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Magi, Channeler


Hit Points

Hit Dice: d8 per Magi, Channeler level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Not all those practise magic have been trained since childhood, the forms are accessible to those that have the magical implements to weave, and via these methods they channel magic to do their bidding, but without their implements they are much reduced. Such magi are channellers, able to summon up and direct the flow of magical energy for a moment even if they are not true creators of the forms, or otherwise magically blessed by the gods. A channeller wields magic like a blacksmith wields a hammer and makes a vocation out of the art


Class Features

Lv.3 Channelers Focus

You craft an arcane focus, this may be a staff, wand, ring, amulet, orb, or any such simmilar item. This now becomes your focus. At this level, and every other level thereafter you may upgrade your focus by spending gold equal to your characters level x 100 to allow your focus to confer one of the following effects on the spells you cast.  
  • +1d6 Damage
  • +1 to spell attack rolls
  • +1 to save DCs
  • +1 to Countercast Attempts
  • +5ft to the diameter, or linear dimensions of a spell
  • +1d4 to the duration of spells (rounds, minutes, hours)
  • +20ft to the range of spells
 

Lv.6 Catch Spell

The Channeller may use their focus as a form of magical sheild, allowing them to catch incoming spells, storing the spell within their focus, before redirecting it, or disapating its energy.   As a reaction to being the target of a spell, the channeller can attempt to catch the spell making a contested spellcasting check with their focus. If they beat the caster check, they are able to catch the spell within their focus. They now have three turns to either redirect the spell for 2 action points, or spend 1 action point to disapate its energy, before the spell will escape containment and take affect as it would have. If during that period a channeller succeeds at capturing a second, or third spell, there is a 00-49% chance that the focus is overloaded causing it to detonate, releasing all spell effects.  

Lv.8 Temporary Enchantments

As a 1min ritual, the channeller can weave a spell into an object, binding the spell with a keyword or trigger that activates the spell when certain conditions are met. These conditions must be clearly expressed in 25 words or less.   Once the spell is interred the spell retains its potentacy for 24 hours, after which the magic releases harmlessly. The Channeler can enchant as many objects as half their level rounded down at the same time.  

Lv.10 Arcane Conduit

At 10th level the channeller is able to build up and maintain a reserve of magical energy within their focus equal to half their character level (rounddown). When the channeller casts a spell through their focus, they may choose to expend this magical reserve of energy to power the spell, changing one of the numerical parameters of the spell, increasing its value by the amount of your magical reserve.   Numerical parameteres may include but are not limited to:
  • Damage Die
  • Save DC
  • Number of targets/instances
  • Duration
The magical reserve recharges at 1d4 point per long rest until full.


Created by

MockTurtle.

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Class Features

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