Channeller (5e Class)

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The Channeller[edit]

Channellers infuse the raw and untapped power of arcane energy into each and every strike with their massive weapons, draining their targets' energy and manipulating it into usable force. High-level Channellers are nearly unstoppable forces in one-on-one combat, channelling incredible burst damage into annihilating single targets.

Author’s Notes[edit]

The Channeller class was designed for a specific character, a sort of DM’s plot device within a high level campaign. This class has not been extensively playtested and, as such, you should consult your DM before selecting this class. As always, your DM can homebrew any features they deem too strong. Thanks!

The Channeller[edit]

The Voidborn Draconian raises the Dusklight Blade, infusing it with the Astral power of the Void before introducing it to the Balor's heart. A massive flash of inverted color blinds nearby demons, and in a flash, the Draconian escapes with no trace of his former presence, returning to his great Spire in the Void.

Creating a Channeller[edit]


When selecting a Channeller, it's important to ask yourself several questions. What were your origins and how did you come in contact with the Channelling arts? How do you choose to use your lineage? Through martial prowess, or through raw power?

Quick Build

You can make a Channeller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength. Second, choose the Hermit background. Third, choose a greatsword and chainmail.

Class Features

As a Channeller you gain the following class features.

Hit Points

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


Armor: Heavy, medium
Weapons: All martial
Tools: Cartographer's
Saving Throws: Strength, Wisdom
Skills: Choose two from Arcana, History, Insight, Survival, and Athletics


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

  • (a) A greatsword or (b) battleaxe or (c) glaive
  • (a) Scale mail or (b) Chainmail
  • A set of Cartographer's tools
  • A pouch for spell ingredients
  • If you are using starting wealth, you have 0gp in funds.

Table: The Channeller

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Weapon Chanelling, Arcane-touched, Spellcasting
2nd +2 Conduit 2
3rd +2 Adept Weapon Channelling 3
4th +2 Ability Score Improvement 3
5th +3 Infusion 4 2
6th +3 Reverberation 4 2
7th +3 Arcane Barrage 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Improved Infusion 4 3 2
10th +4 Journeyman Weapon Channelling 4 3 2
11th +4 Improved Conduit 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Apotheocasting 4 3 3 1
14th +5 Energy Vampire 4 3 3 1
15th +5 Master Weapon Channelling 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Ascended Infusion 4 3 3 3 1
18th +6 Improved Apotheocasting 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ascended Channelling 4 3 3 3 2

Weapon Channelling[edit]

At 1st level, you gain the ability to channel your spells through your weapon. After meditating upon a two-handed weapon for 8 hours, it functions as a spell focus and negates the somatic component of spells you cast. If the weapon does not normally require attunement, it counts as an attuned item.


At 1st level, your Arcane-infused past begins to seep into your body. As a bonus action, you can add 1d4 force damage to the next attack you make. This amount increases to 2d4 at 5th level, 3d4 at 9th level, and 4d4 at 13th level.


You manipulate the energies of the Arcane to cast your spells.

  • Cantrips. At 1st level you know two cantrips of your choice from the Channeller spell list. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column on the Channeller table above.
  • Spell Slots. The Channeller table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
  • Learning Spells of 1st level and Higher. Each time you gain a Channeller level you can learn additional spells of your choice from the Channeller spell list, as shown on the Spells Known column of the Channeller table above. Each of these spells must be of a level for which you have spell slots.
  • Spellcasting Ability. Wisdom is your spellcasting ability for your pells, as Wisdom helps to emit the energies of the Arcane. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
  • Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spells.


At 2nd level, you can use your Channelled weapon to create an energy conduit. You may use an action in order to recharge a spell slot of first level. Doing so will deal 2d4 force damage to you. This feature cannot be used again until you have completed a long rest.

Adept Weapon Channelling[edit]

At 3rd level, your Channelled weapon strengthens its bond to you. Channelled weapons negate up to 10gp of material components to cast spells.

Ability Score Increase[edit]

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.


At 5th level, you can channel the power of your spells to enhance your Channelled weapon. As a bonus action, you can expend a spell slot of 1st level in order to infuse a spell of 1st level into your weapon. This effect persists for 1 minute or a single successful attack, whichever comes first. On a successful weapon attack, the effects of the spell activate targeting or centered on the target.


At 6th level, while wielding your Channelled weapon, you can reverberate the last damaging spell you cast. As a bonus action, you can add 1d12 damage with type equivalent to the type of the last damaging spell cast to the next attack you make with your Channelled weapon. This would mean that if the last spell you cast was a 4th-level fireball, then your next attack would gain 1d12 fire damage. This feature cannot be used again until you complete a long rest.

Arcane Barrage[edit]

At 7th level, using a single attack action allows you to attack twice.

Improved Infusion[edit]

At 9th level, you have begun to master the method of Infusion. Infusion now allows you to expend spells of up to 3rd level, infusing spells of 3rd level into your weapon. Additionally, you can choose to focus spells that would otherwise have radii into a single target. For example, you can choose to have a weapon attack infused with Fireball simply deal damage to your target. If you do so, increase that spell’s damage by one of its damage dice (if multiple, pick whichever is highest.)

Journeyman Weapon Channelling[edit]

At 10th level, your Channelled weapon has grown a nearly ascended bond to you. Your Channelled weapon negates up to 100gp of the material cost casting spells.

Improved Conduit[edit]

At 11th level, your Conduit can be used to recharge a spell slot of any level. However, you take 1d8 damage per level of spell slot recharged.


At 13th level, your spellcasting becomes more potent when paired with your Channelled weapon. When Infusing a damaging spell into your Channelled weapon, add an additional d8 of damage with type equivalent to the type of the damaging to the damage roll of your next attack.

Energy Vampire[edit]

At 14th level, your massive draw on the powers of the Arcane saps the power of everyone near you. After Infusing your weapon with a Spell, add an additional damage die to the damage for each creature within 5ft of you.

Master Weapon Channelling[edit]

At 15th level, you have mastered the art of Channelling Arcane energy into your weapon. Your Channelled weapon reduces material costs of spells by 500gp total. Additionally, your weapon can never break or be forcibly removed from your hands, and you may teleport it to your hands as a bonus action as long as it is within 120 feet of you, and your weapon does an additional damage die.

Ascended Infusion[edit]

At 17th level, your Infusion feature can now Infuse any spell. Additionally, if the damage type of your spell is radiant, force, psychic, or necrotic, increase the damage by one die.

Improved Apotheocasting[edit]

When you reach 18th level, your Apotheocasting feature deals 1d12 instead of 1d8, and scoring a critical hit with the attack will also add an additional 1d20 damage of the appropriate type to the attack.

Ascended Channelling[edit]

At 20th level, you have achieved true harmony with your weapon. Negate all components of all spells cast with your Channelled weapon. Additionally, your Infusion feature now applies to all attacks made within an action, rather than just the first.

Channeller Spell List[edit]

You know all of the spells on the Channeller spell list.


“True strike, sacred flame, resistance, ray of frost, produce flame, mage hand, firebolt”

1st Level

Thunderwave, magic missile, guiding bolt, burning hands, haste

2nd Level

Scorching ray, moonbeam, misty step, enhance ability’'

3rd Level

Vampiric touch, melf’s minute meteors, lightning bolt, fireball

4th Level

Phantasmal killer, fire shield, ice storm, dimension door, blight’'

5th Level

Flame strike, cloudkill, wall of force, wall of light, wall of stone‘'


Prerequisites. To qualify for multiclassing into the Channeller class, you must meet these prerequisites: STR 12 and WIS 12. Proficiencies. When you multiclass into the Channeller class, you gain the following proficiencies: Martial melee weapons.

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