Chaneller
Chanellers are magical practitioners who draw power from the natural world by forcefully binding its arcane currents to themselves. Where others study magic’s laws or channel it with restraint, a Chaneller harnesses its raw, chaotic energy through sheer determination and self-inflicted transformation.
Through dedicated study of runes, ley lines, and magical reservoirs, Chanellers graft this natural energy into their bodies and souls, creating a unique connection with the world’s primal forces. Their magic is untamed and visceral—etched into their flesh, pulsing through their souls, refined only through pain, discipline, and will.
To a Chaneller, the natural world is a vast pool of energy waiting to be unlocked. They command powers that bend to their will, altering spells, reclaiming expended energy, and unleashing volatile auras of power in battle.
Class Features
As a Chaneller, you gain the following class features:
Hit Points
Hit Dice: :: 1d8 per Chaneller level Hit Points at 1st Level: :: 8 + your Constitution modifier Hit Points at Higher Levels: :: 1d8 (or 5) + your Constitution modifier per Chaneller level after 1st
Proficiencies
Armor: :: Light Armor Weapons: :: Simple Weapons Tools: :: Herbalism Kit. Saving Throws: :: Constitution, Charisma Skills: :: Choose two from Arcana, Investigation, Medicine, Nature, Perception, or Survival
Spellcasting Ability
Spell save DC:: = 8 + your proficiency bonus + your Spellcasting modifier (Intelligence or Charisma, choose when you select this class)
Spell attack modifier:: = your proficiency bonus + your Spellcasting modifier
Equipment
You start with the following equipment, in addition to the equipment granted by your background: (A) Leather Armor, Dagger, Arcane Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, 18 GP; or (B) 50 GP
Chaneller Class Features
| Level | Proficiency Bonus | Class Features | Mystic Attunement Points | Mana Pool | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting | — | - | 4 | 2 | 2 | — | — | — | — |
| 2nd | +2 | Mystic Tuning | 1 | - | 4 | 3 | 2 | — | — | — | — |
| 3rd | +2 | Chaneller Subclass | 1 | - | 4 | 4 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 1 | - | 5 | 5 | 3 | — | — | — | — |
| 5th | +3 | Spell Salvaging | 2 | 2 | 5 | 6 | 4 | 2 | — | — | — |
| 6th | +3 | Subclass Feature | 2 | 2 | 5 | 7 | 4 | 2 | — | — | — |
| 7th | +3 | Mana Drain | 2 | 2 | 5 | 8 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 2 | 2 | 5 | 9 | 4 | 3 | — | — | — |
| 9th | +4 | Spell Salvaging | 3 | 3 | 5 | 10 | 4 | 3 | 2 | — | — |
| 10th | +4 | Subclass Feature | 3 | 3 | 6 | 11 | 4 | 3 | 2 | — | — |
| 11th | +4 | Arcane Sense, Spell Salvaging | 3 | 3 | 6 | 12 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 3 | 3 | 6 | 12 | 4 | 3 | 3 | — | — |
| 13th | +5 | Spell Salvaging, Mana Drain | 3 | 4 | 6 | 13 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Subclass Feature | 4 | 4 | 6 | 13 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Mystic Tuning, Improved Channelling | 4 | 4 | 6 | 14 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 6 | 14 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Mana Drain | 4 | 5 | 6 | 15 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Spell Salvaging, Mystic Tuning | 4 | 5 | 6 | 15 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 5 | 6 | 16 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Arcane Incarnate | 5 | 5 | 6 | 16 | 4 | 3 | 3 | 3 | 2 |
Level 1: Channelling Spellcasting
You draw your magic by studying and absorbing natural energies in wells of magic located in nearby ley lines. The information below details how you will use your Chaneller class features as a spellcaster.
Cantrips. You know four Chaneller cantrips at level 1. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Chaneller cantrip of your choice.
When you reach Chaneller levels 4 and 10, you learn another Chaneller cantrip of your choice, as shown in the Cantrips column of the Chaneller Features table.
Spell Slots. The Chaneller Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Known Spells at level 1+. You prepare the list of spells that are available for you to cast with this feature. To start, choose two 1st-level Chaneller spells. Burning Hands and Detect Magic are recommended. The number of spells on your list increases as you gain Chaneller levels, as shown in the Known Spells column of the Chaneller Features table. Whenever that number increases, choose additional Chaneller spells until the number of spells on your list matches the number in the table.
The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Chaneller, your list of prepared spells can include six Chaneller spells of level 1 or 2 in any combination. If another Chaneller feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Chaneller spells for you.
Changing your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Chaneller spell for which you have spell slots.
Spellcasting Ability. Intelligence or Charisma is the spellcasting ability for your Chaneller spells (you choose when you select this class).
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Chaneller spells.
When creating a Chaneller, you may choose either Intelligence or Charisma as your spellcasting ability. This choice reflects how your character interacts with the arcane forces they channel.
a Chaneller who uses Intelligence can be calculating minds who study ley lines, runes, and arcane feedback like a language to be dissected and rewritten. These Chanellers rely on methodical control to shape raw magical energy.
a Chaneller who uses Charisma may bend magic through sheer presence, passion, or conviction instead of primal knowledge. These Chanellers embody magic with every fiber of their being—wielding power through submission over nature.
Level 2: Mystic Tuning
Starting at 2nd level, you gain access to Mystic Attunements, allowing you to customize your cantrips with unique enhancements. Choose from the Mystic Attunement Options later in this class’s description.
As you level up, you gain additional mystic attunement points as indicated in the class features table.
When you finish a long rest, you can choose which attunements to apply to your known Chaneller cantrips. You can apply any number of attunements to a cantrip, as long as you have sufficient attunement points to do so.
At 15th level, you can apply Mystic Attunements to your known 1st-level Chaneller spells. At 18th level, you can apply Mystic Attunements to any Chaneller spell you know.
Level 3: Chaneller Subclass
You gain a Chaneller subclass of your choice. A subclass is a specialisation that grants you features at certain Chaneller levels. The Runic Warden, Witch Doctor, and Limit Breaker subclasses are detailed after this class’s description. For the rest of your career, you gain each of the subclass’s features that are of your Chaneller level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Chaneller levels 8, 12, 16, and 19.
Level 5: Spell Salvaging
When you cast a 1st-level Chaneller spell using a spell slot, you can attempt to recover that spell slot. Immediately after casting the spell, roll a Spell Salvaging die, which is a d6. On a result of 6, the spell slot is not expended.
This feature improves as you gain Chaneller levels:
- At 9th level, you can use this feature when casting a 2nd-level Chaneller spell. When you do so, the Spell Salvaging die is a d8. On a result of 8, the spell slot is not expended.
- At 13th level, you can use this feature when casting a 3rd-level Chaneller spell. When you do so, the Spell Salvaging die is a d10. On a result of 10, the spell slot is not expended.
You can recover a total number of spell slot levels in this way equal to your Mana pool, shown in the Chaneller Class Features table. For example, if you’re a level 5 Chaneller, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. You regain all expended uses of Spell Salvaging when you finish a long rest.
You can benefit from Spell Salvaging once per turn. You do not expend a use of this feature unless the spell slot is successfully recovered.
Level 7: Mana Drain
As a Magic Action, you unleash a pulse of disruptive energy in a 20-foot radius centered on yourself.
You can choose any number of creatures in the area. Each chosen creature must make a Dexterity saving throw against your Chaneller spell save DC. On a failed save, a creature takes 2d10 force damage, and any magical effects affecting it (such as Bless or Invisibility) are suppressed until the start of your next turn.
On a successful save, the creature takes half damage and suffers no further effects.
If the creature is concentrating on a spell, it makes the concentration saving throw with disadvantage.
Magical items in the area are suppressed until the start of your next turn. While suppressed, their magical properties are inactive.
The damage increases to 3d10 at 13th level and 4d10 at 17th level.
You can use this feature once per Long Rest.
Level 11: Arcane Sense
You gain the ability to perceive the presence of magic and certain supernatural creatures. You can instinctively sense the presence of spells, magical effects, or creatures of the Aberration, Celestial, Elemental, Fey, or Fiend types within 15 feet of you. This sense manifests as a subtle sensory cue, such as a faint chill, warmth, or scent only you can perceive. While you cannot discern their exact type or location, you can sense the presence of magic or the creature nearby.
You can also cast Detect Magic or Detect Good and Evil at will once per short rest. When used in this way, its range extends to 60 feet, and it lasts for an hour.
Level 15: Improved Channelling
When you use your Spell Salvaging feature, the required roll to recover a spell slot is decreased:
- When casting a 1st-level spell, you succeed on a 5 or 6 on a d6.
- When casting a 2nd-level spell, you succeed on a 7 or 8 on a d8.
- When casting a 3rd-level spell, you succeed on a 9 or 10 on a d10.
Additionally, once per long rest, when you use your Spell Salvaging feature, you can choose to automatically succeed on the roll.
Level 20: Arcane Incarnate
As a master of the arcane, you can seamlessly attune to the arcane energies around you.
When you roll the dice for your Spell Salvaging feature, you can roll two dice instead of one, choosing the higher roll.
Additionally, you regain all expended uses of Spell Salvaging when you finish a short or long rest.
Mystic Attunement Options
The following options are available to your Mystic Attunement feature.
Adaptive Aim
When you cast a spell that targets only one creature and requires a spell attack roll, you can choose to have the target make a saving throw instead. The saving throw uses your spell save DC, and you choose which ability score the target uses for the save when you apply this attunement: Dexterity, Constitution, or Wisdom. Choosing Strength, Intelligence, or Charisma saving throws costs 2 attunement points instead of 1.
Alternatively, when you cast a spell that targets only one creature and normally requires a saving throw, you can choose to make a spell attack roll instead. On a hit, the spell affects the target as normal. On a miss, the spell has no effect. Spells modified in this way cannot score critical hits.
Alter Elements
When you cast this spell, you can change the damage type that a spell deals. You can choose from: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, slashing, or thunder.
Changing the damage type to force, psychic or radiant costs two attunement points instead of one.
Bouncing Spell (Level 5+)
You can only apply this attunement to a spell that targets only one creature.
When you deal damage to a creature with this spell, one other creature of your choice within 10 feet of the target takes damage equal to half the damage dealt to the initial target.
Corrosive Spell (Level 5+)
When a creature takes damage from this spell, it must succeed on a Constitution saving throw against your spell save DC or its Armor Class is reduced by 1 until the end of its next turn.
This attunement does not stack with other similar effects.
Improved Reach (Level 5+)
The range of the spell increases by 30ft. If a spell starts with the range of touch, you can treat it as either a melee spell or ranged spell when you cast it.
You can apply this attunement on the same spell multiple times. This attunement costs two attunement points instead of one.
Forceful Spell (Level 5+)
When a creature takes damage or from this spell, it must succeed on a Strength saving throw against your spell save DC or be moved 5 feet toward you or 5 feet away from you (your choice).
You can apply this attunement multiple times to spells that involve multiple attacks or attack rolls, allowing each individual attack to trigger this effect separately.
Multi-target (Level 10+)
You can only apply this attunement to a spell that targets only one creature.
The spell targets one additional target. You must make a separate attack roll or force a separate saving throw for each target, as appropriate for the spell.
This attunement costs three attunement points instead of one.
Peerless Concentration (Level 10+)
You have advantage to maintain concentration on this spell.
This attunement costs two attunement points instead of one.
Sleight Spell (Level 10+)
Choose one of the spell’s spellcasting components: Verbal, Somatic, or Material (no GP value, non-consumed components only). That component is no longer required when casting the spell.
You can apply this attunement multiple times to the same spell, but must choose a different component to remove each time.
This attunement costs 2 attunement points instead of one.
Slowing Spell
When a creature takes damage from this spell, its speed is reduced by 10 feet until the start of your next turn.
This attunement does not stack with other similar effects.
Spell Recovery (Level 10+)
When you cast a spell with this Mystic Attunement and trigger your Spell Salvaging feature with it, you roll an additional Spell Salvaging die, choose the highest result.
This attunement costs two attunement points instead of one.
Splashing Spell (Level 5+)
You can only apply this attunement to a spell that targets only one creature.
When you deal damage to a creature with this spell, every other creature of your choice within 5 feet of the target takes damage equal to half your proficiency bonus (rounded down).
Split Spell (Level 5+)
You can only apply this attunement to a spell that targets only one creature and deals damage using multiple damage dice.
When you cast the spell, you may split the total damage dice into multiple attacks, as long as the dice can be evenly divided. For example, a fire bolt dealing 2d10 damage can be split into two attacks dealing 1d10 each.
For each split, choose a different target and make a separate attack roll or saving throw for each target, as appropriate. Only one target can be affected by any non-damage secondary effects of the spell (such as conditions or utility effects).
All split attacks share the spell’s original casting time and spell slot.
This attunement costs 1 attunement point to split a spell into two attacks, plus an additional 1 attunement point for each additional split beyond two.
Strengthened Spell
One of the spell’s damage die is upgraded according to the Upgrade Damage Die table.
Upgrade Damage Die
| Base die | Upgraded die |
|---|---|
| d4 | d6 |
| d6 | d8 |
| d8 | d10 |
| d10 | d12 |
You can apply this attunement on the same spell multiple times.
Swift Casting (Level 5+)
The spell with a casting time of one Action now costs a Bonus Action instead.
This attunement costs two attunement points instead of one.
Weakening Spell (Level 5+)
When a creature takes damage from this spell, it must succeed on a Constitution saving throw against your spell save DC or subtract 1 from the next saving throw it makes before the end of your next turn.
This attunement does not stack with other similar effects.
Chaneller Subclasses
a Chaneller subclass is a specialisation that grants you features at certain Chaneller levels, as specified in the subclass. This section represents the Runic Warden, Witch Doctor, Dream Walker and Draconic Sage subclasses.
Chaneller Spell List
As a Chaneller, you have a list of spells that you can learn from as you level up and gain Chaneller features.
Cantrips
| Spell | School | Special |
|---|---|---|
| Acid Splash | Conjuration | |
| Blade Ward* | Abjuration | |
| Chill Touch | Necromancy | |
| Control Flames* | Transmutation | |
| Create Bonfire* | Conjuration | |
| Firebolt | Evocation | |
| Frostbite | Evocation | |
| Green Flame Blade* | Evocation | |
| Poison Spray | Conjuration | |
| Ray of Frost | Evocation | |
| Resistance | Abjuration | |
| Shillelagh | Transmutation | |
| Sapping Sting* | Necromancy | |
| Starry Wisp | Evocation | |
| Shocking Grasp | Evocation | |
| True Strike | Divination |
Level 1 Spells
| Spell | School | Special |
|---|---|---|
| Absorb Elements* | Abjuration | |
| Armor of Agathys* | Abjuration | |
| Bane | Enchantment | C |
| Burning Hands | Evocation | |
| Color Spray | Illusion | |
| Cure Wounds | Evocation | |
| Detect Evil and Good | Divination | C |
| Detect Magic | Divination | C, R |
| Detect Poison and Disease | Divination | C, R |
| Disguise Self | Illusion | |
| Feather Fall | Transmutation | |
| Hellish Rebuke | Evocation | |
| Hex | Enchantment | C |
| Identify | Divination | R, M |
| Inflict Wounds | Necromancy | |
| Longstrider | Transmutation | |
| Ray of Sickness | Necromancy | |
| Thunderwave | Evocation |
Level 2 Spells
| Spell | School | Special |
|---|---|---|
| Alter Self | Transmutation | C |
| Barkskin | Transmutation | C |
| Blindness/Deafness | Necromancy | |
| Blur | Illusion | C |
| Darkness | Evocation | C |
| Darkvision | Evocation | M |
| Dragon’s Breath* | Transmutation | C |
| Enhance Ability | Transmutation | C |
| Flame Blade | Evocation | C |
| Hold Person | Enchantment | C |
| Invisibility | Illusion | C |
| Magic Weapon | Transmutation | C |
| Mirror Image | Illusion | |
| Protection from Poison | Abjuration | |
| Ray of Enfeeblement | Necromancy | C |
| Scorching Ray | Evocation | |
| See Invisibility | Divination | |
| Shadow Blade* | Illusion | C |
| Spider Climb | Transmutation | C |
| Warp Sense* | Divination | |
| Wither and Bloom* | Necromancy |
Level 3 Spells
| Spell | School | Special |
|---|---|---|
| Ashardalon’s Stride* | Transmutation | C |
| Aura of Vitality* | Evocation | C |
| Bestow Curse | Necromancy | C |
| Clairvoyance | Divination | C, M |
| Counterspell | Abjuration | |
| Dispel Magic | Abjuration | |
| Elemental Weapon* | Transmutation | C |
| Fly | Transmutation | C |
| Gaseous Form | Transmutation | C, M |
| Glyph of Warding | Abjuration | M |
| Haste | Transmutation | C |
| Life Transference* | Necromancy | |
| Magic Circle | Abjuration | C, M |
| Nondetection | Abjuration | M |
| Protection from Energy | Abjuration | C |
| Remove Curse | Abjuration | |
| Vampiric Touch | Necromancy | C |
| Water Breathing | Transmutation | R |
| Water Walk | Transmutation | R |
Level 4 Spells
| Spell | School | Special |
|---|---|---|
| Aura of Life | Abjuration | C |
| Aura of Purity* | Abjuration | C |
| Blight | Necromancy | |
| Death Ward | Abjuration | |
| Elemental Bane* | Transmutation | C |
| Freedom of Movement | Abjuration | |
| Greater Invisibility | Illusion | C |
| Stoneskin | Abjuration | C, M |
Level 5 Spells
| Spell | School | Special |
|---|---|---|
| Antilife Shell | Abjuration | C |
| Circle of Power* | Abjuration | C |
| Cloudkill | Conjuration | C |
| Commune with Nature | Divination | R |
| Cone of Cold | Evocation | |
| Contagion | Necromancy | |
| Danse Macabre* | Necromancy | C |
| Destructive Wave* | Evocation | |
| Dominate Person | Enchantment | C |
| Hold Monster | Enchantment | C |
| Immolation* | Evocation | C |
| Skill Empowerment* | Transmutation | C |
| Steel Wind Strike* | Conjuration |