Channeler A human clad in leathers holding a crystal orb hears the war cry of a kobold ambush. Seeing one of her companions struck by an arrow, she calls out to the spirits of her ancestors, and moves to their protection. Her crystal orb shifts and splits, taking the form of a longsword and shield, with which she presses them back. Once they are safe, she meditates, and her weapons converge to take the form of a staff. She reaches out to the injured, and with a touch their wounds begin to mend. Tracking the kobolds back to their camp, she sees the camp riddled with traps and debris. Within a few moments, her staff changes into a ethereal bow. After firing off a volley of arrows, she takes a second and sends forth a guiding wind to aid her allies, steering their blows to strike true. A channeler fights not just with the guidance of spirits, but with their weapons as well. Each spirit that she accepts grants her some of its skill and combat ability. But while a channeler can call upon several spirits, only one can be brought forth at a time. Meditation and Will Channelers do not utilize magic in its more well known forms, and do not possess extensive training with arms and armor. Instead, their knowledge and abilities are granted to them by the spirits they channel. However, while the spirits grant them the knowledge and capacity, a channeler's power ultimately springs from their will. Channelers meditate extensively, both on themselves, and the nature of the spirits they call upon. Doubled-Edged Sword Though the knwoledge and versatility granted by spirits is immense, a channeler must accept that this is not without cost. Channelers must use a spirit focus in order to manifest these spirits. If a channeler is somehow blocked from calling upon their spirits, they can become extremely vulnerable, as they have the will but not the means. Furthermore, as a channeler learns to become receptive to the different ways that spirits solve problems, the channeler loses some of the potency that comes with dedicating oneself to a single purpose. A channeler can change styles on the fly, but at the cost of specialized knowledge. Creating a Channeler As you create your channeler, consider how your character came to embrace this lifestyle, and what relationship they have with the spirits. Were they a holy student who lost their faith, or were they someone who found meaning in lesser spirits? Perhaps they were fascinated by a folk tale, only to discover that the spirit still watches over those who align with its interest. Are your spirits drawn to you because of a common system of values, or did you impose your will on them and take them into you by force? Perhaps the spirit itself is lost, and it chooses to let you guide it as it has lost its own purpose in the afterlife. The nature of your relationship with the afterlife, and lesser spirits is extremely important. While the spirits included in this class tend to represent a specific type of creature(such as a fiend, or a shadow), they are intentionally left abstract so that you can come up with your own stories. Perhaps the fiend spirit was actually a spirit of fire, who guided barbarians in battle. The shadow might actually be a spirit of mist, watching over a damp and shaded valley. While each spirit has a specific set of abilities and rules, the nature of that spirit, and your relationship to it, remains entirely up to you and your Dungeon Master. As always, when coming up with an original concept, ask them first if it has a place in their campaign. Or better still, see if they already have an existing spirit that might fit. Whatever choices you make, it is important that they fit your character concept first. Do not be afraid of changing the lore of these spirits to better suit your character and campaign. Class Features As a channeler, you gain the following class features Hit Points Hit Dice: 1d8 per channeler level

1d8 per channeler level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per channeler level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Charisma, Constitution

Charisma, Constitution Skills: Choose two from Athletics, Insight, History, Religion, Intimidation, Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) studded leather armor

(a) a dungeoneer's pack or (b) an explorer's pack

A spirit focus Spirit Focus A spirit focus is a crystal orb, with special properties that allow it to receive and manipulate spiritual energy. It is superficially similar to an arcane focus, but costs 100gp instead, and weighs 5 pounds. In the event that your focus is lost or destroyed, another can be created over the course of 1 day of meditation, and costs 100gp to create.

The Channeler Level Proficiency Bonus Features Spirits Known Soul Points 1st +2 Spirit Channeling, Spirit Focus, Spirit Manifesting 2 - 2nd +2 Soul Points 2 2 3rd +2 Spiritual Tradition 2 2 4th +2 Ability Score Improvement 2 2 5th +3 Improved Manifestation 3 2 6th +3 Extra Attack 3 3 7th +3 Spiritual Tradition Feature 3 3 8th +3 Ability Score Improvement 3 3 9th +4 ─ 4 3 10th +4 Soul Anchor 4 4 11th +4 Spiritual Tradition Feature 4 4 12th +4 Ability Score Improvement 4 4 13th +5 ─ 5 4 14th +5 Willful Soul 5 5 15th +5 Spiritual Tradition Feature 5 5 16th +5 Ability Score Improvement 5 5 17th +6 ─ 6 5 18th +6 Spiritual Communion 6 6 19th +6 Ability Score Improvement 6 6 20th +6 Twin Soul 6 6 Spirit Focus As part of the process of channeling spirits, you use a special Spirit Focus which you have created when you take a level in this class. When not channeling a spirit, the focus takes the form of a crystal orb. In order to manifest a spirit, and use any of your spirit abilities, you must be wielding the orb in two hands. If the orb leaves your hands for any reason, it is shunted into an extradimensional space. From there, you can summon it back to your hand as an action. If the orb becomes destroyed, you can create another over a period of 24 hours of meditation, at the cost of 100 gold worth of materials. Spirit Channeling Through a mixture of study and meditation, you have made contact with several lesser spirits. They may be spirits of religious significance, or known in folk lore. Perhaps one is a minor fiend, or even an embodiment of a concept. Regardless of their nature, you have managed to gain some influence over them, and so they have chosen to reside within your soul. This is not a trivial undertaking, and once a spirit resides within you, it may not leave without a great deal of force, or the aid of another spirit. When you gain this class feature, choose two spirits from the list of spirits in the Channeler Spirits section at the end of this document. You have a total number of spirits equals to the Spirits Known column on your class table. Whenever you would gain an additional spirit, you choose another from the class list. Additionally, whenever you level up, you may exchange one of the spirits contacted for another spirit on the class list. In essence, you break your bond and in doing so allow a different spirit to come instead. Usually, when you go your seperate ways with a spirit, it is on good terms, and they may come and go repeatedly each time you swap them out. Depending upon the nature of the spirit, the campaign setting, and the DM's approval, some spirits may not take kindly to a fickle channeler. If you swap out, make sure you run this by your DM to avoid conflict with the campaign setting. Spirit Manifesting At any point in time, you may manifest one of your spirits as an action, gaining access to all of that spirit’s abilities. In addition, your channeling focus takes the form of whichever weapon(or weapons) that spirit is associated with. If the spirit grants you two weapons, or a weapon and a shield, the focus seamlessly splits and forms into two implements.

A shield is immediately equipped with no action required, and weapons are immediately wielded. You are always proficient with your spirit’s weapons. If either one is separated from you, both are shunted to their extradimensional space. If one is destroyed, the other crumbles to dust. While you are wielding a spirits weapons or shield, you cannot wield any other weapons, or your focus is immediately shunted to its extradimensional space. You may unmanifest the spirit with a bonus action, losing all benefits, and causing your focus to return to its original form. No matter how many spirits you have made contact with, you may only manifest one spirit at a time. A spirit manifestation lasts until you unmanifest it, and many channelers will simply opt to permanently manifest a favored spirit. If you already have a spirit manifested, it becomes unmanifested as part of the action made to manifest a different spirit. While a spirit is manifested, you must remain in contact with your channeling focus, or you lose access to its abilities, and it immediately becomes unmanifested. Whenever a particular spirit becomes unmanifested, you cannot manifest it again until after the end of your next turn. All spirits have one proficiency which they grant you, while they are manifested. All spirits have a “Manifestation Ability”, which is essentially an effect which happens when you first manifest that spirit. In order to use this ability, you must expend a Soul Point. You may only use this ability when you first manifest a spirit. Some spirits have abilities which do not become available to you until you reach a higher level with that spirit. These spirits will note which level of Channeler is required for you acquire that ability. If a spirit has an ability which calls for a saving throw, the DC for that saving throw DC is calculated as follows: Save DC = 8 + your proficiency bonus + your charisma modifier Soul Points When you reach 2nd level, you gain the ability to expend some of your own soul essence in order to power the abilities of your spirits. You have a number of soul points available as shown on the class table. These soul points can be expended on any Spirit ability which requires soul points to power it. Soul points recover whenever you take a short rest. Spiritual Tradition When you reach 3rd level, you choose one of the channeler traditions to follow: the Path of the Guardian Spirit, or the Path of the Shifting Soul. These are detailed at the end of the class description. You gain features from your tradition at 3rd level, and again at 7th, 11th, and 15th level. Improved Manifestation When you reach 5th level, you improve your ability to manifest the power of a spirit. Whenever you use a spirit’s manifestation ability, you may use its Improved Manifestation as well. If your Spiritual Tradition allows you to use a Manifestation Ability without spending a soul point, you must still spend a soul point to use its Improved Manifestation. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Soul Anchor At 10th level, your spirits anchor you to the material plane when you would otherwise begin to drift. Whenever you fall unconscious and begin dying, you automatically stabilize. You cannot benefit from this feature again until you finish a long rest. Willful Soul At level 14, you gain a bonus to your Wisdom saving throws equal to the number of unspent Soul Points you have remaining. Spiritual Communion At level 18, you gain the ability to cast the spell Commune as a ritual. Twin Soul At level 20, whenever you manifest a spirit, you may manifest a second spirit at the same time. When doing this, you benefit from both spirits, but choose which spirit’s weapons you prefer to use. Spiritual Traditions All channelers eventually commit to one of two paths. As their knowledge and will increase, they come to favor one or the other. This happens naturally, even if a channeler has no formal training or contact with other channelers. Each path is essentially an opposing side to the other, and one must choose which path to take in order to hone their art. Path of the Guardian Spirit Channelers who follow the Path of the Guardian Spirit choose to focus their will entirely on a single spirit at a time. They become static and resilient as a way to handle the chaos of so many spirits. Though they change which spirit they are focusing on, it is always a deliberate act, and requires meditation and preparation. Focused Spirit When you take this specialization at 3rd level, you gain the ability to draw more power from one spirit at a time. Whenever you take a short or long rest, you choose one of your spirits as a Focus Spirit. You gain access to additional benefits when you are manifesting that spirit. Potent Manifestation At level 3, you can use an action to activate your Focus Spirit’s Manifestation ability, even while you are already manifesting it. When you do this, it does not cost a soul post. Steady Soul At level 7, when you are manifesting your Focused Spirit, you gain +1 to attack rolls, and +2 to damage rolls. This only applies to your spirits weapons. If your Focus Spirit uses a

summoned creature instead of a weapon, that creature also gains +1 to attack rolls and +2 to damage rolls. Soulforged Weapons At level 11, so long as you are manifesting your Focus Spirit, you deal additional radiant damage on attacks with your Focus Spirit’s weapons equal to your charisma modifier. If your Focus Spirit uses a summoned creature instead of a weapon, that creature also gains bonus damage equal to its charisma modifier. Ethereal Guardian At level 15, you gain resistance to slashing, piercing, and bludgeoning damage dealt by nonmagical sources so long as you are manifesting your Focus Spirit. Path of the Shifting Soul Channelers who follow the Path of the Shifting Soul train to work with and change inherent to channeling. They become fluid and move with the tides, rather than trying to fight it. They can manifest their spirits more quickly, and the surge of spiritual energy that comes with it carries them to new heights. Their fluidity allows them to adjust and adapt with great speed, but if they try and fight the tide they lose the benefits of the path. Soul Like Water At 3rd level, you manifest a spirit as a bonus action instead of an action, and may not manifest as an action anymore. Whenever you manifest a spirit, its Manifestation Ability does not cost a soul point. Rising Soultide At 7th level, whenever you manifest a spirit, you gain +10 speed until the end of your turn, and you deal an extra 1d8 damage on your next attack with your spirits weapon before the end of your turn. If your spirit’s weapon is a summoned creature, it gets these bonuses instead of you. Shifting Strike At 11th level, whenever you manifest a spirit, you may charge your spirits weapons with spiritual energy for 1 round. Until the beginning of your next turn, your spirit weapons deal additional radiant damage on each strike equal to your charisma modifier. If your spirit uses a summoned creature instead of a weapon, that creature also gains bonus damage equal to its charisma modifier. One with the Spirits At 15th level, whenever you manifest a spirit, you can increase your Strength or Dexterity score by 5 until the beginning of your next turn. You cannot increase your Strength or Dexterity higher than 18 in this manner. Channeler Spirits Crusader “Once a warrior of retribution and justice, it could not pass beyond this world so long as injustice remained. It now seeks to protect the innocent and bring light into dark places.” Weapon: Rapier OR Longsword, and Shield Skill: Religion Manifestation Ability When you manifest the Crusader, you may cause yourself and all allies within line of sight to you gain a number of temporary hit points equal to your Channeler level + your Charisma modifier. These hit points last until the beginning of your next turn. Improved Manifestation When you activate the Crusader’s Manifestation Ability, you may increase the duration of the temporary hit points you grant to 1 minute. Fighting Style: Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Watchful Guardian When you hit level 5, you learn to focus your spiritual energy to protect those in need, at the cost of lowering your own defenses. As a bonus action, you can grant an ally within 30 feet +3 to AC until the beginning of your next turn, but your own AC is lowered by 3 as well. Retributive Strike Whenever an ally you can see is hit with an attack, you may use your reaction and spend a soul point to mark the attacker. Until the end of your next turn, whenever you hit them with a melee attack, you deal an extra 1d8 radiant damage. Fiend “A dark being who commanded many followers, it ceaselessly plots revenge against a world that has wronged it.” Weapon: Claws Skill: Athletics Manifestation Ability When you manifest the fiend, you may cause a wave of overbearing heat to build up around you. At the start of your next turn, any creature who is within 5 feet of you must make a reflex save or take 1d10 fire damage. This damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Improved Manifestation When you activate the fiend’s manifestation ability, you may make a special lunge attack, causing you to jump 15 feet towards a target and make one attack with your claws. If you hit, they must make a Strength save or be knocked prone. Recklessness While Manifesting the Fiend, you have a -1 to your AC. Claws You gain a natural weapon in the form of sharp black claws, as your channeling focus fuses with your hands. These claws inflict 1d6 slashing damage on a hit, and have the Finesse property. When you take the Attack action, you can make an additional claw attack as a bonus action.

Unchecked Aggression When you hit level 5, you can channel your fiendish rage into a flurry of claw attacks. Whenever you make an attack action against a creature that is prone, you can expend a soul point to make 2 extra claw attacks as a bonus action. Hooking Grasp Whenever you hit a creature your claws, you may make a grapple attempt as a bonus action. Warden “A wandering spirit who watches over groves and forests. It tends to weary travelers and guides those who have lost their way.” Weapon: Quarterstaff Skill: Survival Manifestation Ability When you manifest the Warden, you may cause a tangle of vines and plants to spring up around you in a 15 foot radius. These vines create difficult terrain, which withers and disappears at the beginning of your next turn. Improved Manifestation When you use your manifestation ability, you may choose to increase the growth to several feet tall. If you do so, the area of growth acts as Total Obscurement while it is in effect. Grass Knot Whenever you hit an enemy with your quarterstaff, you can as a bonus action cause grass to spring from your staff, and knot the enemy’s weapon. The next attack that target makes before the beginning of your next turn is made at disadvantage. Command Vines When you reach level 5, you gain additional control over plant life. As a bonus action, you can cause plants, vines, and grass to lash out at a creature within 30 feet. The creature must make a Strength saving throw or become restrained until the beginning of your next turn. This ability can only be used on creatures that are in, or adjacent to, thick brush or plant life. Bolster the Wounded As an action, or as a reaction whenever you or an ally within 30 feet takes damage, you may expend a soul point in order to heal an ally within 30 feet for an amount equal to 1d8 + your charisma modifier. When used as a reaction you must target the ally triggered this ability. This healing increases to 2d8 at level 3, 3d8 at level 5, 4d8 at level 7, 5d8 at level 9, 6d8 at level 11, 7d8 at level 13, 8d8 at level 15, and 9d8 at level 17. Once you have healed an ally in this manner, they cannot benefit again until they take a long rest. Natural Stride You ignore difficult terrain if it is caused by plants or natural growths. Scoundrel “An extraordinarily cunning spirit who enjoyed itself in life, it is not ready to depart the pleasures of this world.” Weapon: 2 Shortswords Skill: Stealth Manifestation Ability When you manifest the scoundrel, you may to move up to half your speed. Until the end of your turn, your movement does not provoke attacks of opportunity. Improved Manifestation When you use the scoundrel’s manifestation ability, your movements distract your enemies and create opportunities for your allies. Any enemy that is within 5 feet of you at any part of your movement this turn is distracted, causing your allies attacks to have advantage against that enemy until the beginning of your next turn. Skirmisher Whenever you successfully hit an enemy with a melee attack, it cannot make opportunity attacks against you for the rest of your turn. Quick Hit When you reach level 5, you become better at fighting dirty. On any turn that you do not take the Attack action, you may make a single attack as a bonus action. This attack deals an extra 2d6 damage. This damage increases to 4d6 at level 11. Fighting Style: Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Veteran “A grizzled warrior, who knew only hardship and strife. He died for a cause that forgot him, and so he lost his way in the world beyond.” Weapon: Halberd Skill: Survival Manifestation Ability When you manifest the veteran, you can take on a defensive stance. Until the beginning of your next turn, all attacks against you are made at disadvantage. Whenever an enemy within your reach misses you with an attack, you may use your reaction to make an opportunity attack against them. Improved Manifestation While you are benefitting from the Veteran’s Manifestation Ability, whenever you make an opportunity attack against a creature, it becomes a critical hit. Ethereal Halberd Your Halberd does not have the heavy property. Fighting Style: Defense While you are wearing armor, you get a +1 bonus to AC. Skewering Riposte When you reach level 5, your skill at counterattacking has become unmatched. As a bonus action, you can prepare to skewer your enemies. Until the beginning of your next turn, whenever you hit an enemy with an opportunity attack, they take an extra 2d8 damage. This damage increased to 3d8

at level 11, and 4d8 at level 17. Guarded Stance You gain an opportunity attack against any creature that enters your reach. Hunter “In life, it was consumed by the hunt, seeking one creature to its grave. In death, it still hunts the spirit of that creature across the void.” Weapon: Ethereal Shortbow Skill: Animal Handling Manifestation Ability When you manifest the hunter, you can cause a guiding wind to surge to your ally. Choose an ally within 30 feet of you. That creature has advantage on the next attack it makes before the beginning of your next turn. Improved Manifestation When you manifest the Hunter, you may cause static buildup around the weapons of your ally. In place of the regular manifestation ability, an ally within 30 feet of you has advantage on all attack rolls it makes before the beginning of your next turn, and its weapons deal an additional 1d4 lightning damage. Charged Shot Whenever you use your manifestation ability, you can fire an arrow charged with lightning. As a bonus action, you fire a single attack with your bow. This attack deals an additional 1d6 lightning damage. At level 5, this increases to 3d6, and at level 11, it increases to 6d6. Static Field When you reach level 5, you can charge your arrows with static electricity. As a bonus action, you can cause your shortbow attacks to deal an extra 1d4 lightning damage on each attack until the end of your turn. Ethereal Bow and Arrows You generate a quiver of ethereal arrows when you manifest the Hunter. This quiver never depletes, and lasts so long as the Hunter is manifested. Your shortbow attacks ignore half cover and three-quarters cover. However, due to their quasi-corporeal nature, your weapon and arrows cannot benefit from spells, feats, or abilities that affect or modify weapon attacks, with the exception of abilities gained by the Channeler, its Spiritual Traditions, or the Hunter spirit itself. Shadow “An enigmatic spirit made of night itself, did this spirit join with you, or was it always inside you?” Weapon: Shadow Beast* Skill: Stealth Shadow Beast Instead of a regular weapon, your Spirit Focus reverts to its normal form, as a crystal orb. Instead, your natural shadow recedes until it vanishes, and a shadow beast springs from your focus, and appears within 10 feet of you. It has the same initiative value as yours, and moves on your turn. It can take a movement action on your turn, (including when you summon it) and a reaction, but cannot take any other actions unless you telepathically command it with your Action. When you command it, it is able to use its action for that turn. Its form is indistinct and shifting, and appears in whatever manner you feel reflects your nature. If the Shadow Beast is ever more than 60 feet away from you, it immediately disappears, and you stop manifesting the Shadow. The Shadow Beast has maximum Hit Points equal to 4 times your Channeler level, and cannot be healed by any except those included in this section. Whenever you manifest it, it is immediately healed to full. If it is ever reduced to 0 hit points, you immediately unmanifest the Shadow, and take necrotic damage equal to half of your maximum hit points. It uses your proficiency bonus and attribute values, and is proficient in any saving throws you are proficient in. All of its other attributes and ability as derived as below: Shadow Beast Medium Undead, (Matches Your Alignment)l Armor Class 13 + Charisma

13 + Charisma Hit Points 4 times your channeler level

4 times your channeler level Speed 30ft. Skills Stealth(Using your stats) Soul Link. Whenever the Shadow Beast takes damage, that damage is reduced by half, but the other half is dealt directly to you, and cannot be reduced or negated by any means. Actions Claws. Melee Weapon Attack: Reach 5ft., Finesse, Slashing, 1d6 damage. Manifestation Ability When you manifest the shadow, you can cause the Shadow Beast to move up to half its speed(in addition to its normal move action), and take an action as though you had commanded it. It may take this action after it makes its normal move. Improved Manifestation When you manifest the Shadow, you can cause your Shadow Beast to gain 2 Shadow Traits. These traits last until you stop manifesting the Shadow, or the Shadow Beast is killed. These traits are applied before your Shadow Beast uses it reaction to teleport and attack. Vulnerable Essence Sending your shadow forth is extremely taxing. You have -3 to AC while you are manifesting the Shadow. Ferocity When you reach level 6, your Shadow Beast gains the Extra Attack feature.