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Channeler Spells

By December 16, 2017September 12th, 2022Spells

Spells
Comments from the Finger: The vast majority of spells in 5e require saving throws, which I consider a great shame. When you’re playing D&D, it’s fun to roll dice, whether or not you’re a spellcaster. We’ve created these spells in order to fill this important gap (at last in the lower tiers of spells), and to support our newest class, the Channeler, a new gish that gets a lot of mileage from spell attacks.

Channeler Spells

Masters of planar arcana and keepers of dimensional secrets, channelers possess a handful of unique spells not known to other spellcasters. Because they favor focusing their concentration on the Planes of Existence, most channeler spells are brief flashes of great power, such as arcane rays, that do not require sustained attention.

These spells are used by our Channeler class.

Spell Descriptions

These spells are listed in alphabetical order.

 
Boomering
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
 
A dizzying ring of sparks launches from your outstretched hand and returns to it moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
Cerebral Ray
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
 
A translucent beam of violet light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 psychic damage and has disadvantage on ability checks until the beginning of your next turn.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
 
Dazzling Ray
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
 
Three rays of brilliant color shoot from your hand at up to three creatures that you can see within range. Make a ranged spell attack for each ray. On a hit, the target is blinded until the spell ends. 
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd, to a maximum of 6 rays.
 
Force Dart
Evocation cantrip 
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous 
 
You fling a dart of magical force at a creature or object
within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d10 force damage.
     This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
 
Hardlight Blaster
1st-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (an emerald ring)
Duration: Instantaneous
 
You wave your hand and conjure a sophisticated arcane weapon, constructed of brilliant compressed light, which hovers in the air in an unoccupied space within 10 feet of you. The weapon fires a crackling beam of electrical energy at a target you choose within 60 feet of it, making a ranged spell attack using your spell attack bonus. The weapon is the point of origin for this attack; therefore, the attack can target a creature that is not within your line of sight, as long as it is within the weapon’s line of sight. On a hit, the target takes 3d6 lightning damage. After this attack, this weapon dissipates.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d6 lightning damage for each slot level above 1st.
 
Hardlight Gauntlet
3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an emerald ring)
Duration: Instantaneous
 
You conjure a scintillating gauntlet composed of compressed energy, and unleash a barrage of strikes. Make three melee spell attacks against a single target. On the first hit, the target takes 1d12 force damage, on the second hit, it takes 2d12 force damage, and on the third hit, it takes 3d12 force damage.
     At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can make 1 additional attack; the fourth hit deals 4d12 force damage. If you cast this spell using a spell slot of 7th level or higher, you make 2 additional attacks; the 5th hit deals 5d12 force damage.

 
Icicle Javelin
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small icicle)
Duration: Instantaneous
 
You fling a massive icicle toward a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage. If the target is also adjacent to a wall, or a similar large, immobile object, it may also be pinned to that surface on its next turn. At the beginning of its turn, the target can make a Strength saving throw. On a failed save, it has a speed of 0 until the end of its turn.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
Magic Daggers
Conjuration cantrip 
Casting Time: 1 bonus action
Range: Self
Components: V, S 
Duration: 1 minute 
 
With a flourish, you summon a number of throwing weapons equal to twice your spellcasting modifier. These weapons can be of any type: daggers, handaxes, sling bullets, darts, etc. For the duration of the spell, the summoned weapons float within easy reach, allowing you to grab and throw them with ease. As an action, you can throw one weapon as a ranged spell attack with a range of 60 feet; on a hit, the weapon deals 1d6 magical piercing, slashing, or bludgeoning damage as appropriate to the weapon thrown. After one hit, the weapon vanishes.
    At higher levels, you can make more attacks with your weapons. At 5th level, you can make two attacks, at 11th level, three attacks, and at 17th level, four attacks.
 
Ray of Warping
3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
 
A sapphire beam leaps forth from your fingertips, twisting and contorting the form of a creature it touches. Make a ranged spell attack roll against a target you can see within range. On a hit, the creature takes 2d8 bludgeoning damage, and for the duration, its speed is halved and its highest ability score is reduced to be the same as its lowest ability score (to a minimum of 3). If two or more of the creature’s ability scores are tied for highest, you choose which ability score is reduced. The creature also has disadvantage on saving throws with its lowest ability scores. On its turn, the target can use its action to make a Constitution saving throw, ending this spell on a success.
     At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 per slot level above 3rd. Additionally, if you cast this spell using a spell slot of 7th level or higher, the creature’s second highest ability score is also reduced to be the same as its lowest ability score.
 
Rusting Grasp
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
 
The touch of your acid-soaked hand can corrode metal and burn flesh. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d6 acid damage, and any nonmagical armor it is wearing takes a permanent and cumulative -1 penalty to the AC it offers. On a miss, any shield it is wielding takes a similar -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Until the spell ends, you can make the attack again on each of your turns as an action.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
 
Zephyr’s Feather
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a dove’s feather)
Duration: Concentration, up to 1 minute
 
You wave your hand and three alabaster feathers, magically sharpened to a razor’s edge, appear and orbit you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make the attack again on each of your turns as an action.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. You gain an additional 2 feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and 5th level or higher (7 feathers).
 
 
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Where’s the PDF?
 
Great question — all these spells are included in the Channeler PDF.
 

 

 

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