Channeler (5e Class)

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Channeler

A young lady kneels in front a mound of freshly moved dirt. A simple pile of rocks adorns one end of the mound, identifying it as a crudely dug grave. The lady's hands are bruised and muddy, and she weeps pitifully into them. "Why?" She asks herself. "Why did those orcs come here? Mama... papa..."

"Power...." Like a whisper, at the edge of hearing. The lady falls backwards, startled, and looks around. Yet nothing is nearby.

"Power...." Again. She looks around, frantically searching for the source of the voice. "Do you wish... for power?" She nods meekly. "For revenge?"

"NO!" She stands and shouts, surprising herself and then meekly backs down. "No... mama taught me that an eye for an eye just leaves the world blind. But... if I can protect someone.. if I can make is so this doesn't happen to anyone else, then I'll take any power you can offer." She's met with silence, and closes her eyes. Suddenly, a warmth envelopes her, like an invisible entity pulling her into its arms. After a moment, the feeling of warmth is gone, but is replaced instead by a soft glow in her eyes. She understands.

Creating a Channeler

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From Website http://www.taraloveperry.com/channeling--angels.html

As you make your channeler character, spend some time thinking about your divine patron and the obligations that your covenant imposes upon you. What led you to make the covenant, and how did you make contact with your patron? Did you search for your patron, or did your patron find and choose you? Do you struggle under the obligations of your covenant or serve joyfully in anticipation of the blessings promised to you? Work with your DM to determine how big a part your covenant will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind of relationship do you have with your patron? Is it friendly, devoted, familial, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some channelers find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds—messages that only the channeler can see. Other channelers converse with their patrons in dreams or waking visions, or deal only with intermediaries.

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Channeler level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Arcana, History, Insight, Intimidation, Investigation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • a holy symbol
  • (a) scholar's pack or (b) priest's pack
  • leather armor, any simple weapon, and 2 daggers

Table: The Channeler

Level Proficiency
Bonus
Cantrips Known Spells Known Spell Slots Slot Level Invocations Known Features
1st +2 2 2 1 1st - Divine Patron, Covenant Magic
2nd +2 2 3 2 1st 2 Divine Invocations
3rd +2 2 4 2 2nd 2 Covenant Favor
4th +2 3 5 2 2nd 2 Ability Score Improvement
5th +3 3 6 2 3rd 3
6th +3 3 7 2 3rd 3 Divine Patron Feature
7th +3 3 8 2 4th 4
8th +3 3 9 2 4th 4 Ability Score Improvement
9th +4 3 10 3 5th 5
10th +4 4 10 3 5th 5 Divine Patron Feature
11th +4 4 11 3 5th 5 Divine Bestowal(6th level)
12th +4 4 11 3 5th 6 Ability Score Improvement
13th +5 4 12 3 5th 6 Divine Bestowal(7th level)
14th +5 4 12 3 5th 6 Divine Patron Feature
15th +5 4 13 3 5th 7 Divine Bestowal(8th level)
16th +5 4 13 4 5th 7 Ability Score Improvement
17th +6 4 14 4 5th 7 Divine Bestowal(9th level)
18th +6 4 14 4 5th 8
19th +6 4 15 4 5th 8 Ability Score Improvement
20th +6 4 15 4 5th 8 Divine Vessel

Divine Patron

At 1st level, you have made a covenant with a celestial being of your choice: the Divine, the Mother, the Mystery, the Archangel, the Great Wyrm, and the Fallen which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Divine Patron features

Covenant Magic

Your own spiritual meditation and the power bestowed on you by your divine patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

You know two cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Channeler table.

Spell Slots

The Channeler table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cleric spell list. The Spells Known column of the Channeler table shows when you learn more 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 6th level, for example, you learn a new spell from the cleric spell list, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your channeler spells, so you use your 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
Spellcasting Focus

You can use a holy symbol (found in chapter 5) as a spellcasting focus for channeler spells.

Divine Bolt

A special cantrip available to channelers. The Divine Bolt functions as the warlock's eldritch blast, but deals 1d8 radiant damage instead of 1d10 force damage.

Divine Invocations

In your study of divine lore, you have unearthed invocations, fragments of sacred knowledge that imbue you with an abiding divine ability. At 2nd level, you gain two divine invocations of your choice. Your invocation options are detailed at the end of this class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Channeler table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

#Invocations

Covenant Favor

At 3rd level, your celestial patron bestows a blessing upon you for your loyal service. You gain one of the following features of your choice: Covenant Servant, Covenant Weapon, or Covenant Scripture.

Covenant Servant

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you may choose one of the normal forms for your familiar or one of the following special forms: pseudodragon, cherub, photon, or a mephit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

  • Note: For the cherub, use the Imp statblock with the following changes: type becomes Celestial (Shapechanger), alignment becomes lawful good, damage immunities become radiant and necrotic, condition immunities become frightened, languages become Celestial and Common, can change into a cat, dove, or beetle, Sting becomes Slam and deals bludgeoning damage, and extra damage from slam becomes radiant.
  • Note: For the photon, use the Shadow statblock with the following changes: type becomes Celestial, alignment becomes chaotic good, damage vulnerabilities become necrotic, damage immunities become radiant and poison, replace all instances of dim-light and darkness with bright light and sunlight respectively, and vice-versa.
Covenant Weapon

You can use your action to create a Covenant weapon in your empty hand. You can choose the form this melee weapon takes each time you summon it. You receive a +1 to attack and damage when attacking with your covenant weapon. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your covenant weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your covenant weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your covenant weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your covenant weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Covenant Scripture

Your patron gives you a sacred text called a Book of Life. When you gain this feature, choose either cure wounds or healing word from the Cleric's spell list. While the book is on your person, you can cast that spell and it doesn’t count against your number of spells known. You also receive two additional spell slots to cast this spell, but only this spell. As with other spell slots, you regain these expended spell slots when you finish a short or long rest. This spell is cast at the same spell level as other spell slots for the channeler class. If you lose your Book of Life, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Increase

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 of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Bestowals

At 11th level, your patron grants you divine gifts called Bestowals. Choose one 6th-level spell from the cleric spell list as a Bestowal. You can cast your bestowal spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more cleric spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Bestowals when you finish a long rest.

Divine Vessel

At 20th level, you receive a part of the essence of divinity, and you shine with an inner radiance. Increase your Charisma score by 2, and the maximum for Charisma increases by 2. In addition, non-good entities that are currently hostile towards you must succeed on a Charisma saving throw equal to 8 + your proficiency bonus + your Charisma modifier at the start of every one of their turns or be frightened of you as long as you are within their vision. A creature that succeeds its save against this ability is immune to this effect. Undead and Fiends have disadvantage on this saving throw.

Divine Invocations

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

Judgement Bolt

Prerequisite: Divine Bolt cantrip
When you cast the Divine Bolt cantrip, add your Charisma modifier to the damage it deals on a hit.

Divine Shield

You may cast shield of faith on yourself or an ally at will, without expending a spell slot or material components.

Divine Aid

Prerequisite: level 9
You may cast aid at will, without expending a spell slot or material components.

Divine Purity

You may cast purify food and drink at will, without expending a spell slot or material components.

Honeyed Voice

You gain proficiency in the Persuasion and Performance skills.

Commanding Voice

Prerequisite: level 7
You can cast compulsion once using a channeler spell slot. You cannot do so again until you finish a long rest.

Book of Sacred Knowledge

Prerequisite: Covenant Scripture class feature
You patron has seen fit to grant you expanded knowledge of divinity's secrets to better serve them. Choose one divine spellcasting class you do not have access to the spell list of (paladin, ranger, or druid). This choice cannot be changed once made. Add two 1st level spells from that class's spell list to your Book of Life (The spells can be changed, but must remain of the same previously chosen class). The spells appear in the book and don't count against the number of spells you know. With your Book of Life in hand, you can cast those spells using channeler spell slots as if they appeared on the channeler spell list. You can't cast these spells without your Book of Life unless you gain some other means of learning them. You may add other spells from this class's spell list to your Book of Life using the same rules for a wizard adding spells to his spellbook.

Elysium's Favor

Prerequisite: level 15, Covenant Servant class feature
You can cast dispel evil and good at will, without expending a spell slot or material components, and you may target creatures other than yourself, but you must be able to touch them. You must finish a long rest before you can use this invocation on the same creature again.

Angel Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Creation

Prerequisite: level 7
You can cast fabricate once using a channeler spell slot. You can't do so again until you finish a long rest.

Radiant Vengeance

When you cast a cantrip spell that deals radiant or fire damage; you may add your Charisma modifier to the damage, if the spell does not already allow you to. You cannot use multiple modifiers for these spells.

Divine Sense

You can cast detect evil and good at will, without using a spell slot.

Holy Spear

Prerequisite: Divine Bolt cantrip
When you cast the Divine Bolt cantrip, its range is 300 feet.

Angel Eyes

You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning

Unearthly Grace

You can use your Charisma modifier instead of your Dexterity modifier for determining bonus to armor class.

Holy Warrior

Prerequisite: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Divine Intervention

You can cast bless targeting only yourself as a 1st level spell at will, without using a spell slot of material components.

Bond of Friendship

You may converse with a willing creature telepathically. This connection can be maintained indefinitely across any distance, but only one telepathic connection can exist at a time. If you attempt to form a new telepathic bond, the previous one breaks. You must share a language with the target of this invocation. This may use this invocation on creatures with low Intelligence scores, but it does not allow them or you to understand one another, though you may still receive feelings and images.

Sanctify

Prerequisite: Covenant Weapon class feature
When you confirm a hit with your Covenant Weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1).

Ward

You may cast sanctuary at will, without expending a spell slot or material components.

Lawful Order

Prerequisite: level 9
You may cast animate objects once using a channeler spell slot. You can't do so again until you finish a long rest.

Light Touch

Prerequisite: level 5
You may cast haste once using a channeler spell slot. You can't do so again until you finish a long rest.

Sacred Light

You may cast faerie fire at will, without expending a spell slot.

Child of Light

Prerequisite: level 5
When in an area of bright light or daylight, you may see invisible creatures.

Angel Wings

You may cast feather fall at will, without expending a spell slot or material components.

Binding Bolt

Prerequisite: Divine Bolt cantrip
When you hit a creature with Divine Bolt, its speed is halved until the end of its next turn. This effect does not stack.

Holy Fire

Prerequisite: level 7
You may cast wall of fire once using a channeler spell slot. When cast this way, half the damage the wall deals is radiant. You can't do so again until you finish a long rest.

Mark of Bravery

Prerequisite: level 5
You may cast crusader's mantle once using a channeler spell slot. You can't do so again until you finish a long rest.

Divine Siege

You may cast catapult pp. 150 of XGtE once using a channeler spell slot. You can't do so again until you finish a long rest.

Sacred Aura

Prerequisite: level 15
You may cast aura of purity at will, without expending a spell slot.

Voice of Elysium

Prerequisite: Covenant Servant class feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Nature's Wisdom

Prerequisite: level 9
You may cast speak with plants at will, without expending a spell slot.

Truesight

Prerequisite: level 15
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Divine Patrons

The beings that serve as patrons for channelers are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their channelers access to different powers and invocations, and expect significant favors in return. Some patrons collect channelers, doling out divine knowledge relatively freely or boasting of their ability to gather mortals to their cause. Other patrons bestow their power cautiously, and might make a pact with only one channeler. Channelers who serve the same patron might view each other as allies, siblings, or rivals.

The Divine

You've never been one to strictly follow the gods, nevertheless, that hasn't stopped one from choosing you as its champion. You patron is godlike in its presence; perhaps a long-forgotten god, or a lesser deity with few followers.

Expanded Spell List

The Divine lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

Divine Expanded Spells
Spell Level Spells
1st divine favor, guiding bolt
2nd zone of truth, spiritual weapon
3rd clairvoyance, speak with dead
4th divination, aura of purity
5th legend lore, circle of power
Divine Senses

At 1st level, when you select this patron, you gain proficiency in the Perception and Investigation skills.

Patron's Assistance

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Resistance

Your patron has granted you some resistance to magic. Starting at 10th level, you have advantage on saving throws made against spells of 4th level or lower.

Binding Gaze

At 14th level, as an action, you can target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw equal to your spell save or be restrained for 1 minute. A successful save makes the creature immune to your gaze attack for the next 24 hours. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Mother

Mother nature has always held importance in your heart, and now she holds you in equal respect, granting you her power. Your patron is connected to the vast, encompassing power of nature in some way. Perhaps it is a powerful elemental, or the spirit of an ancient tree.

Expanded Spell List

The Mother lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

Mother Expanded Spells
Spell Level Spells
1st entangle, goodberry
2nd moonbeam, spike growth
3rd call lightning, wind wall
4th grasping vine, stoneskin
5th commune with nature, tree stride
Nature's Favor

Starting at 1st level, when you choose this patron, you radiate a sense of calm to nonmagical animals. Any beast that can see you that is not aggressive towards you is friendly. As an action, you can make every beast in a 10 foot cube to make a Wisdom saving throw against your channeler spell save DC. Beasts that fail this saving throw are affected as if by calm emotions for 1 minute. Beasts affected in this way do not become friendly towards you. Once you use this feature, you can't use it again until you finish a short or long rest.

Elemental Flow

At 6th level, your patron grants you the power to control the elements to a degree. As an action, choose up to eight 5 foot cube of fire, stone, earth, sand, lava, water, or ice you can see. You may move them up to 60 feet and shape them as you will. Water may be frozen, ice melted, fire snuffed, and earth, stone, and sand shaped and compressed within reason. Once you use this feature, you can't use it again until you finish a short or long rest.

Blessing of the Sun and Moon

Starting at 10th level, your patron grants you protecting against divine energies. You gain resistance to radiant and necrotic damage.

Blood of the Land

At 14th level, your connection to your patron grants you immunity to poison damage and the poisoned condition. Any creature that strikes you in melee combat with a piercing or slashing weapon without reach takes 2d6 poison damage as your blood sprays on them, and must make a Constitution save equal to your channeler spell save DC or gain the poisoned condition. As an action, you may spit a glob of poison at an enemy with 30 feet that deals 10d6 poison damage, and they must make a Constitution save equal to your channeler spell save DC or gain the poisoned condition. Once you use this feature, you can't use it again until you finish a short or long rest.

The Mystery

There is no force less known than that which has never been heard of. Although you know nothing of your patron, and even less of their intention, you are nonetheless granted power by. You patron is not only almost completely unknown, it embodies the unknown.

Expanded Spell List

The Mystery lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

Mystery Expanded Spells
Spell Level Spells
1st witch bolt, unseen servant
2nd invisibility, phantasmal force, crown of madness
3rd blink, hunger of hadar
4th black tentacles, greater invisibility
5th dream, mislead
Unknown Understanding

At 1st level, when you choose this patron, you are treated as constantly under the effects of the comprehend languages spell. You are able to change your spells at the cost of 1 hour.

Hidden Agenda

Starting at 6th level, your thoughts cannot be read unless you will it. You gain advantage on saves against scrying spells and effects. In addition, when you succeed your save against a scrying spell or effect, you can turn the effect back on its caster. If they succeed their save against the original spell save DC, the spell simply fails. If they fail, they believe the spell fails and you may treat the spell as if you had cast it. You have immune to the charmed condition, and magic can’t put you to sleep.

Mask of the Unknown

At 10th level, you are able to cast disguise self on yourself at will. No divination magic can detect or see through this veil. Also, as an action, you may cast nondetection or the greater invisibility spell at the same time as disguise self. Cast in this way, these spells only lasts 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Known Unknown

At 14th level, you can assail the minds of your opponents with the unknown. Choose an enemy in 30 feet. They take 10d10 psychic damage and must succeed on an Intelligence save or be affected as if by confusion for 1 minute. Once you use this feature, you can't use it again until you finish a short or long rest.

The Archangel

You have made a covenant with an archangel, a powerful being from the celestial planes. This divine creature has granted you power with the trust that you will use these powers for the greater good.

Expanded Spell List

The Archangel lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

Archangel Expanded Spells
Spell Level Spells
1st divine favor, bless
2nd magic weapon, branding smite,
3rd aura of vitality, blinding smitepp. 219 5e PHB
4th aura of life, aura of purity
5th banishing smite, circle of power
Divine Warrior

Starting at 1st level, you gain proficiency with one martial weapon. You also receive a nonmagical version of the chosen weapon as a gift from your patron. You are also proficient with medium armor and shields.

Divine Awareness

At 6th level, you always know if you hear a lie, but only if you can understand the language of the speaker.

Divine Resistance

Starting at 10th level, you have advantage on saving throws made against 4th level spells or lower.

Blinding Gaze

At 14th level, as an action, you can target one creature you can see within 30 feet. If the target can see you, the target must succeed on a Constitution saving throw equal to your spell save or be blinded until magic such as the lesser restoration spell removes the blindness. A successful save makes the creature immune to your gaze attack for the next 24 hours.

The Great Wyrm

You have made a covenant with an ancient metallic dragon, a celestial servant of Bahamut, the Deity of Good Dragons. This mighty creature has invested its own power into you to battle the forces of evil.

Expanded Spell List

The Ancient Metallic Dragon lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

Dragon Expanded Spells
Spell Level Spells
1st jump, feather fall
2nd see invisibility, darvision
3rd fear, fly
4th wall of fire (except energy type matches that of patron), hallucinatory terrain
5th cone of cold (except energy type matches that of patron), contact other plane
Dragon Patron

At 1st level, you choose one type for the metallic dragon that acts as your patron. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Traits

As the infused essense of your patron flows through your body, it causes physical traits of your dragon patron to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

You also grow claws as natural weapons that can deal 1d6 slashing damage and you are proficient with these natural attacks. A channeler with a draconic patron who selects covenant weapon as the covenant favor at 3rd level can select natural weapon as the form of the covenant weapon and receive all the same benefits.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Energy Resistance

Starting at 6th level, you gain resistance to the damage type associated with your draconic patron.

Energy Immunity

Starting at 10th level, you gain immunity to that damage type.

Draconic Presence

Beginning at 14th level, you can channel the dread presence of your draconic patron, causing evil beings around you to become frightened. As an action, you can draw on this power and exude an aura of fear to a distance of 30 feet. Each evil creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on frightened creatures until the end of your next turn. This effect ends for any creature that ends its turn out of line of sight or more than 60 feet away from you. If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

The Fallen

You have made a covenant with a fallen angel, an angel that has committed a crime being from the celestial planes. The being may have created the pact to further either its goals of evil or its dreams of redemption.

Expanded Spell List

The Fallen lets you choose from an expanded list of spells when you learn a channeler spell. The following spells are added to the channeler spell list for you.

The Fallen Expanded Spells
Spell Level Spells
1st detect evil and good, compelled duel, thunderwave
2nd see invisibility, zone of truth
3rd clairvoyance, vampiric touch, call lightning
4th compulsion, divination
5th commune, dispel evil and good
Blinding Gaze

Starting at 1st level, your patron bestows upon you the ability to blind your foes with your angelic power. As an action, you can cause each creature within 30 feet cone originating from you, to make a constitution saving throw against your channeler's spell save DC. The creatures that fail the saving throw are all blinded until the start of your next turn. Once you use this feature, you can't use it again until you finish a long or short rest.

Divine Awareness

At 6th level, you always know if you hear a lie, but only if you can understand the language of the speaker.

Shimmering Shield

Starting at 10th level, you may call upon your patron for protection. When you are hit by an attack, you can use your reaction to grant yourself +3 AC until the start of your next turn, potentially causing the attack to miss you. If the attack misses you, the attack must make a dexterity saving throw against your channeler's spell save DC or take the damage of the attack themselves. Once you use this feature, you can't use it again until you finish a long or short rest.

Wings of the Fallen

At 14th level, you gain the ability to grow a pair of feathery black wings from your back, gaining flying speed equal to double your current speed. You may create or dismiss these wings as a bonus action on your turn. While in flight, you do no provoke opportunity attacks when you fly in or out of an enemy's reach. You cannot create these wings while wearing armor, unless the armor is made to accommodate them.

Multiclassing

Prerequisites. To qualify for multiclassing into the channeler class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the channeler class, you gain the following proficiencies: light armor.


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