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Channeler Spells

Channeler Spell List

 

Channelers can learn spells from the following list. Spells marked with an asterisk are new to this class.

1st Level

Boomering *
Burning Hands
Cerebral Ray *
Command
Detect Magic
False Life
Fog Cloud
Grease
Guiding Bolt
Hardlight Blaster *
Hellish Rebuke
Jump
Longstrider
Icicle Javelin *
Magic Missile
Thunderwave
Zephyr’s Feather *

2nd Level

Acid Arrow
Blur
Dazzling Ray *
Knock
Levitate
Locate Object
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Scorching Ray
Silence
Shatter

3rd Level

Blink
Dispel Magic
Fireball
Haste
Hardlight Gauntlet *
Lightning Bolt
Magic Circle
Ray of Warping *
Sending
Tongues
Water Breathing
Water Walk

4th Level

Arcane Eye
Banishment
Black Tentacles
Death Ward
Dimension Door
Freedom of Movement
Locate Creature
Resilient Sphere
Secret Chest
Stoneskin

5th Level

Commune
Contact Other Plane
Dispel Evil and Good
Passwall
Planar Binding
Teleportation Circle

 

Spell Descriptions

These spells are listed in alphabetical order.

Boomering

1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

A dizzying ring of sparks launches from your outstretched hand and ricochets back to you 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.
     If you cast this spell using a spell slot of 3rd level or higher, after the ring hits the first target, it ricochets to a second target of your choice that you can see within 30 feet of the first target, dealing damage as normal on a hit. If you cast this spell using a spell slot of 5th level or higher, the ring can ricochet to a third target of your choice that you can see within 30 feet of the second target. No matter how many creatures the ring ricochets to, you can only repeat the attack roll against one of the spell’s targets.

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: 120 feet
Components: V, S, M (a specially prepared gauntlet worth at least 5 gp)
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 worth 30 gp)
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 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 isn’t within your line of sight, as long as it is within the weapon’s line of sight. On a hit, the target takes 3d6 force 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 force damage for each slot level above 1st.

Hardlight Guantlet

3rd-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (an emerald ring worth 30 gp)
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: 60 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 start of its next 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 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

With a flourish, you conjure a throwing dagger of magical force out of thin air and flick it from your wrist at a target you can see. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 1d6 magical piercing damage. The dagger vanishes after the attack.
     At higher levels, you conjure more daggers out of force and make additional attacks: two daggers at 5th level, three daggers at 11th level, and four daggers at 17th level. You can use the daggers to attack the same target or different ones. Make a separate attack roll for each dagger.

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.

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 around 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 an attack using a feather 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, up to a maximum of 6d8. You gain an additional two feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and two more when you cast it using a spell slot of 5th level or higher (7 feathers).

One Comment

  • Josh Medin says:

    Am I missing something, or is Hardlight Blaster essentially “Magic Missile but worse”? It does the same damage type, has the same average damage, but it has half the range, can’t be spread among enemies, and it doesn’t always hit. It’s a great concept! I love the idea! But maybe it should get a damage boost to make it worth casting?

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