Životy
Odbornosti
Channeler
| Úroveň | Bonus odbornosti | Vlastnosti | Arcana Points | Spells Known | Max Spell Level |
|---|---|---|---|---|---|
| 1 | + 2 | Arcane Reverberation Planar Order | - | - | - |
| 2 | + 2 | Arcane Reverberation Planar Order | 4 | 4 | 1st |
| 3 | + 2 | Arcane Reverberation Planar Order | 6 | 5 | 1st |
| 4 | + 2 | Arcane Reverberation Planar Order | 6 | 5 | 1st |
| 5 | + 3 | Arcane Reverberation Planar Order | 14 | 6 | 2nd |
| 6 | + 3 | Arcane Reverberation Planar Order | 14 | 6 | 2nd |
| 7 | + 3 | Arcane Reverberation Planar Order | 17 | 7 | 2nd |
| 8 | + 3 | Arcane Reverberation Planar Order | 17 | 7 | 2nd |
| 9 | + 4 | Arcane Reverberation Planar Order | 27 | 8 | 3rd |
| 10 | + 4 | Arcane Reverberation Planar Order | 27 | 8 | 3rd |
| 11 | + 4 | Arcane Reverberation Planar Order | 32 | 9 | 3rd |
| 12 | + 4 | Arcane Reverberation Planar Order | 32 | 9 | 3rd |
| 13 | + 5 | Arcane Reverberation Planar Order | 38 | 10 | 4th |
| 14 | + 5 | Arcane Reverberation Planar Order | 38 | 10 | 4th |
| 15 | + 5 | Arcane Reverberation Planar Order | 44 | 11 | 4th |
| 16 | + 5 | Arcane Reverberation Planar Order | 44 | 11 | 4th |
| 17 | + 6 | Arcane Reverberation Planar Order | 57 | 12 | 5th |
| 18 | + 6 | Arcane Reverberation Planar Order | 57 | 12 | 5th |
| 19 | + 6 | Arcane Reverberation Planar Order | 64 | 13 | 5th |
| 20 | + 6 | Arcane Reverberation Planar Order | 64 | 13 | 5th |
Kouzla třídy
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Odbornosti
light
medium
heavy
simple
martial
Počáteční vybavení
Vlastnosti třídy
Arcane Reverberation (Level 1)
At 1st level, you can sense the reverberations magic leaves in the air. By spending your action concentrating on an object that you touch, you can make an Intelligence check to determine if the object is under the effect of magic or if it is within the area of any spells (DC equals 10 + the spell's level). You learn the school of magic, if any. If the object is a magic item, you feel an intense amount of energy, but can't directly determine the type of item, or its properties.
Planar Order (Level 1)
At 1st level, you embrace a portal key, an object which allows you to manipulate planar energies. This key is likely not a key at all; rather, it is a specific object that reflects your strengths, weaknesses, and destiny. Channelers who choose similar keys make natural allies and form close confederations, called Planar Orders, to practice and share knowledge. Orders range from the mundane to the deeply esoteric, with variations as diverse as the multiverse itself.
With your portal key in hand, you can open certain planar portals (at the GMs discretion) without the normal portal key.
Your choice in planar order grants you features at 1st level, and additional features at 7th, 10th, and 15th level.
Fighting Style (Level 2)
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Combat Casting
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged spell attack rolls.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Hand-and-a-Half
While wielding a versatile weapon in two hands, you gain a +1 bonus to attack and damage rolls with that weapon.
Magebreaker
When you deal damage to a creature with a melee weapon attack, you have advantage on saving throws against spells cast by that creature until the beginning of your next turn.
Spell Channeling (Level 2)
By 2nd level, you have mastered the art of channeling spells through your weapon strikes. When you make a spell attack against a creature within your reach while holding a melee weapon that isn't heavy, you can use your bonus action to substitute the spell attack with a melee weapon attack. On a hit, the attack deals normal damage, in addition to the effects of the spell.
Starting at 5th level, or when you gain a feature such as Extra Attack that allows you to make more than one attack when you take the Attack action, this ability improves. When you use this ability to substitute a spell attack roll, you can make a second melee attack against a different target within your reach. The effects of the spell are only triggered on the first hit.
Spellcasting (Level 2)
Starting at 2nd level, by evoking your connection to the planes through your portal key, you can channel raw power from the multiverse, and cast spells in turn.
Arcana Points
You have a pool of arcana points, which you can use to cast spells of 1st level and higher. The Arcana Point Cost table summarizes the number of arcana points required to produce a spell slot of 1st to 5th level. Cantrips don't require spell slots and therefore don't require arcana points.
The Channeler table shows how many arcana points you have and when your point pool increases. You regain all expended arcana points when you finish a long rest.
| Spell Level | Point Cost |
|---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Spells Known of 1st Level or Higher
You know four first-level spells of your choice from the channeler spell list. The channeler table shows when you learn more channeler spells of your choice. A spell you choose must be of a level no higher than what's shown on the Max Spell Level column for your level.
Additionally, when you gain a level in this class, you can choose one of the channeler spells you know and replace it with another spell from the channeler spell list, which also must be of a level no higher than what's shown on the Max Spell Level column.
Channeler as a Half-Caster
Though the channeler class uses arcane points in place of conventional spell slots, this does not exempt it from interacting with multiclassing or other optional rules for spellcasters.
Multiclassing, as well as other rules which refer to the Spellcasting feature, treat the Channeler as a Half Caster, such as a Paladin or Ranger. If the channeler multiclasses wi th another spellcaster, convert the total number of spell slot s of 5th level or lower from the multiclass table into arcana points using the Arcana Point Cost table. Arcana points can only be used to cast spells of 5th level and lower.
Spellcasting Ability
Intelligence is your spellcasting ability for your channeler spells, since you learn your spells by studying and memorizing sigil sequences to planar gates. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use a melee weapon that isn't heavy as a spellcasting focus for your channeler spells.
Planar Focus (Level 3)
Beginning at 3rd level, you can narrow your focus to channel energy from a particular part of the multiverse. You can use your bonus action to begin or end a planar focus. Once on each of your turns, you can switch your active focus. You maintain this effect as if concentrating on a spell. You have the following four focus options:
Elemental Air
Your movement speed increases by 10 feet, you can stand from being prone without using any movement, and opportunity attacks against you have disadvantage.
Elemental Earth
While you are not holding a shield, your armor class increases by 2.
Elemental Fire
When you roll a 1 or 2 on a damage die for a channeler spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Elemental Water
Whenever you take acid, cold, fire, lightning, or thunder damage and you do not have resistance to that type of damage, you can use your reaction to halve the damage taken.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Null Arcane (Level 6)
At 6th level, you have learned to tap into the Void between planes. When you see a creature within 60 feet of you casting a spell of 5th level or lower, you can use your reaction to produce a field of opposing magic, nullifying the effect. You expend a number of arcana points equal to the spell's point cost, as shown in the Arcana Point Cost table (or 1 point for a cantrip.) The spell then fails and has no effect.
Order Feature (Level 7)
At 7th level, you gain a feature granted by your Planar Order.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Order Feature (Level 10)
At 10th level, you gain a feature granted by your Planar Order.
Improved Spell Channeling (Level 11)
Starting at 11th level, you can make two melee weapon attacks, instead of one, when you use Spell Channeling to substitute a spell attack roll. In addition, you can still make another melee attack against a different target within your reach that you have not already attacked. The effects of the spell are only triggered on the first hit.
Alternatively, if you cast a spell which requires more than one spell attack roll, you can use Spell Channeling to replace two spell attacks with melee weapon attacks, dealing damage as normal, in addition to the effects of the spell.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Greater Focus (Level 14)
Starting at 14th level, you gain the following Planar Focus options:
Limbo
Once per turn when you deal damage to a hostile creature with a melee weapon attack, you can use your bonus action to sap some arcane energy from the strike. On a hit, you regain 1 arcana point, up to your arcana point maximum.
Paradise
You have a flight speed equal to your movement speed. When you begin your turn in the air, you can maintain this effect by spending an arcana point. Otherwise, you fall.
Paradise
You can cast the spell vampiric touch without using arcana points. You maintain concentration on this spell as long as you maintain this planar focus.
Order Feature (Level 15)
At 15th level, you gain a feature granted by your Planar Order.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Planeshifter (Level 18)
Starting at 18th level, you can freely walk the planes. You can cast the plane shift spell, targeting only yourself, without using a spell slot or spell components.
Once you use this ability, you must finish a long rest before using it again.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Nexus Arcane (Level 20)
At 20th level, you connect with the central nexus of all existence. When you roll initiative and have no arcana points remaining, you immediately regain 10 arcana points.
Podtřídy
Vlastnosti podtřídy
Order of Blinknights
Order of Blinknights (Level 1)
A channeler joining the Order of Blinknights unifies themselves with a weapon, which becomes an extension of their very being. Skilled blinknights can feel the energy of the multiverse hum through their steel, guiding their strikes as they blink across the battlefield. A blinknights fears no force in the multiverse, be it angel, devil, or rival spellcaster.
Key Weapon
At 1st level, your planar key is a weapon, which you can sequester away on the Ethereal Plane when it's not in use. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can summon your key weapon to your hand or dismiss it to the Ethereal Plane as you would normally draw or stow a weapon. If this weapon is out of your reach for longer than 1 minute, it teleports back to the Ethereal Plane.
You can transfer the binding magic of your key to another weapon within your reach by performing a 1-hour long ritual, which can be done during a short rest.
Cantrips
At 1st level, you learn three cantrips of your choice from the following list: chill touch, light, fire bolt, mage hand, magic daggers, minor illusion, prestidigitation, produce flame, ray of frost, shocking grasp, and true strike. Intelligence is your spellcasting ability for these spells.
At 8th level, you learn a fourth cantrip from this list.
Bonus Focus (Level 7)
At 7th level, you gain the following Planar Focus option:
Ethereal
You can use your bonus action and spend up to 3 arcana points to teleport to an unoccupied space you can see up to 15 feet away for each arcana point spent.
Spellstrike Ward (Level 10)
Starting at 10th level, you can use your bonus action to raise a defensive ward. For the next minute, you have a pool of 5 temporary hit points. For the duration, whenever you deal damage to a hostile creature with a melee weapon attack, your temporary hit point pool gains points equal to your Intelligence modifier. Your hit point pool holds a maximum number of points equal to twice your level.
Once you use this ability, you must complete a short or long rest before using it again.
Arcane Edge (Level 15)
At 15th level, when you hit with a spell attack roll that is channeled through a melee weapon attack, you can choose for the attack to become a critical hit.
Once you use this ability, you can't use it again until you finish a short or long rest.
Order of Dimensional Magi
Order of Dimensional Magi (Level 1)
The Dimensional Magi are an order of channelers that study the structure of the multiverse itself, learning to slip between its many layers. For all intents and purposes, these channelers are scholars, and choose a tome full of planar secrets as their key. Master Dimensional Magi have collected the universe's most cryptic mysteries within their spellbooks, and can call upon them in times of need for a sudden burst of potent magic.
Key Book
At 1st level, your planar key is a spellbook, which you can keep on the Ethereal Plane when it's not in use. You can use your bonus action to call the book from the Ethereal Plane, or to dismiss it there.
The book begins inscribed with two 1st-level spells of your choice that have the ritual tag from any class's spell list. Spells copied into this spellbook don't count against the number of spells you know. With your spellbook in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast any channeler spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell is of level which you can cast and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
You can transfer the binding magic of your key to another spellbook within your reach by performing a 1-hour long ritual, which can be done during a short rest.
Cantrips
At 1st level, you learn three cantrips of your choice from the following list: acid splash, chill touch, force dart, light, mage hand, mending, message, minor illusion, poison spray, prestidigitation, ray of frost, and resistance. Intelligence is your spellcasting ability for these spells.
At 8th level, you learn a fourth cantrip from this list.
Bonus Focus (Level 7)
At 7th level, you gain the following Planar Focus option:
Shadowfell
On your turn, you can use your bonus action and spend 2 arcana points to become invisible until the beginning of your next turn, and can spend an additional arcana point at the start of your turn to maintain this effect for an additional round. This effect ends if you attack or cast a spell.
Phase Shift (Level 10)
At 10th level, you can shift your body out of phase with the Material and Ethereal Planes as an action. For the next minute, you can subtract your Intelligence modifier from bludgeoning, piercing, and slashing damage you take. This effect is bypassed by damage that would normally affect creatures on the Ethereal Plane.
Once you use this ability, you can't use it again until you finish a short or long rest.
Secret Arcana (Level 15)
Starting at 15th level, you know three spells of your choice of 7th level or lower from the wizard spell list. While holding your spellbook, you can cast one of these spells without using a spell slot or arcana points.
Once you use this ability, you can't use it again until you complete a long rest.