcane Fusion 3 3 - - - - 3
4th +2 Ability Score Improvement 3 3 - - - - 3
5th +3 Potent Bond[1] 3 4 2 - - - 4
6th +3 Focus Feature 3 4 2 - - - 4
7th +3 Twin Conduit 3 4 3 - - - 5
8th +3 Ability Score Improvement 3 4 3 - - - 5
9th +4 Adaptive Aspects 3 4 3 2 - - 6
10th +4 Focus Feature 4 4 3 2 - - 6
11th +4 Potent Bond[2] 4 4 3 3 - - 6
12th +4 Ability Score Improvement 4 4 3 3 - - 7
13th +5 - 4 4 3 3 1 - 7
14th +5 Eternal Companion 4 4 3 3 1 - 7
15th +5 Planar Gatekeeper 4 4 3 3 2 - 8
16th +5 Ability Score Improvement 4 4 3 3 2 - 8
17th +6 - 4 4 3 3 3 1 8
18th +6 As One 4 4 3 3 3 1 9
19th +6 Ability Score Improvement 4 4 3 3 3 2 9
20th +6 Grand Theft Arcana 4 4 3 3 3 2 9

Class Features

As a Channeler, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Channeler level
  • Hit Points at 1st Level: 8 + your Con modifier
  • Hit Points at Higher Levels: 1d8 (5) + your Con mod. per Channeler level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, whips
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Religion, Investigation, Nature, History, Deception, Intimidation, or Stealth

Equipment

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

  • (a) a quarterstaff or (b) a whip
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers

Spellcasting

At 1st level, you have learned to draw upon the power of the Outer Planes to cast spells, using the energies channeled through your extraplanar connections.

Spell Slots

The Channeler table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a Channeler spell, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and Casting Spells

The Channeler 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Channeler spells that are available for you to cast, choosing from the Channeler spell list. When you do so, choose a number of Channeler spells equal to your Charisma modifier + half your Channeler level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Focus Spells

Each Planar Focus has a list of Focus Spells that you learn at the Channeler levels specified in the Planar Focus description. These spells count as Channeler spells for you but don't count against the number of spells you can prepare. Once you gain a Focus Spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Spellcasting Ability

Your power is drawn from the strength of your connection to the Outer Planes, so Charisma is your spellcasting ability for your Channeler spells. You use Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Channeler spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast a Channeler spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your Channeler spells.

Soul Bond

Starting at 1st level, you learn how to manifest the power that lies beyond the Material Plane to call forth a Minion from the Ether which follows your bidding.

Minion

By default, your Minion uses the Shapeless Minion stat block at the bottom of this feature. You decide your Minion's appearance, though it must have appropriate anatomy to make use of its abilities. Your minion's Proficiency Bonus is the same as your own. One of your Minion's ability scores is blank. It instead becomes equal to your Charisma score. Whenever your Minion refers to a saving throw or a grapple, the DC is equal to your Spell Save DC.

Rest & Recovery

Your Minion takes rests as you do, though it does not require sleep. You can change its form as part of a long rest, choosing a new Minion stat block and appearance out of those available to you.

After your Minion dies, you can also perform a rushed version of the ritual as part of a short rest, that returns your Minion to life with 1 hit point. As part of this ritual, the Minion can expend hit dice to regain additional hit points. It can also take on a new form as described above.

When a Minion is reduced to 0 hit points, any excess damage is transferred to you, and it is reduced to a small floating wisp of ether energy. It makes death saves as players do, except that it requires an Intelligence (Arcana) check instead of a Wisdom (Medicine) check to stabilize.

If the Minion is stabilized, it regains 1 hit point after one minute, rather than after 1d4 hours.

Minion Control

Your Minion is friendly to you and your allies, and it obeys your commands. In combat, it acts on your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use an action to order it to take an action from its stat block, or another action.

When you are incapacitated, your Minion can act on its own, and it uses its turns to defend both itself and you to the best of its abilities. If you die, your Minion ceases to exist.

Extradimensional Space

As an action, you can shunt your Minion to its extradimensional space so long as you are on the same plane. If it is dying, it is immediately stabilized.

As a bonus action when your Minion is inside of its extradimensional space, you can teleport it into an unoccupied space of your choice you can see within 30 feet.

Your Minion is also automatically shunted to its extradimensional space when you end your turn further than 120ft away from it.


Shapeless Minion

Medium Celestial, unaligned


  • Armor Class 11 + PB (natural armor)
  • Hit Points 4 + four times your Channeler level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
- 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10 + PB
  • Languages understands the languages you speak, but the Minion cannot speak itself

Ether Adaptability. By adjusting its form for one minute, the Minion can gain resistance to one damage type of your choice except bludgeoning, slashing, or piercing. It loses this resistance when it uses this feature again.

Shared Potential. Any creature of the Minion’s choice within 10 ft of it gains the resistance granted by its Ether Adaptability so long as it remains within 10 ft.


Actions

Ether Slam. Melee Spell Attack: + STR + PB to hit, reach 5 ft, one target. Hit: 1d8 + STR bludgeoning damage, or the damage type chosen for Ether Adaptability.

Extraplanar Aspects

Starting at 2nd level, you learn how to shape tiny gates to outer planes called Extraplanar Aspects, drawing on their energy to empower yourself or your Minion. Your Aspects orbit around you, appearing as tiny portals leading to the Outer Planes or particles of energy linked to the corresponding plane.

At 2nd level, you attune to two Extraplanar Aspects of your choice from the list at the bottom of this class. When you reach certain Channeler levels, you gain additional Extraplanar Aspects, as shown in the Aspects Known column of the Channeler table above. If an Aspect has prerequisites, like a certain Channeler level, you can learn it at the same time that you meet any prerequisites it has.

When you gain a Channeler level, you can replace an Extraplanar Aspect with another Aspect of your choice.

Planar Focus

You are attuned to the energies of a specific plane. At 3rd level, choose one of the following Planar Foci: Wild Plane, Lower Plane, or Higher Plane, each of which is detailed at the end of this class description.

Your Planar Focus grants you features at 3rd level, and again when you reach 6th and 10th level in this class.

Arcane Fusion

Also at 3rd level, you learn how to imbue the properties of magical items into your Minion. You can fuse any number of magical items into your Minion at the end of a Long Rest, though you must be attuned. The Minion can make use of the magical items' properties as if it was wielding or wearing the items. When a magical item refers to "this weapon", it also applies to the Minion's attack rolls. You can remove an item from your Minion by performing a one-hour ritual, returning it to your hand. The items your Minion is fused to also drop to the ground in its space when it dies.

Your Minion is attuned to any items you are attuned to. Your Minion can only benefit from the magical properties of one shield, one suit of armour, and one weapon at any time. If multiple items of the same kind are fused into the Minion, it can choose which item it is using from as a bonus action. When your Minion makes an attack, it benefits from the used weapon's magical properties.

Finally, your Minion does not gain any non-magical benefits equipment would confer, such as 18 base AC for plate armour or a 2d6 damage die for a greatsword.

Ability Score Improvement

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 by 1. As normal, you can’t increase an ability score past 20 using this feature.

When you choose to gain a Feat as per the optional rules, you can choose to grant the benefits of your Feat to your Minion, rather than yourself. You can choose whether you or your Minion benefits from a Feat at the end of a long rest (though you always benefit from ability score increases, such as those in half-feats).

Potent Bond

At 5th level, your Minion can attack twice, instead of once, whenever it takes the Attack action on its turn, and its attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

When you use your action to command your Minion, you can take the Help, Dodge, Dash, Disengage or Hide actions as a bonus action on the same turn.

Starting at 11th level, your Minion can attack three times, and when you use an action to command your Minion, you can cast a spell that targets only you and/or your Minion as a bonus action (even if the casting time would normally be one action).

Twin Conduit

At 7th level, your bond grows so strong that you can channel your spells through your Minion.

When you cast a Channeler spell, you can choose for it to originate from you or your Minion.

You can make any Channeler spell you cast that targets only you also target your Minion.

When you choose for a leveled spell to originate from your Minion, or to share the effects of a Channeler spell you cast on yourself with it, it gains temporary hit points equal to four times the level of the spell (0 for cantrips).

Adaptive Aspects

At 9th level, you can swap out one Aspect you know for another available to you at your level at the end of a long rest.

Eternal Companion

At 14th level, your bond with your Minion transcends boundaries of life and death. If you die, your Minion no longer fades from existence. Instead, your soul is absorbed into your Minion, allowing it to persist so long as it is not destroyed. While your Minion carries your soul:

  • You retain full control over your Minion as though you were still alive, allowing it to act as your proxy in the world.
  • You cannot cast spells or use abilities that require your physical body, but you can still issue any Occult Orders you know to your Minion.

If your Minion is destroyed while carrying your soul, you die permanently, and resurrection becomes impossible unless both your body and the Minion are restored. A revivify, raise dead, or similar spell cast on the Minion will return you to life, causing the Minion to revert to its normal state.

Planar Gatekeeper

At 15th level, your mastery over conjuration allows you to manipulate space to your heart's content. As a bonus action, you can twist space around a creature you can see within 90 feet. The target must succeed on a Charisma saving throw (the target can choose to fail) or be teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

As One

At 18th level, you can merge with your Minion, becoming a powerful hybrid entity. As a bonus action while you and your Minion are within 30 feet, your Minion disappears as it fuses into you, gaining the following benefits for up to 1 minute:

  • You gain temporary hit points equal to your Minion's current hit points.
  • You gain any damage resistances your Minion has while fused, and you gain any speeds or special senses it has if those are higher than your own.
  • You can no longer command your Minion. Instead, you gain a second action, which you can only use to use an action on your Minion's stat block.

When the transformation ends, your temporary hit points disappear and your Minion reappears in a space within 30 feet of you, with hit points equal to the amount of temporary hit points you had.

Grand Theft Arcana

At 20th level, you have developed such immense magical talents that you can borrow immense arcane energies from realms of pure magic. You can cast any spell as if you had used a 9th-level spell slot to cast it, regardless of whether or not that spell is on the Channeler spell list. Once you do so, you must finish a long rest before you can do so again. If the spell requires material components with a cost, you do not need to provide them.

Spell List

Cantrips (0 Level)

  • blade ward PHB
  • chill touch PHB
  • mage hand PHB
  • minor illusion PHB
  • thaumaturgy PHB
  • prestidigitation PHB
  • create bonfire XGE
  • shocking grasp PHB
  • guidance PHB
  • toll the dead XGE
  • frostbite XGE

1st Level

  • absorb elements XGE
  • mage armor PHB
  • magic missile PHB
  • shield PHB
  • tasha’s caustic brew TCE
  • unseen servant PHB
  • expeditious retreat PHB
  • feather fall PHB
  • detect magic PHB
  • fog cloud PHB
  • grease PHB

2nd Level

  • misty step PHB
  • mirror image PHB
  • blur PHB
  • tasha’s mind whip TCE
  • darkvision PHB
  • earthbind XGE
  • melf’s acid arrow PHB
  • vortex warp SCC
  • dust devil XGE
  • see invisibility PHB
  • scorching ray PHB
  • hold person PHB

3rd Level

  • counterspell PHB
  • dispel magic PHB
  • phantom steed PHB
  • sleet storm PHB
  • erupting earth XGE
  • glyph of warding PHB
  • tidal wave XGE
  • blink PHB
  • fireball PHB
  • haste PHB
  • thunder step XGE

4th Level

  • dimension door PHB
  • greater invisibility PHB
  • polymorph PHB
  • banishment PHB
  • storm sphere XGE
  • fabricate PHB
  • wall of fire PHB
  • watery sphere XGE
  • freedom of movement PHB
  • arcane eye PHB
  • resilient sphere PHB
  • stone shape PHB

5th Level

  • wall of force PHB
  • wall of stone PHB
  • cloudkill PHB
  • telekinesis PHB
  • bigby’s hand PHB
  • passwall PHB
  • cone of cold PHB
  • teleportation circle PHB
  • immolation XGE
  • creation PHB
  • synaptic static XGE
  • far step XGE

Planar Foci

A Channeler’s Planar Focus enables them to focus their attention on a single plane, channeling its powers much more strongly. Choose the Plane that your Channeler is connected to strongest; the Wild Plane, the Positive Plane, or the Nether Plane.

Wild Plane

Vast swathes of overgrown plants are home to ferocious beasts, untouched by man and civilization. The Wild Plane is the perfect place from which to draw a beastly companion or two.

Wild Spells

3rd-level Wild Plane feature
You always have certain spells prepared at the Channeler levels shown in the table below. These spells count as Channeler spells for you, but they don't count against the spells you prepare each day.

Channeler Level Spells
3rd hunter's mark, speak with animals
5th summon beast, locate animals or plants
9th conjure animals, speak with plants
13th locate creature, dominate beast
17th awaken, commune with nature

Beast Minion

3rd-level Wild Plane feature
You gain access to four new Minion stat blocks, which are detailed at the end of this subclass: the Land Minion, the Sea Minion, the Cave Minion, and the Sky Minion.

Soulbound Pack

3rd-level Wild Plane feature
You can summon two Minions at once. These Minions can use different Minion stat blocks. When you use your action to command your Minion, you can only command one Minion at a time.

At 10th level, you can summon three Minions at once. This increases to four Minions at 15th level.

When you summon multiple Minions at once, they share a combined pool of hit points. Add together the total hit points of all your Minions, then divide this total by the number of Minions you have summoned (rounding up). This total is the size of the shared pool.

When the shared pool is reduced to 0, all of your Minions start Dying simultaneously, but you only roll one death saving throw each round for the entire group.

If multiple Minions would take damage from the same spell or effect (such as a Fireball spell), the shared pool is reduced only once, by the highest amount of damage any single Minion took.

For example: If both your Land Minion and Sky Minion are caught in the area of a Fireball spell (dealing 24 damage), and your Land Minion fails its saving throw (taking 24 damage) while your Sky Minion succeeds (taking 12 damage), then you would only subtract 24 hit points (as opposed to 36) from the shared pool, as this is the highest amount of damage received from this source.

Pack Tactics

6th-level Wild Plane feature
You and your Minions have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Apex Instincts

10th-level Wild Plane feature
Your available Minions develop primal instincts that heighten their cooperation among each-other;

  • Land Minion: Gains the Pack Alpha trait. Whenever it or another Minion within 10 feet of it must make a saving throw, the Minion gains a bonus to the saving throw equal to your Charisma modifier.
  • Sea Minion: Gains the Tidal Force trait. The Minion is permanently under the effect of the freedom of movement spell. It can also move at full speed while grappling a creature.
  • Cave Minion: Gains the Ambush Predator trait. During the first round of combat, it has advantage on all melee attack rolls, and its targets are considered vulnerable to all melee damage it deals.
  • Sky Minion: Gains the Storm Strike trait. When it flies at least 20 feet in a straight line before making a melee attack, the target must succeed on a Dexterity saving throw or be blinded until the end of its next turn.

Land Minion

Large Beast, unaligned


  • Armor Class 11 + PB (natural armor)
  • Hit Points 7 + seven times your Channeler level
  • Speed 40 ft.

STR DEX CON INT WIS CHA
- 10 (+0) 18 (+4) 8 (-1) 13 (+1) 4 (-3)

  • Senses passive Perception 11 + PB
  • Languages understands the languages you speak, but the Minion cannot speak itself

Defensive Tackle. When an ally within 5 feet of the Minion is attacked, the Minion can use its reaction to become the attack's target instead. It can do so after seeing the attack roll.

Actions

Maul. Melee Weapon Attack: + STR + PB to hit, reach 5 ft, one target. Hit: 1d6 + STR slashing or piercing damage, and the Minion gains temporary HP equal to its STR score.


Sea Minion

Medium Beast, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 6 + six times your Channeler level
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
- 16 (+3) 14 (+2) 15 (+2) 11 (+0) 4 (-3)

  • Senses blindsight 10 ft, passive Perception 10 + PB
  • Languages understands the languages you speak, but the Minion cannot speak itself

Amphibious. The Minion can breathe both air and water.

Actions

Grasp. Melee Weapon Attack: + STR + PB to hit, reach 10 ft, one target. Hit: 1d8 + STR piercing or bludgeoning damage, and the target is grappled.



Cave Minion

Medium Beast, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Channeler level
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) - 12 (+1) 10 (+0) 15 (+2) 4 (-3)

  • Senses darkvision 120 ft, passive Perception 12 + PB
  • Languages understands the languages you speak, but the Minion cannot speak itself

Spider Climb. The Minion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Rend. Melee Weapon Attack: + DEX + PB to hit, reach 5 ft, one target. Hit: 1d12 + DEX piercing or slashing damage.


Sky Minion

Small Beast, unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 3 + three times your Channeler level
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) - 8 (-1) 11 (+0) 16 (+3) 4 (-3)

  • Senses passive Perception 15 + PB
  • Languages understands the languages you speak, but the Minion cannot speak itself

Flyby. The Minion doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Peck. Melee Weapon Attack: + DEX + PB to hit, reach 5 ft, one target. Hit: 1d6 + DEX piercing or slashing damage.

Nether Plane

The Hells are rife with devils tactful and demons savage. Both have their uses in a Channeler’s kit.

Nether Plane Spells

3rd-level Nether Plane feature
You always have certain spells prepared at the Channeler levels shown in the table below. These spells count as Channeler spells for you, but they don't count against the spells you prepare each day.

Channeler Level Spells
3rd hellish rebuke, bane
5th flame blade, scorching ray
9th fireball, fear
13th wall of fire, blight
17th immolation, infernal calling

Devil Minion

3rd-level Nether Plane feature
You gain access to two new Minion stat blocks, which are detailed at the end of this subclass: the Chained Minion and the Impish Minion.

Forged in Fire

3rd-level Nether Plane feature
The infernal devils with which you make dealings are known to forge pacts that benefit them in ways unseen, but seem overly positive to those with which they are made.

When your Minion reduces a hostile creature to 0 hit points, it gains temporary hit points equal to your Charisma modifier + your Channeler level.

Pound of Flesh

6th-level Nether Plane feature
Your contract has a special clause that lets you purchase fortune by spending blood. Whenever you or your Minion makes an ability check or saving throw you can roll a d10, adding the result to the roll and reducing your own hit points by the same amount. You must choose to use this feature before you roll the d20 for the ability check or saving throw.

Infernal Ascension

10th-level Nether Plane feature
Your available Minions become harbingers of Hell, manifesting new powers;

  • Chained Minion: Gains the Unyielding Chains trait. Whenever it grapples a creature, the creature is also considered restrained.
  • Impish Minion: Gains the Indentured Servitude trait. Whenever it hits a creature with a critical attack, that creature must succeed on a Wisdom saving throw or be subject to the effects of the dominate monster spell until the end of its next turn.

Chained Minion

Large Fiend, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 7 + seven times your Channeler level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
- 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1)

  • Senses darkvision 60ft., passive Perception 10 + PB
  • Resistances fire, cold, poison
  • Languages understands the languages you speak, but the Minion cannot speak itself

Aura of Dread. Creatures of the Minion's choice that start their turn within 10 feet of it must succeed on a Wisdom saving throw or be frightened until the start of their next turn. Once a creature succeeds on its saving throw, it is immune to this effect for the next hour.

Bailiff. When the Minion successfully hits a creature with a melee attack, it can attempt to grapple it as a bonus action.

Actions

Whip. Melee Weapon Attack: + STR + PB to hit, reach 10 ft, one target. Hit: 1d10 + STR bludgeoning or fire damage, and if the target is Large or smaller, it is moved 5 feet in a direction of the Minion's choice.

Link Launch (Recharge 5-6). Ranged Weapon Attack: + STR + PB to hit, range 30/60 ft, one target. Hit: 1d4 + STR bludgeoning or fire damage (your choice). The target must succeed on a Strength saving throw or be restrained until the end of the Minion's next turn.



Impish Minion

Medium Fiend, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 + five times your Channeler level
  • Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
12 (+1) - 11 (+0) 16 (+3) 10 (+0) 15 (+2)

  • Senses darkvision 120 ft., passive Perception 10 + PB
  • Resistances fire, poison
  • Languages understands the languages you speak, but the Minion cannot speak itself

Mental Resistance. The Minion has advantage on saving throws using INT, WIS, or CHA. As long as it is within 10 feet of you, you also have advantage on these saving throws.

Devil’s Sight. Magical darkness doesn’t impede the Minion’s darkvision.

Actions

Sting. Melee Weapon Attack: + DEX + PB to hit, reach 5 ft, one target. Hit: 1d4 + DEX piercing damage plus 1d6 poison damage.

Quills. Ranged Weapon Attack: + DEX + PB to hit, range 60/120 ft, one target. Hit: 1d8 + DEX piercing damage.

Invisibility (Recharge 5-6). The Minion magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). When the Minion hits with an attack while invisible in this way, the attack is considered an automatic critical hit. Any equipment the Minion wears or carries is invisible with it.


Positive Plane

The Positive Energy Plane is a place of radiance, overflowing with life and healing energy. Channelers who connect with this plane can bring forth Minions of pure light, serving as healers and protectors for their allies, or eradicating all that is unholy.

Positive Spells

3rd-level Positive Plane feature
You always have certain spells prepared at the Channeler levels shown in the table below. These spells count as Channeler spells for you, but they don't count against the spells you prepare each day.

Channeler Level Spells
3rd healing word, bless
5th restoration LL, spiritual weapon
9th beacon of hope, mass healing word
13th guardian of faith, aura of life
17th raise dead, mass cure wounds

Radiant Minion

3rd-level Positive Plane feature
You gain access to two new Minion stat blocks, which are detailed at the end of this subclass: the Mercy Minion and the Flare Minion.

Restorative Light

3rd-level Positive Plane feature
You learn to channel unfiltered positive energy. You have a pool of Restorative Light that can heal a number of hit points equal to five times your Channeler level. As an action, you or your Minion can touch a creature within an area of bright light and channel power from the pool to restore a number of hit points up to the maximum amount left in your pool. You can't heal undead or constructs. Your Restorative Light pool replenishes at the end of a long rest.

Purify

6th-level Positive Plane feature
As an action, you or your Minion can touch a creature within an area of bright light to overflow them with powerful radiance, eradicating them on a cellular level. Make a melee spell attack using your spellcasting modifier. On a hit, you can expend power from the Restorative Light pool to deal radiant damage equal to twice the points expended. If an undead creature is damaged in this way, its maximum hit points are reduced by an amount equal to the radiant damage taken.

Radiant Choir

10th-level Positive Plane feature
Your available Minions channel the harmony of celestial choirs;

  • Mercy Minion: Gains the Harmony of Restoration trait. Whenever an allied creature within its Sterilizing Aura receives healing, it gains additional hit points equal to your Charisma modifier.
  • Flare Minion: Gains the Scorching Radiance trait. Its Illuminating Glow now counts as sunlight and deals radiant damage equal to your Charisma modifier to creatures of your choice that start their turn within it.

Mercy Minion

Medium Celestial, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 7 + seven times your Channeler level
  • Speed 30 ft., fly 10ft. (hover)

STR DEX CON INT WIS CHA
- 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)

  • Senses darkvision 60 ft., passive Perception 13 + PB
  • Damage Resistances radiant, necrotic
  • Languages understands the languages you speak, but the Minion cannot speak itself

Sterilizing Aura. The Minion emits bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures of your choice within the bright light can not have their maximum hit points lowered and are immune to diseases. If a creature is already diseased when it enters the light, the effect of the disease is suppressed until it leaves the light.

Light's Grace. When the Minion successfully hits a creature with an attack, another creature of its choice within 30 feet gains temporary hit points equal to the Minion's STR modifier.

Actions

Radiant Slam. Melee Weapon Attack: + STR + PB to hit, reach 5 ft, one target. Hit: 1d10 + STR radiant damage.

Rejuvenating Burst (Recharge 5-6). The Minion releases a wave of rejuvenating energy. Each creature of the Minion's choice within 15 feet is cured of the following conditions currently afflicting it: blinded, deafened, frightened, paralyzed, poisoned, stunned.



Flare Minion

Medium Celestial, unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + five times your Channeler level
  • Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) - 10 (+0) 12 (+1) 10 (+0) 15 (+2)

  • Senses darkvision 60 ft., passive Perception 10 + PB
  • Damage Resistances radiant, fire
  • Languages understands the languages you speak, but the Minion cannot speak itself

Illuminating Glow. The Minion emits bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures have advantage on Perception checks and Insight checks made against targets within the bright light created by this feature.

Purest Shape. The Minion has advantage on saving throws against spells and other magical effects.

Actions

Hallowed Purge. Melee or Ranged Spell Attack: + DEX + PB to hit, reach 5 ft. or range 60ft., one target. Hit: 1d8 + DEX radiant damage. If the target is an elemental, aberration, fiend, or undead, it takes an additional 1d6 fire damage.

Blinding Flare (Recharge 5-6). The Minion releases a burst of blinding light. Each creature of its choice within 30 feet must make a Constitution saving throw or be blinded until the end of its next turn.


Extraplanar Aspects

Below is the list of Extraplanar Aspects that a Channeler can learn. If an Aspect has a prerequisite, like a Channeler level, you can learn that Aspect at the same time that you meet any prerequisites it may have.

Aspect of the Archivist

Rather than relying on your own intellect, you can consult the vast archives of the Plane of Order.

  • You gain proficiency in two of the following skills: Arcana, History, Investigation, Nature, or Religion.
  • Choose any two skills from the list above. Whenever you make an ability check with either of the chosen skills, you can use your Charisma modifier in place of your Intelligence modifier.
  • Occult Order, Archive: As a bonus action, you can cause Your Minion to grant advantage to of the Help action to a creature within 10 feet, granting advantage on an Intelligence-based tool or skill check. If it does, the target can treat a roll of 7 or lower on the d20 as an 8.

Aspect of the Oracle

Rather than relying on your own intuition, you can consult the wild oracles of the Plane of Chaos.

  • You gain proficiency in two of the following skills: Animal Handling, Insight, Medicine, Perception, or Survival.
  • Choose any two skills from the list above. Whenever you make an ability check with either of the chosen skills, you can use your Charisma modifier in place of your Wisdom modifier.
  • Occult Order, Attune: As a bonus action, you can cause Your Minion to use the Help action (no action required) to give advantage on a Wisdom-based tool or skill check. If it does, the target can treat a roll of 7 or lower on the d20 as an 8.

Aspect of the Orator

Rather than relying on your own charisma, you can consult the convincing orators of the Plane of Neutrality.

  • You gain proficiency in two of the following skills: Deception, Intimidation, Performance or Persuasion.
  • Choose any two skills from the list above. Whenever you make an ability check with either of the chosen skills, you can treat a roll of 7 or lower on the d20 as an 8.
  • Occult Order, Appeal: As a bonus action, you can cause Your Minion to use the Help action (no action required) to give advantage on a Charisma-based tool or skill check. If it does, the target can treat a roll of 7 or lower on the d20 as an 8.
Note: Alternate Ability Score

If you are playing an Intelligence-based Channeler, the benefits of the Archivist and Orator are swapped; you would have a floor of 8 on the d20 for two Intelligence skills, and could use Intelligence for two Charisma skills.

Aspect of the Courier

The wayward winds of the Elemental Plane of Air quicken your minion's steps.

  • Your Minion's walking speed increases by 5 feet. This bonus increases to 10 feet at 11th level.
  • Occult Order, Ascend: As a bonus action, you can cause your Minion to gain a flying speed equal to its walking speed until the start of your next turn, which it can use to hover.

Aspect of the Tidecaller

The vast volumes of the Elemental Plane of Water bestow their fluidity upon you.

  • Your Minion gains a swimming speed equal to its walking speed, and any creature within 5 feet of it gains the ability to breathe underwater.
  • Occult Order, Adapt: As a bonus action, you can cause your Minion to gain the benefit of the Disengage action until the end of your turn. While this effect is active, your Minion can move through spaces as narrow as 1 inch wide, including those occupied by other creatures, provided it is not wearing or carrying anything.

Aspect of the Bulwark

The endless stone of the Elemental Plane of Earth makes you more stubborn.

  • Your Minion gains a climbing speed equal to its walking speed, and it reduces any falling damage taken by two times your Channeler level.
  • Occult Order, Anchor: As a bonus action, you can cause your Minion to ground itself and gain resistance against bludgeoning, slashing or piercing damage (your choice) until the start of your next turn. You can use this bonus action only if your Minion hasn't moved during this turn, and after you use this bonus action, your Minion's speed is 0 until the end of your turn.

Aspect of the Berserker

The raging fires of the Elemental Plane of Fire imbue your Minion with unprecedented aggression.

  • When your Minion successfully reduces a creature to 0 hp, it can move up to half of its speed as a reaction.
  • Occult Order, Assail: As a bonus action, you can cause your Minion to have advantage on all of its attacks until the end of its turn or until it successfully hits a creature with an attack.

Aspect of the Phoenix

Prerequisite: 5th-level Channeler
The radiant vitality of the Plane of Rebirth imbues your Minion with the power of renewal.

  • If your minion rolls a 15 or higher on a death saving throw, it regains 1 hit point and can take its turn as usual.
  • Occult Order, Awaken: As a bonus action, you can cause your Minion to reattempt a saving throw against an effect it is currently suffering from. On a success, the effect ends immediately.

Aspect of the Hunter

Prerequisite: 5th-level Channeler
The natural ferocity of the Wild Plane let your Minion move as predators do.

  • Your Minion ignores both magical and nonmagical difficult terrain, allowing it to move effortlessly through natural obstacles like undergrowth, rubble, or shallow water. Your Minion's speed can not be reduced in any way except by being set to 0 from 11th level onwards.
  • Occult Order, Aggress: As a bonus action, you can cause your Minion to instantly move up to its speed towards an enemy it can see. It has to finish this move closer to the enemy than it started.

Aspect of the Runecarver

Prerequisite: 5th-level Channeler
The ancient magic of the Plane of Giants lets you adjust your Minion's size at will.

  • You can use your Charisma score to calculate your Minion's carry weight, instead of its Strength. If its Strength is already equal to your Charisma, its carrying capacity (including maximum load and maximum lift) is doubled, and it has advantage on Strength checks made to push, pull, lift, or break objects.
  • Occult Order, Adjust: As a bonus action, you can cause your Minion's size to change to Small, Medium, or Large, provided it has room to grow. You can also change its size to Tiny or Huge from 11th level onwards.

Aspect of the Herald

Prerequisite: 5th-level Channeler
The cleansing light of the Positive Energy Plane imbues your Minion with the ability to smite as paladins do.

  • Your Minion gains a small aura that bolsters others. Allies within 10 feet of your Minion gain advantage on saving throws made to resist the frightened or charmed condition.
  • Occult Order, Amplify: As a bonus action, when your Minion strikes on its turn, you can expend one spell slot to amplify your Minion's attack with cleansing light to deal extra radiant damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Aspect of the Shade

Prerequisite: 5th-level Channeler
The umbral darkness of the Plane of Shadow enable your Minion to move quiet as night.

  • While in darkness, your Minion is invisible to any creature that relies on darkvision to see it in that darkness.
  • Occult Order, Ambush: As a bonus action, you grant your Minion blindsight out to 60 feet until the start of your next turn.

Aspect of the Glacier

Prerequisite: 5th-level Channeler
The chilling winds of the Plane of Ice imbue your minion with the ability to form temporary ice.

  • Your Minion gains a climbing speed equal to half its walking speed if its climbing speed is not already higher. It can climb difficult surfaces, including ceilings, without needing to make an ability check.
  • Occult Order, Aegis: As a bonus action, you grant your Minion temporary hit points equal to your Charisma modifier (minimum of 1).

Aspect of the Juggernaut

Prerequisite: 9th-level Channeler
The unyielding strength of the Plane of War renders your Minion immovable and unstoppable.

  • Your Minion cannot be moved, teleported, or forcibly repositioned against its will. It can choose to ignore any effect that would move it or teleport it.
  • Occult Order, Avalanche: As a bonus action, you empower your Minion's next strike. The next time your Minion hits a creature with an attack before the start of its next turn, the target is pushed 15 feet horizontally in a direction of your choice. If the target is pushed into an object or creature at least one size category larger than itself, it takes 1d6 bludgeoning damage and falls prone as if it had fallen.

Aspect of the Gambler

Prerequisite: 9th-level Channeler
The luck of the Plane of Fortune ensures your Minion’s success in even the most perilous situations.

  • Whenever your Minion suffers a critical hit, it becomes a normal hit, and any effects triggered by the critical hit are canceled.
  • Occult Order, All-In: As a bonus action, you can invoke a surge of luck for your Minion. The next time your Minion makes an attack roll before the start of your next turn, if it has advantage and hits, the attack automatically counts as a critical hit. A creature struck by this critical hit becomes immune to this effect for 1 hour.

Aspect of the Martyr

Prerequisite: 9th-level Channeler
The eternal sacrifice of the Plane of Life allows your Minion to shield and restore vitality.

  • Your Minion can choose to split the damage it takes with another creature within 30 feet, as per the warding bond spell. The Minion must remain within range to maintain this effect.
  • Occult Order, Intervention: As a bonus action, you can transform your Minion into pure vital energy. A creature of your choice that has been dead for no longer than 1 minute is returned to life with hit points equal to half your Minion’s HP, and your Minion is destroyed instantly. Alternatively, you can restore the same amount of hit points to a living creature. Starting at 13th level, this ability can resurrect a creature that has been dead for up to 1 week.

Aspect of the Clockmaker

Prerequisite: 9th-level Channeler
The intricate workings of the Plane of Time grant your Minion control over the flow of time.

  • Creatures within 30 feet of your Minion are immune to magical aging. Your Minion ignores the effect of the slow and time stop spells.
  • Occult Order, Accelerate: As a bonus action, you empower your Minion to make one additional attack this turn.

Aspect of the Cataclysm

Prerequisite: 9th-level Channeler
The destructive power of the Plane of Destruction channels through your Minion, wreaking havoc on all around it.

  • When you and your Minion are in the same area of effect, only one of you is affected by it (your choice). Additionally, your Minion deals double damage to structures and magical force.
  • Occult Order, Annihilate: As a bonus action, you empower your Minion's next attack. When the attack hits, it deals the same damage to an amount of creatures up to your Charisma modifier within 10 feet of the original target.

Aspect of the Visionary

Prerequisite: 9th-level Channeler
The boundless creativity of the Plane of Creation grants your Minion the ability to shape the world around it.

  • Your Minion can reshape parts of its body to function as basic tools, with which it can make ability checks. It can add twice its proficiency bonus to tool checks, and does not need workstations such as a forge or loom to make use of corresponding tools.
  • Occult Order, Appear: As a bonus action, your Minion manifests a 10-by-10 panel of magical force in an unoccupied space within 10 feet of it. This panel is solid, opaque, and lasts for 1 minute or until your Minion creates another panel, at which point the first one disappears. The panel has hit points equal to your Channeler level and an AC equal to 10 + your Charisma modifier.

Aspect of the Stormcaller

Prerequisite: 9th-level Channeler
The turbulent Plane of Storms empowers your Minion with the fury of the elements.

  • While in lightly obscured conditions caused by natural weather (fog, rain, snow), your Minion gains the benefits of the Dodge action.
  • Occult Order, Accumulate: As a bonus action, your Minion braces itself against incoming elemental energy. It gains resistance to all elemental damage (fire, cold, lightning, thunder, acid, poison) until the start of your next turn. Whenever it takes elemental damage during this time, it deals the same amount and type of damage taken back to its source.

Image Credits

"Bear Token" by Alexandre Honore:
https://www.artstation.com/artwork/qQWe32
"Chain Devil" by Bartek Fedyczak:
https://www.artstation.com/artwork/X125m3
"Angel of Unity" by Joshua Raphael:
https://www.artstation.com/artwork/Leeak5

 

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