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The Channeler
| Class Level |
Class Features |
Blood Magic Die |
Blood Magic Uses |
Rites Known |
Rite Levels |
Rite Amplifications |
|---|---|---|---|---|---|---|
| 1st | Spellcasting, Blood Magic | d4 | 2 | — | — | — |
| 2nd | Casting Practice, Channeler Rites | d4 | 2 | 1 | 2 | 1 |
| 3rd | Arcanic Trait, Channeler Subclass | d4 | 2 | 1 | 2 | 1 |
| 4th | Ability Score Improvement, Major Feat | d4 | 2 | 1 | 2 | 1 |
| 5th | Extra Bonus Action | d6 | 3 | 2 | 3 | 1 |
| 6th | Subclass feature, Minor Feat | d6 | 3 | 2 | 3 | 1 |
| 7th | Arcanic Trait | d6 | 3 | 2 | 3 | 2 |
| 8th | Ability Score Improvement, Major Feat | d6 | 3 | 2 | 3 | 2 |
| 9th | Arcanic Trait | d8 | 4 | 2 | 4 | 2 |
| 10th | Subclass feature, Minor Feat | d8 | 4 | 2 | 4 | 2 |
| 11th | Blood Magic Improvements | d8 | 4 | 3 | 4 | 2 |
| 12th | Ability Score Improvement, Major Feat | d8 | 4 | 3 | 4 | 2 |
| 13th | Arcanic Trait | d10 | 5 | 3 | 5 | 2 |
| 14th | Subclass feature, Minor Feat | d10 | 5 | 3 | 5 | 2 |
| 15th | Arcanic Trait | d10 | 5 | 3 | 5 | 3 |
| 16th | Ability Score Improvement, Major Feat | d10 | 5 | 3 | 5 | 3 |
| 17th | Arcanic Trait | d12 | 6 | 3 | 6 | 3 |
| 18th | Subclass feature, Minor Feat | d12 | 6 | 3 | 6 | 3 |
| 19th | Channeler Capstone, Arcanic Capstone | d12 | 6 | 3 | 6 | 3 |
| 20th | Ability Score Capstone | d12 | 6 | 3 | 6 | 3 |
Class Traits
As a Channeler, you gain the following class traits.
Hit Points
- Hit Dice: 1d8 per Channeler level
- Hit Points at 1st Level: 8 + your Constitution
modifier - Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Channeler level after 1st
Proficiencies
- Skills: Any three of your choice
- Tools: Any two of your choice
- Armor: Light and medium armor
- Weapons: Simple and intermediate weapons
- Saving Throws: Fortitude
Equipment
- Armor: (a) partial light armor and 400 cr; (b) minimal medium armor and 250 cr; or (c) 500 cr
- Shield: (a) light physical shield and 450 cr; (b) medium physical shield and 375 cr; or (c) 500 cr
- Weapon: (a) longsword and 200 cr; (b) hand crossbow, 20 bolts, and 205 cr; or (c) 500 cr
- School: arcanic charm and (a) one creator's implements or provider's kit and 50 cr; (b) one gaming set or musical instrument and 200 cr; or (c) 350 cr
Class Features
As a Channeler, you gain the following class features.
1st level: Spellcasting
You are a substantial Arcanist. See chapter 10 for the full rules of spellcasting.
1st level: Blood Magic
You learn to use your own vitality to fuel your spells. You start with two such effects—Spell Vitality and Ally Vitality—and you learn more at higher levels, both from the class and your subclass. Many such effects use a d4, which changes as you gain Channeler levels, as shown in the Blood Magic Die column of the Channeler table.
You can use each feature, including those granted by your subclass or at higher levels from your class, twice, and you gain more at higher levels, as shown in the Blood Magic Uses column of the Channeler table. All uses refresh after a long rest. If a feature involves expending Hit Dice, each Hit Die expended counts as a use.
Spell Vitality
Over the course of a short rest, you can expend one or more Hit Dice to recover expended spell slots at a ratio of one Hit Die per level of the slot. You can recover 1st-degree slots in this way. You can recover 2nd-degree slots at 7th level, 3rd-degree slots at 13th level, and 4th-degree slots at 17th level.
Sap Vitality
As an action or bonus action, you can force a creature of your choice within 30 feet of you to make a Fortitude saving throw. On a failed save, the creature immediately expends one Hit Die (no action required) and you regain one expended Hit Die.
2nd level: Casting Practice
You are practiced with a particular style of casting. Choose one of the casting practice options, detailed in Chapter 5.
2nd level: Channeler Rites
You’ve learned to debuff creatures, causing them lingering injury. You start with one rite of your choice, as detailed at the end of the class description, and you learn more at higher levels, as shown in the Rites Known column of the Channeler table.
As an action or bonus action, you can debuff a creature you can see within 60 feet, immediately afflicting them with one level of a rite, which lasts for 1 round, and the effects of which vary depending on the rite you choose. Each time you use this feature on the same creature, it is afflicted with an additional level of the rite, or another rite if chosen. Regardless, the duration of each rite level is extended by 1 round. If the duration of your rites ever lapse, all rite levels immediately dissipate. You can maintain two levels of a rite on a creature, and you can maintain more at higher levels, as shown in the Rite Levels column of the Channeler table.
Additionally, when you debuff a creature with a rite, you can choose to amplify the rite. When you do so, the duration of the rite is extended to one minute and each time you apply another level of the rite, the duration is refreshed to one minute instead of the end of your next turn. For the duration, the rite requires concentration, and at the start of each of your turns, the rite immediately progresses to another level. You can amplify your rites a combined total of once, and you can amplify them more times at higher levels, as shown in the Rite Amplifications column of the Channeler table. All uses refresh after a short rest.
3rd level: Arcanic Trait
You gain an arcanic trait. You can choose your trait or role on the table below to determine it randomly.
| d8 | Trait |
|---|---|
| 1 | Arcanist |
| 2 | Carrying Caster |
| 3 | Jumping Caster |
| 4 | Resourceful Spellcaster |
| d8 | Trait |
|---|---|
| 5 | Skillful Caster |
| 6 | Throwing Caster |
| 7 | Variable Spellcaster |
| 8 | Vaulting Caster |
3rd level: Channeler Subclass
You choose a Channeler subclass, which is detailed at the end of the class description, after the Channeler Rites.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Extra Bonus Action
You can take a second bonus action on each of your turns. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. All uses refresh after a short rest.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Arcanic Trait
You gain an additional arcanic trait.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Arcanic Trait
You gain an additional arcanic trait.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Blood Magic Improvements
You learn improvements that empower your Blood Magic Effects.
Spell Vitality
The cost to recover an expended spell slot with the Spell Vitality feature is reduced by one Hit Die, to a minimum of one Hit Die.
Sap Vitality
Once on each of your turns, when you use the Sap Vitality feature on a creature suffering from at least one level of one of your rites, you can do so without using an action.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Arcanic Trait
You gain an additional arcanic trait.
14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Arcanic Trait
You gain an additional arcanic trait.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Arcanic Trait
You gain an additional arcanic trait.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Channeler Capstone
When you would amplify a rite, you can amplify an additional rite targeting the same creature using only one rite amplification. If you lose concentration on one rite, you lose concentration on all.
Additionally, when you roll initiative and have no rite amplifications remaining, you regain one use.
19th level: Arcanic Capstone
When you roll initiative, you can choose to recover expended spell slots of combined level no higher than 4th. This feature refreshes after a short rest.
20th level: Ability Score Capstone
Increase an ability score of your choice by 2. Your maximum for this score increases by 2. Then, do so a second time.
Channeler Rites
The rites are presented in alphabetical order.
Rite of Befuddlement
Each time you apply this rite, the target immediately suffers 1 Befuddled level.
Rite of Constriction
Each time you apply this rite, the target immediately suffers 1 Constricted level.
Rite of Control
Each time you apply this rite, the target immediately suffers 1 Controlled level.
Rite of Corrosion
Each time you apply this rite, the target immediately suffers 1 Corroded level.
Rite of Draining
Each time you apply this rite, the target immediately suffers 1 Drained level.
Rite of Flickering
Each time you apply this rite, the target immediately suffers 1 Flickering level.
Rite of Ignition
Each time you apply this rite, the target immediately suffers 1 Ignited level.
Rite of Poison
Each time you apply this rite, the target immediately suffers 1 Poisoned level.
Rite of Rebuke
Each time you apply this rite, the target immediately suffers 1 Rebuked level.
Rite of Shaking
Each time you apply this rite, the target immediately suffers 1 Shaken level.
Rite of Shocking
Each time you apply this rite, the target immediately suffers 1 Shocked level.
Rite of Sickening
Each time you apply this rite, the target immediately suffers 1 Sickened level.
Rite of Slowing
Each time you apply this rite, the target immediately suffers 1 Slowed level.
Rite of Susceptibility
Each time you apply this rite, the target immediately suffers 1 Susceptible level.
Rite of Weakening
Each time you apply this rite, the target immediately suffers 1 Weakened level.
Flickering Channeler
Flickering Channelers bend sunlight into searing curses and weave starlight into spells of brilliant, blinding creation.
3rd level: Subclass Traits
As a Flickering Channeler, you gain the following subclass traits.
- Linguist: You learn one language of your choice.
- Skill Proficient: You are proficient in Lore.
- Tool Proficient: You are proficient in arcanist's implements.
3rd level: Improved Spellcasting
Your arcanic tier increases from substantial to full.
3rd level: Flickering Magic
You gain two new effects for your Blood Magic feature: Flickering Vitality and Spell-Empowered Casting.
Flickering Vitality
When you deal damage to a hostile creature, apply a detrimental condition to it, or otherwise take a hostile action against them, you can expend a Hit Die (no action required) to also inflict 1 level of the Flickering condition upon them, which lasts for 1 minute.
Spell-Empowered Casting
As an action or bonus action, you can expend a Hit Die to gain 2 spell points. You can use these spell points to empower your spells to suit your needs. When you cast a spell while you have spell points, you can expend spell points to modify the spell. You gain one Empowerment, detailed at the end of the subclass description. You gain an additional Empowerment at 7th, 13th, and 17th levels.
You can only use one Empowerment option on a spell when you cast it. At 13th level, you can use a second Empowerment option on a spell when you cast it, instead of only one.
6th level: Flickering Aura
You can use your action or bonus action to end all Flickering levels you've inflicted. When you do so, you immediately emit bright light for a 5-foot radius and dim light for an additional 5 feet, and you have advantage on Concentration saving throws. This lasts for a number of rounds equal to the number of Flickering levels you ended, and these radiuses increase to 15 feet at 7th level and 30 feet at 15th level.
Additionally, when you create this aura, choose one from Fortitude, Reflex, and Will saving throws. Friendly creatures of your choice within your dim light have advantage on the chosen saving throw. Friendly creatures of your choice within your bright light have advantage on the chosen saving throw, reroll one.
This feature refreshes after a short rest.
10th level: Arcanic Quirk
You gain an additional arcanic trait.
14th level: Flickering Magic Improvements
You learn improvements that empower your Flickering Magic effects.
Flickering Vitality
When you use your Flickering Vitality feature, you can choose to apply the Flickering level to each affected creature, instead of only one. If you do so, the levels last until the end of your next turn, instead of 1 minute. Alternatively, you can choose to apply a second level of Flickering to a single affected creature, which also lasts for 1 minute.
Spell-Empowered Casting
When you use your Spell-Empowered Casting feature, you gain 3 spell points when you spend a Hit Die, instead of only 2.
18th level: Flickering Repertoire
You can cast counterspell and dispel magic each once per long rest at their base degree without expending a spell slot.
Additionally, when you successfully cast counterspell or dispel magic against a target, you can apply 1 level of Flickering to the target, which lasts for 1 minute.
Empowerments
The empowerment options are presented in alphabetical order.
Beneficial Spell
When you cast a spell that would benefit one or more friendly creatures, you can spend spell points to provide a creature with 1 level of your choice leveled beneficial condition, which lasts for 1 minute. You must choose the same condition for each creature, and the cost is 1 spell point per creature you choose to affect.
Careful Spell
When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell point and choose up to two creatures. A chosen creature automatically critically succeeds on its saving throw against the spell. You can choose up to three creatures at 5th level, four at 9th level, five at 13th level, and six at 17th level.
Concealed Spell
When you cast a spell, you can spend up to 3 spell points to conceal your efforts. For each spell point spent, you reduce the level at which another caster can identify this casting, as well as reducing the range at which this casting can be identified.
Detrimental Spell
When you cast a spell that would affect one or more hostile creatures, you can spend spell points to provide a creature with 1 level of a detrimental condition, which lasts for 1 minute. If the spell deals damage, you must choose the damage’s paired condition. Otherwise, choose a leveled detrimental condition. You must choose the same condition for each creature, and the cost is 1 spell point per creature you choose to affect.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to increase the range by 5 x your Channeler level. Alternatively, when you cast a spell that has a range of touch, you can spend 1 spell point to make the range equal to 5 x half your Channeler level.
Elemental Spell
When you cast a spell that deals damage, you can spend 1 spell point to change the damage type to one of the following: acid, cold, emotional, entropic, fire, kinetic, lightning, mental, necrotic, pressure, sonic, or spiritual. If the spell would call for a saving throw, the saving throw becomes the chosen damage type’s paired save.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.
Focused Spell
When you cast a spell that requires concentration, you can spend 2 spell points to have advantage on Concentration saving throws you make for this casting of that spell.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.
Improved Spell
When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.
Lingering Spell
When you cast a spell that requires concentration to maintain you can choose to spend 3 spell points. If you do, when you lose concentration on the spell, the spell will not end until the end of your next turn.
Pinpoint Spell
When you cast a spell that allows you to force creatures in an area to make a saving throw you can instead spend 1 spell point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.
Quickened Spell
When you cast a spell that has a casting time of 1 action or bonus action, you can spend 2 spell points to decrease that power’s casting time by one step (from action to bonus action or bonus action to reaction on your turn) for this casting.
Seeking Spell
If you miss with a spell that calls for an attack roll, you can spend 2 spell points to repeat the attack.
Twinned Spell
When you cast a spell that can only have one target and doesn't have a range of self, you can spend a number of spell points equal to the spell's degree to choose a second target in range with the same talent (1 spell point if the talent is at-will).
Susceptible Channeler
Susceptible Channelers pull on the string of hidden anxieties and buried desires of others, turning their souls into the very cords that bind them to their will.
3rd level: Subclass Traits
As a Susceptible Channeler, you gain the following subclass traits.
- Inadaptive Constitution: Whenever a creature you can see within 30 feet makes a Constitution test, you can choose to inflict a dPB bane die to the result (no action required). This feature refreshes after a short rest.
- Inadaptive Strength: Whenever a creature you can see within 30 feet makes a Strength test, you can choose to inflict a dPB bane die to the result (no action required). This feature refreshes after a short rest.
3rd level: Susceptible Magic
You gain two new effects for your Blood Magic feature: Susceptible Vitality and Subjugate Puppet.
Susceptible Vitality
When you deal damage to a hostile creature, apply a detrimental condition to it, or otherwise take a hostile action against them, you can expend a Hit Die (no action required) to also inflict 1 level of the Susceptible condition upon them, which lasts for 1 minute.
Subjugate Puppet
As an action, you can expend a Hit Die to attempt to seize control of a creature within 60 feet that you can see that is affected by a detrimental condition that you caused. The chosen creature must make a make a Fortitude saving throw against your spell save DC. On a failure, until the end of your next turn, you control the creature; you choose all actions it takes, if any, for the duration. On a success, instead the creature gains 1 Susceptible level, which lasts for 1 minute.
Legendary and villainous creatures are not affected in the same way. On a failure, they instead gain 1 Susceptible level, which lasts for 1 minute. On a success, they instead gain 1 Susceptible level, which lasts until the end of your next turn.
3rd level: Vital Directive
As an action, you can direct a friendly creature you can see or hear within range of your Channeler Rites who can see or hear you. On the chosen creature's next turn, it gains an additional action that can be used only to Fight (one attack only) or take another Limited Action.
Once you’ve used this feature on a creature, you can’t use it on that creature again until you complete a short rest.
6th level: Mindful Resilience
You have advantage on saving throws against effects that would force you to act against your will.
10th level: Willful
When you are subjected to an effect that allows you to make a Will saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
14th level: Susceptible Magic Imp.
You learn improvements that empower your Susceptible Magic effects.
Susceptible Vitality
When you use your Susceptible Vitality feature, you can choose to apply the Susceptible level to each affected creature, instead of only one. If you do so, the levels last until the end of your next turn, instead of 1 minute. Alternatively, you can choose to apply a second level of Susceptible to a single affected creature, which also lasts for 1 minute.
Subjugate Puppet
When you use your Subjugate Puppet feature, on a failed save, a creature is controlled by you for 1 minute, instead of 1 round. You can only have one creature controlled in this way at a time.
18th level: Susceptible Scourge
When a creature affected by your Susceptible condition is reduced to 0 hit points, you can use your reaction to absorb all remaining levels of the condition. On your next turn, you can use your bonus action to apply the levels of the condition to one or more creatures you can see within 60 feet, applying no more than the number of levels you absorbed in this way. The duration for each level you apply becomes 1 minute, instead of whatever duration was previously remaining.
Weapon Channeler
Weapon Channelers imbue their arsenal with the spirit of nature, making each shot and strike a force to be reckoned with.
3rd level: Subclass Traits
As a Weapon Channeler, you gain the following subclass traits.
- Armor Proficiency, Heavy: You are proficient in heavy armor.
- Weapon Proficiency, Martial Melee: You are proficient in martial melee weapons.
- Weapon Proficiency, Martial Ranged: You are proficient in martial ranged weapons.
3rd level: Weapon Magic
You gain two new effects for your Blood Magic feature: Weapon Vitality and Spell-Empowered Strikes.
Weapon Vitality
When you deal damage to a hostile creature, apply a detrimental condition to it, or otherwise take a hostile action against them, you can expend a Hit Die (no action required) to also inflict 1 level of a weapon condition of your choice.
Spell-Empowered Strikes
As an action or bonus action, you can expend a Hit Die to gain 2 spell points. You can use these spell points to empower your weapon strikes. When you hit with a weapon attack while you have spell points, you can expend spell points to deal additional damage to the target using your Blood Magic die. You can expend additional spell points to deal another damage die at higher levels: 2 spell points at 7th level, 3 at 13th level, and four at 17th level.
3rd level: Fighting Practice
You gain a fighting practice of your choice.
6th level: Extra Attack
You can attack twice, instead of once, whenever you take the Fight action on your turn.
10th level: Fighting Technique
You gain a fighting technique of your choice.
14th level: Weapon Magic Improvements
You learn improvements that empower your Weapon Magic effects.
Weapon Vitality
When you use your Weapon Vitality feature, you can choose to apply the chosen weapon condition level to each affected creature, instead of only one. Alternatively, you can choose to apply a second level of the chosen weapon condition to a single affected creature.
Spell-Empowered Strikes
When you use your Spell-Empowered Casting feature, you gain 3 spell points when you spend a Hit Die, instead of only 2.
18th level: Fighting Stance
As a bonus action, you can enter a fighting stance for one minute. For the duration, you gain the following benefits:
- Whenever you hit a creature with a melee weapon attack, the creature takes additional damage equal to one of your Blood Magic dice.
- Once per turn, if you apply a leveled detrimental condition or a weapon condition to a creature, and that creature is within your weapon's reach or range, you can make one weapon attack against that creature (no action required).
This feature refreshes after a short rest.