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The Channeler







User of raw elemental power

Elemental minds

Creating a Channeler

level proficiency elemental damage die features elemetal adaption 1 +2 1d4 elementel connection, element type - 2 +2 elemental adaptions 2 3 +2 shaper of the elements 4 +2 ability score improvment 5 +3 1d6 3 6 +3 type feature 7 +3 extra attack 4 8 +3 ability score improvement 9 +4 5 10 +4 type feature 11 +4 1d8 12 +4 ability score improvement 6 13 +5 14 +5 type feature 15 +5 7 16 +5 ability score improvement 17 +6 1d10 18 +6 8 19 +6 ability score improvement 20 +6

Class features

hit points

proficiency.

Elemental connection

Elemental conncetion

Elemental adaption

Shaper of the elements

if you are a fire element you can put out any fire out or light small fires such as a candle, torch, or campfire

If you are a water element you can condense water vapor in the air to form 1 square foot of water

If you are an air elemental you can make perform ventriloquism to make it sound like any person, animal, or air is making noise.

If you are an earth element you can break down any metal or stone structure such as a statue or door.

if you are a fire element and you are in a the light of day, you may make a square foot of fire. This is not possible at night or in cold weather

If you are an air element it gains fly 20

if you are an earth element it gains burrow 20

if you are a fire element it gains no movement, however it does give off dim light within 30 feet

If you are a water element it gains swim 20.

Extra attack

So I built this class, it is still a work and progress and I would love any suggestions you would have. It is supposed to be about a raw manipulator of the elements that is not a spellcaster, and has it's element infused in every action it takes. It is suppose to be more like a martial class than a spellcasting class, not needing rests. What the feel I am trying to get is a lord of your element, completly able to manipulate it. Kind of like benders in avatar. Also, very important. Shold extra attack be a primary feature or an adaption? The number one problem I am haveing is what stat to use for manipulations, what do you think?A channeler is a being who has excepted raw elemental energy into their body. However they may have gotten this energy, through there blood, through a deal, exposure to the elements, or an innate state of mind, they have become bonded to a singular element. This element defines a channeler, granting them immense elemental power tied to that one element. However a channeler is not a spell caster, instead they barrage there foes with at will manipulation of the elements.Channelers are elemental through and through. Every single one is changed by there contact with their element, sometimes physically, and almost always mentally. They can be hard to comprehend for people only used to there every day life, as every aspect of them simply eminates there element.As you make your channeler, think about how you got your elemental connection and how it has effected you. Did you get your power from bargaining with a being of immense elemental power, were you born with it, were you fundamentally changed after witnessing the raw power of the elements during a natural disaster? How has your power changed you physically and mentally? Do your eyes shine with an inner fire when you get angry? Are you fickle as the wind? As unmoveing as a rock?as a channeler, you gain the following class features; 1d8 per channeler level8+ Constitution modifier1d8 (or 5) + your Constitution modifier per warlock level after 1st.light armorall simple weaponscharisma, constitionchoose two from arcana, deception, insight, intimidation, persuasion, and religionStarting at 1st you have made a connection with an element type. Either water, earth, air, or fire. Each detailed at the end of the chapter.at first level, your elemental connection grants you a die known as the base elemental die. This die starts 1d4, goes up to 1d6 at level 5. Goes up to 1d8 at level 11. And finally goes up to 1d10 at level 17. This die is used for your powers to manipulate your element.The most basic manipulation is the burst. The burst uses an attack action and for all purposes is considered a ranged attack. For example it can be used as an attack of opportunity. The manipulation also requires at least 1 halfling handful of material for ammo, this ammo is not used up. This attack moves the ammo at high speed at a target, acting as a weapon that has a range of 25 feet, does your elemental damage die plus your Constitution modifier damage in your damage type.Your connection with your element has begun to change you, and grant you more power.at second level, you gain two elemental adaption of your choice. Your adaptions are detailed at the end of the class description. When you gain certain channeler level you gain additional adaptions of your choice, as shows in the column of the channeler tableStarting at 3rd level you have the power to manipulate your element when it is outside your body. Useing a bonus action you can do the followingYou can cause up to a square foot of your element to change shape into any shape you choose.You also can spend your full action to create a wisp. To do this you give up hit points equal to your elemental die. You then have a wisp. This wisp is a tiny elemental with an armor class equal to your consition modifier. Hit points equal to the amount of hit points you gave up plus your consition modifier. a 10 in all stats, and a movement speed of 20. It also gains another movement depending on your element.You can see, hear, and speak through this wisp.It can do an attack similar to your burst except the damage is always 1d4.You can only maintain one wisp at a time, if you create a new wisp the old one fades.Every turn, you take 1d4 nectrotic damage for every wisp you have active. This damage can not be midigatedThey may also be the source of your burst attack.starting at 7th level you can attack twice, instead of once, whenever you take the attack action on your turn. Remember that most manipulations are an attack action.