Limit Breaker
A Limit Breaker is a volatile mage—one who forces raw magical energy through their own body beyond natural limits. By overloading their internal arcane channels, they gain bursts of unnatural strength, resilience, and destructive potential. They enhance their arcane abilities by pushing their bodies beyond safe limits, often at the expense of their own health and endurance.
Level 3: Limit Breaker Spells
You learn additional spells when you reach certain levels in this class, as shown in the Limit Breaker Spells. These spells count as Chaneller spells for you and do not count against the number of spells you prepare.
Limit Breaker Spells
| Chaneller Level | Spells |
|---|---|
| 3 | Searing Smite, Thunderwave, Burning Hands |
| 5 | Shatter, Flame Blade |
| 9 | Call Lightning, Fireball |
| 13 | Fire Shield, Ice Storm |
| 17 | Flame Strike, Cone of Cold |
Level 3: Arcane Empowered Physique
Your hit point maximum increases by 9, and increases by 3 whenever you gain an Chaneller level.
Additionally, when you make a Strength, Dexterity, or Constitution saving throw or ability check, you can choose to use your Spellcasting modifier in place of the normal ability modifier.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Level 3: Arcane Limiter
As a bonus action, you can activate your Arcane Limiter, entering a heightened magical state for 10 minutes. While in this state, you gain the following benefits:
- You can use your Spellcasting modifier, instead of Strength or Dexterity, for attack and damage rolls with weapons.
- Once per turn, when you hit a creature with a weapon attack, spell, or cantrip, you can add your Spellcasting modifier as additional damage to one of the damage rolls.
- You emit a magical aura in a 10-foot radius. When a creature of your choice that you can see enters the aura for the first time on a turn, or starts its turn there, it must succeed on a Constitution saving throw against your Chaneller spell save DC or take damage. The damage is 1d4, increasing to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. You choose the damage type (cold, fire, or lightning) when you activate Arcane Limiter.
- At the end of each of your turns while this feature is active, you take force damage equal to half your proficiency bonus (rounded up). This damage cannot be reduced by any means.
You can end Arcane Limiter early as a bonus action.
You can use this feature twice per short rest. You can also regain one expended use by expending a 1st-level spell slot or higher.
Level 6: Overdrive
When you cast a Chaneller spell of 1st level or higher, you can choose to treat it as if it were cast using a spell slot one level higher. You still expend a spell slot of the original level. When you do so, you take 1d10 force damage. This damage cannot be reduced by any means.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 10: Point Break
When you cast a Chaneller spell that has an area of effect and a range other than self, you can choose to center the spell on yourself. When you do so:
- The spell deals an additional 2d8 damage of its damage type. If the spell has more than one damage type, you choose one of them for this additional damage.
- The spell’s radius increases by 10 feet, plus an additional 5 feet for each spell slot level above its base level.
- You take half damage from the spell, even if you fail your saving throw. This reduction does not stack with any other effects that reduce the spell’s damage.
Level 14: Limiter Pulse
While your Arcane Limiter is active, its aura extends to a radius of 30 feet.
Creatures of your choice that you can see within the aura gain resistance to the damage caused by your limiter aura.
Additionally, creatures within the aura have disadvantage on saving throws against spells you cast.