SIGNING IN

Hit Points

Hit Dice 1d10 per level

Proficiencies

CON , INT

Channeler

Level Proficiency Bonus Features Arcana Points
1 + 2 Arcane Reverberation Planar Order
2 + 2 Arcane Reverberation Planar Order 4
3 + 2 Arcane Reverberation Planar Order 6
4 + 2 Arcane Reverberation Planar Order 6
5 + 3 Arcane Reverberation Planar Order 14
6 + 3 Arcane Reverberation Planar Order 14
7 + 3 Arcane Reverberation Planar Order 17
8 + 3 Arcane Reverberation Planar Order 17
9 + 4 Arcane Reverberation Planar Order 27
10 + 4 Arcane Reverberation Planar Order 27
11 + 4 Arcane Reverberation Planar Order 32
12 + 4 Arcane Reverberation Planar Order 32
13 + 5 Arcane Reverberation Planar Order 38
14 + 5 Arcane Reverberation Planar Order 38
15 + 5 Arcane Reverberation Planar Order 44
16 + 5 Arcane Reverberation Planar Order 44
17 + 6 Arcane Reverberation Planar Order 57
18 + 6 Arcane Reverberation Planar Order 57
19 + 6 Arcane Reverberation Planar Order 64
20 + 6 Arcane Reverberation Planar Order 64
Level Proficiency Bonus Features Spells Known
1 + 2 Arcane Reverberation Planar Order
2 + 2 Arcane Reverberation Planar Order 4
3 + 2 Arcane Reverberation Planar Order 5
4 + 2 Arcane Reverberation Planar Order 5
5 + 3 Arcane Reverberation Planar Order 6
6 + 3 Arcane Reverberation Planar Order 6
7 + 3 Arcane Reverberation Planar Order 7
8 + 3 Arcane Reverberation Planar Order 7
9 + 4 Arcane Reverberation Planar Order 8
10 + 4 Arcane Reverberation Planar Order 8
11 + 4 Arcane Reverberation Planar Order 9
12 + 4 Arcane Reverberation Planar Order 9
13 + 5 Arcane Reverberation Planar Order 10
14 + 5 Arcane Reverberation Planar Order 10
15 + 5 Arcane Reverberation Planar Order 11
16 + 5 Arcane Reverberation Planar Order 11
17 + 6 Arcane Reverberation Planar Order 12
18 + 6 Arcane Reverberation Planar Order 12
19 + 6 Arcane Reverberation Planar Order 13
20 + 6 Arcane Reverberation Planar Order 13
Level Proficiency Bonus Features Max Spell Level
1 + 2 Arcane Reverberation Planar Order
2 + 2 Arcane Reverberation Planar Order {@filter 1st|spells|level=1|class=Channeler (VSS'14+)}
3 + 2 Arcane Reverberation Planar Order {@filter 1st|spells|level=1|class=Channeler (VSS'14+)}
4 + 2 Arcane Reverberation Planar Order {@filter 1st|spells|level=1|class=Channeler (VSS'14+)}
5 + 3 Arcane Reverberation Planar Order {@filter 2nd|spells|level=2|class=Channeler (VSS'14+)}
6 + 3 Arcane Reverberation Planar Order {@filter 2nd|spells|level=2|class=Channeler (VSS'14+)}
7 + 3 Arcane Reverberation Planar Order {@filter 2nd|spells|level=2|class=Channeler (VSS'14+)}
8 + 3 Arcane Reverberation Planar Order {@filter 2nd|spells|level=2|class=Channeler (VSS'14+)}
9 + 4 Arcane Reverberation Planar Order {@filter 3rd|spells|level=3|class=Channeler (VSS'14+)}
10 + 4 Arcane Reverberation Planar Order {@filter 3rd|spells|level=3|class=Channeler (VSS'14+)}
11 + 4 Arcane Reverberation Planar Order {@filter 3rd|spells|level=3|class=Channeler (VSS'14+)}
12 + 4 Arcane Reverberation Planar Order {@filter 3rd|spells|level=3|class=Channeler (VSS'14+)}
13 + 5 Arcane Reverberation Planar Order {@filter 4th|spells|level=4|class=Channeler (VSS'14+)}
14 + 5 Arcane Reverberation Planar Order {@filter 4th|spells|level=4|class=Channeler (VSS'14+)}
15 + 5 Arcane Reverberation Planar Order {@filter 4th|spells|level=4|class=Channeler (VSS'14+)}
16 + 5 Arcane Reverberation Planar Order {@filter 4th|spells|level=4|class=Channeler (VSS'14+)}
17 + 6 Arcane Reverberation Planar Order {@filter 5th|spells|level=5|class=Channeler (VSS'14+)}
18 + 6 Arcane Reverberation Planar Order {@filter 5th|spells|level=5|class=Channeler (VSS'14+)}
19 + 6 Arcane Reverberation Planar Order {@filter 5th|spells|level=5|class=Channeler (VSS'14+)}
20 + 6 Arcane Reverberation Planar Order {@filter 5th|spells|level=5|class=Channeler (VSS'14+)}

Class Spells

boomering|VSS burning hands cerebral ray|ValdaSpireExtras command detect magic false life fog cloud grease guiding bolt hardlight blaster|ValdaSpireExtras hellish rebuke jump longstrider icicle javelin|VSS magic missile thunderwave zephyr's feather|VSS acid arrow blur dazzling ray|ValdaSpireExtras knock levitate locate object magic weapon mirror image misty step ray of enfeeblement rusting grasp|VSS scorching ray silence shatter blink dispel magic fireball haste hardlight gauntlet|ValdaSpireExtras lightning bolt magic circle ray of warping|ValdaSpireExtras sending tongues water breathing water walk arcane eye banishment evard's black tentacles death ward dimension door freedom of movement locate creature otiluke's resilient sphere leomund's secret chest stoneskin commune contact other plane dispel evil and good passwall planar binding teleportation circle burning hands|xphb command|xphb detect magic|xphb false life|xphb fog cloud|xphb grease|xphb guiding bolt|xphb hellish rebuke|xphb jump|xphb longstrider|xphb magic missile|xphb thunderwave|xphb blur|xphb knock|xphb levitate|xphb locate object|xphb magic weapon|xphb mirror image|xphb misty step|xphb ray of enfeeblement|xphb scorching ray|xphb silence|xphb shatter|xphb blink|xphb dispel magic|xphb fireball|xphb haste|xphb lightning bolt|xphb magic circle|xphb sending|xphb tongues|xphb water breathing|xphb water walk|xphb arcane eye|xphb banishment|xphb evard's black tentacles|xphb death ward|xphb dimension door|xphb freedom of movement|xphb locate creature|xphb otiluke's resilient sphere|xphb leomund's secret chest|xphb stoneskin|xphb commune|xphb contact other plane|xphb dispel evil and good|xphb passwall|xphb planar binding|xphb teleportation circle|xphb

Class Features

Level 1

Arcane Reverberation
Planar Order

Level 10

Planar Order Feature

Level 11

Combat Channeling Improvement

Level 12

Ability Score Improvement

Level 14

Greater Focus

Level 15

Planar Order Feature

Level 16

Ability Score Improvement

Level 18

Planeshifter

Level 19

Ability Score Improvement

Level 2

Fighting Style
Spell Channeling
Spellcasting

Level 20

Nexus Arcane

Level 3

Planar Focus

Level 4

Ability Score Improvement

Level 5

Extra Attack
Combat Channeling

Level 6

Null Arcane

Level 7

Planar Order Feature

Level 8

Ability Score Improvement

Spells Known Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Spells Known 0 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 13 13

Cantrip Progression

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Known 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4 4 4

Proficiencies

Armor

light

medium

heavy

Weapons

simple

martial

Skills

Starting Equipment

A martial weapon
(a) a light crossbow and 20 bolts or (b) any simple melee weapon
Scale mail and a material component pouch

Class Features

Arcane Reverberation (Level 1)

At 1st level, you can sense the reverberations magic leaves inside objects. 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. If the object is a portal or a portal key, you know to which plane of existence it leads, and you learn if the portal has any special requirements, but not what these requirements are.

Planar Order (Level 1)

A channeler's first steps into the multiverse are daunting: the infinite planes of existence are treacherous and do not yield their secrets easily. To this end, channelers abroad in the multiverse rely on their planar orders for guidance, protection, and information. Even on their home planes, planar orders sometimes meet to discuss business or ensure that the plane is protected from outsiders with malicious intents.

At 1st level, you align yourself with a close confederation of channelers, called a Planar Order. Your choice is linked to the kind of portal key you wield, for channelers with similar keys might use the same passageways throughout the multiverse. Your choice in planar order grants you features at 1st level, and additional features at 7th, 10th, and 15th level.

Portal Key

Each order also details the types of portal keys they use to manipulate planar energies and cast spells. With your portal key in hand, you can open certain planar portals (at the GMs discretion) without the normal portal key.

If your portal key is out of your reach for longer than 1 minute, you can teleport it back to your hand as a bonus action. If your portal key is ever lost or destroyed, you can replace it by performing a 1-hour ritual, which can be done during a short rest, to imbue an object of a similar type with a portal key's magic.

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 weapon attack deals normal damage, in addition to the effects of the spell.

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 into spells.

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.

Arcana Point Cost
Spell LevelPoint 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.

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 must use your portal key as a spellcasting focus in order to use 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.

Extra Attack (Level 5)

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

Combat Channeling (Level 5)

Starting at 5th level, when you use Spell Channeling, you can make two melee weapon attacks, instead of one. The second attack must target a different creature than the first. The effects of the spell are only triggered on the first hit.

At 11th level, both melee weapon attacks can target the same creature.

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) and make an Intelligence check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Planar 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.

Planar Order Feature (Level 10)

At 10th level, you gain a feature granted by your Planar Order.

Combat Channeling Improvement (Level 11)

At 11th level, both melee weapon attacks can target the same creature.

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.

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.

Underworld

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.

Planar 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.

Planeshifter (Level 18)

Starting at 18th level, you can freely walk the planes. You can cast the plane shift spell once, without using arcana points 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.

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.

Subclasses

Order of Blinknights
ValdaSpireExtras
Order of Dimensional Magi
ValdaSpireExtras
Order of Mawstone Psions
DarkMatterExtras
Order of Titanfists
ValdaSpireExtras
Order of Wild Hunters
ValdaSpireExtras

Subclass Features

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.

Portal Key: Weapon

At 1st level, your portal 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.

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.

Portal Key: Book

At 1st level, your portal key is a spellbook, humming with planar energy. 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.

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)

Starting 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.

Order of Mawstone Psions

Order of Mawstone Psions (Level 1)

The Order of Mawstone Psions believes that the 'verse is interwoven with innumerable, invisible tethers that tie it all together. Everything and everyone is connected in this grand network, whether or not they are aware of its influence. By attuning themselves to the maws, these channelers achieve an uncanny intuition and a perspective on their place in the 'verse. Their order seeks to keep the 'verse in balance, while following the mysterious will of its tethers.

Key Mawstone

At 1st level, your planar key is a smooth stone (technically a bone fragment) taken from a maw, through which you feel an innate bond to the universe. While holding your mawstone, you can use the following psionic abilities:

Empathy

You can use your action to probe the surface level of a creature's emotions. You must be able to see the creature and it must be within 30 feet and have an Intelligence of 3 or higher. You learn the creature's emotional state and, at the GM's discretion, one of the creature's Bonds.

Kinesis

You can use your action to invisibly manipulate objects within 30 feet of you. You can move objects weighing less than 10 pounds, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can't use this ability to attack or activate magic items.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: cheat, chill touch, eye of anubis, eye of ra, force dart, hardlight needle, light, message, minor illusion, prestidigitation, ray of frost, 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:

The 'Verse

You can feel the tethers of the universe propelling your movements and guiding your strikes. While you maintain this focus, your melee weapon attacks score a critical hit on a roll of 19 or 20. As normal, if you score a critical hit with a spell while Spell Channeling, you roll both the spell's and weapon's damage dice twice.

Telekinetic (Level 10)

Starting at 10th level, you can cast the telekinesis spell once without using arcana points, and you regain the ability to do so when you finish a short or long rest. You can maintain focus on both this spell and a Planar Focus at one time.

Grandmaster Psion (Level 15)

By 15th level, you are a master psion, empowered by your connection to the tethers' mystical will. Whenever you score a critical hit, you gain temporary hit points equal to your level, which last for one hour, and you regain 2 expended arcana points.

Order of Titanfists

Order of Titanfists (Level 1)

Channelers who align themselves with the Order of Titanfists live by the axiom that strength is king. Brandishing their namesakes, colossal metal gauntlets known as battlefists, these channelers literally punch holes in the multiverse as they traverse the planes. Their go-to solution for any obstacle is always overwhelming force, which is not to say that titanfists are any less canny than their brethren: titanfists match their strength with cunning, agility, and surprising arcane power.

Portal Key: Battlefist

At 1st level, your portal key is a pair of oversized, articulated gauntlets known as battlefists, which act as weapons in their own right. Each battlefist is a martial melee weapon that deals 1d8 bludgeoning damage on a hit. It can hold and manipulate objects, though you can't attack with your battlefist while you're holding an object with it. Your battlefists have the Light property while you wield them.

When you use the Attack action to attack with a battlefist, you can make one attack with another one you are wielding as a bonus action.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: chill touch, light, mage hand, minor illusion, prestidigitation, produce flame, resistance, 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:

Olympus

While in this concentration, you grow to titanic size, as per the Enlarge effect of the enlarge/reduce spell.

Concussive Strike (Level 10)

Beginning at 10th level, you can knock people into a daze. Whenever you hit with one of your battlefists, you can spend 2 arcana points to force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is dazed until the end of its next turn. A dazed creature has disadvantage on attack rolls and Dexterity saving throws. Any creature that is immune to being stunned is also immune to being dazed.

Meteor Blow (Level 15)

At 15th level, when you make an attack with one of your battlefists on your turn, you can channel your might into a single colossal strike. On a hit, this attack deals an additional 4d6 bludgeoning damage. Additionally, if the target is on the ground, each creature on the ground other than yourself within 5 feet of it must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes the same amount of bludgeoning damage and is knocked prone. On a successful save, a creature takes half this amount and is not knocked prone.

Once you use this ability, you can't use it again until you complete a long rest.

Order of Wild Hunters

Order of Wild Hunters (Level 1)

Across the multiverse, the Order of Wild Hunters pursue all manner of quarry, from infernal creatures of the lower planes, to renegade fey, to celestials, and other creatures of light. Many wild hunters chase quarry for clients, but many more simply do it for the challenge and thrill of the hunt itself. Only wild hunters know the secret for shrinking a spell onto an arrow's point, but this skill alone marks them among the most dangerous warriors in existence.

Portal Key: Quiver

At 1st level, your portal key is a quiver which produces an endless supply of nonmagical ammunition. Whenever a piece of ammunition is taken from the quiver, it is instantly replaced by a similar piece of ammunition. A piece of ammunition removed from the quiver disintegrates after 1 minute.

Starting at 2nd level, you can use ammunition taken from this quiver to channel spells at range. When you make a ranged spell attack against a creature, you can use your bonus action to substitute the spell attack with a ranged weapon attack using ammunition taken from your portal key quiver. On a hit, the attack deals the weapon's normal damage die (but not its ability modifier), in addition to the spell's effects.

When your spell channeling improves at higher levels, you can similarly use your quiver to channel spells at range.

Cantrips

At 1st level, you learn three cantrips of your choice from the following list: chill touch, fire bolt, light, mage hand, mending, minor illusion, prestidigitation, produce flame, 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:

Asphodel

When you miss with a ranged weapon attack on your turn, you can spend an arcana point to repeat the attack against the same target. You can use this ability once per turn.

Fey Arrowhead (Level 10)

By 10th level, you've mastered a trick known to fey hunters for moving swiftly through the underbrush. Once per turn, when you make a ranged attack using your portal key quiver, you can spend 2 arcana points to replace the attack with a Fey Arrowhead. You teleport to where the projectile lands, or to the nearest unoccupied space.

Arrow Downpour (Level 15)

At 15th level, you can single-handedly deliver a rain of arrows upon your foes. As an action, you can fire the ammunition from your quiver in a high arc, affecting a 100-foot long, 15-foot wide line. Each creature in the area must make a Dexterity saving throw against your spell save DC. A creature with cover from above has advantage on this saving throw. On a failed save, a creature takes 8d6 + 10 piercing damage, or half as much on a successful save.

Once you use this ability, you can't use it again until you finish a long rest.