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CJ Leung; The Channeler.json
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CJ Leung; The Channeler.json
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{
"_meta": {
"sources": [
{
"json": "CHNLR",
"abbreviation": "CHNLR",
"full": "Channeler",
"authors": [
"C.J. Leung"
],
"convertedBy": [
"Modnar"
],
"version": "1.0",
"url": "https://www.drivethrurpg.com/m/product/260162",
"targetSchema": "1.0.0"
}
],
"optionalFeatureTypes": {
"Man": "Manifestations",
"ManC": "Aspect Manifestations (Chronos)",
"ManI": "Aspect Manifestations (Myrmidon)",
"ManH": "Aspect Manifestations (Harmonic)"
},
"dateAdded": 1548505822,
"dateLastModified": 1548505822
},
"class": [
{
"name": "Channeler",
"source": "CHNLR",
"hd": {
"number": 1,
"faces": 8
},
"proficiency": [
"wis",
"cha"
],
"startingProficiencies": {
"armor": [
"none"
],
"weapons": [
"simple"
],
"tools": [],
"skills": [
{
"choose": {
"from": [
"acrobatics",
"animal handling",
"athletics",
"deception",
"investigation",
"insight",
"intimidation",
"nature",
"perception",
"persuasion",
"survival"
],
"count": 2
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) one simple weapon or (b) one martial weapon",
"(a) a dungeoner's pack or (b) an explorer's pack",
"Light crossbow and 20 bolts"
],
"defaultData": [
{
"a": [],
"b": []
},
{
"a": [],
"b": []
},
{
"_": []
}
]
},
"multiclassing": {
"requirements": {
"cha": 13
}
},
"classTableGroups": [
{
"colLabels": [
"Soul Dice",
"Manifestations"
],
"rows": [
[
0,
0
],
[
"2d8",
2
],
[
"3d8",
2
],
[
"4d8",
2
],
[
"5d8",
3
],
[
"6d8",
3
],
[
"7d8",
4
],
[
"8d8",
4
],
[
"9d8",
5
],
[
"10d8",
5
],
[
"11d8",
6
],
[
"12d8",
6
],
[
"13d8",
6
],
[
"14d8",
7
],
[
"15d8",
7
],
[
"16d8",
7
],
[
"17d8",
8
],
[
"18d8",
8
],
[
"19d8",
8
],
[
"20d8",
0
]
]
}
],
"classFeatures": [
"Phantasmal Awareness|Channeler|CHNLR|1",
"Phantasm|Channeler|CHNLR|1",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|1",
"gainSubclassFeature": true
},
"Manifestations|Channeler|CHNLR|2",
"Soul Burn|Channeler|CHNLR|2",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|3",
"gainSubclassFeature": true
},
"Ability Score Improvement|Channeler|CHNLR|4",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|5",
"gainSubclassFeature": true
},
"Phantasmic Recall|Channeler|CHNLR|6",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|7",
"gainSubclassFeature": true
},
"Ability Score Improvement|Channeler|CHNLR|8",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|9",
"gainSubclassFeature": true
},
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|11",
"gainSubclassFeature": true
},
"Ability Score Improvement|Channeler|CHNLR|12",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|13",
"gainSubclassFeature": true
},
"Holistic protection|Channeler|CHNLR|14",
"Ability Score Improvement|Channeler|CHNLR|16",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|17",
"gainSubclassFeature": true
},
"Soul Burst|Channeler|CHNLR|18",
"Ability Score Improvement|Channeler|CHNLR|19",
{
"classFeature": "Phantasmal Aspect|Channeler|CHNLR|20",
"gainSubclassFeature": true
}
],
"subclassTitle": "Phantasmal Aspects",
"fluff": [
{
"entries": [
"Yeoww! He... he broke me nose! I cannae see ‘im move, but I swear it's ‘im!\" The hysterical brigand drew weird looks from his collaborators as he accuses the stranger tightly bound to the chair to be his assailant.",
"Yysota turns around and immediately realises her mistake. \"Go!\" She reflexiely cried out her command, and a blue streak shoots through the air, catching the assassins' dark blades in the air before they can be sunk into her brother's back. A floating ethereal shield? The cautious Daggermark minions leapt back. Is this even magic?",
"As the young man's chanting intensified, lightning arcs danced around the tip of his index finger. Reckoning the incoming spell, the hobgoblin captain motioned his band to form a row in his native guttural language.\"Magic! Fan out!\" In return, the young man smirked and a bolt of lightning suddenly appeared from an impossible angle and skewered the whole row of them from side to side.",
"Droplets of rain hung in the air, horses float mid gait and the fast flying arrow is currently inches away from his elven companion's throat. He sighs, adjusts his hat and scratches his stubbles before casually plucking the arrow out of the air. \"Constant vigilance in enemy territory, I said, and does she listen?\" He will give her an earful once time starts moving again.",
{
"type": "entries",
"name": "Power Personified",
"entries": [
"Spirit of the dead, nightmare larvae from Pandemonium, or a wrinkle in the fabric of reality. All those and various esoteric means can be the catalyst that crystalyzes a vivid shard of memory into a phantasm.",
"Phantasms are invisible extra-planar beings that possess bizzare powers. Without will, without purpose, they serve the whims of the creature from whose memory they're birthed out of. Those who dedicated themselves to master the power of their phantasms are known as channelers.",
"A phantasm's form, power and aspect, are unique to each channeler; shaped by the evocative piece of memory that defines their being and drive. Memories that elicit a deep sense of regret, such as failure to prevent the deaths of loved ones may manifest as destructive phantasm with the power to hold onto the past. Precious moment of warmth and safety in a kindly blacksmith's forge may become a guardian phantasm that protects the channeler and others from harm. Recollections of a childhood friendship with a magical familiar may manifest a spell casting phantasm.",
"Imperceptible to all but their masters and other channelers, phantasms are nigh indefensible in combat. They can also draw upon the flame of the channeler's soul to enhance their destructive powers or their master's skills."
]
},
{
"type": "entries",
"name": "Haunting Reminder",
"entries": [
"A channeler's life inevitably revolves around the memory that created the phantasm. How is it possible to forget a piece of memory that stares at you every day with the quizzical look of a subservient automaton?",
"Most channelers are outwardly indistinguishable from other members of their own species. Some of them aren't even humanoids. Due to their rarity, most channelers have never experienced the luxury of tutelage from other, more experienced, channelers. They typically develop their mastery through practice or self-discovery. Continuous use of their powers often lead to the discovery of new uses for their existing powers and evolution of new ones."
]
},
{
"type": "entries",
"name": "Creating a Channeler",
"entries": [
"As you build your channeler, think about the catalyst that created your phantasm and an unforgettable episode in your life that is related to your phantasm's aspect. Then imagine how it affects the current life you are leading and why that piece of memory is so important to you and how it can cause you to behave. Is it a regret? A comforting nostalgia? Or perhaps a phobia?",
"Your phantasm is the personification of that very memory. So, what does it look like? What's your relationship with it? Do you detest it as a constant reminder of your past trauma or will you find comfort in its presence? Every time you use its powers does it feel like a stab in the heart?",
"Not all phantasm function the same way. Sometimes that piece of memory you hold dear is lost to you as it morphs into your phantasm. Would this cause you to resent it despite the powers it grants you? Are you on a quest to banish your phantasm and recover your memory? Perhaps you are blissfully unaware that an important piece of your memory has been stolen, but everyone else has noticed a drastic change in your personality due to the loss of a lifedefining piece of memory."
]
},
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make a channeler by quickly following these suggestions. First, make Charisma your highest ability score, followed by your Wisdom. Second, choose the Criminal background."
]
}
],
"name": "Channeler",
"type": "section"
}
]
}
],
"monster": [
{
"source": "CHNLR",
"name": "Chronos Avenger ",
"size": "M",
"type": "aberration",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor",
"The Channeler's Wisdom Modifier"
]
}
],
"hp": {
"average": 4,
"formula": "1d6"
},
"speed": {
"fly": 30,
"walk": 0
},
"str": 10,
"dex": 10,
"con": 10,
"int": 10,
"wis": 10,
"cha": 10,
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned",
"prone"
],
"immune": [
"psychic",
"poison"
],
"passive": 12,
"cr": "1/2",
"trait": [
{
"name": "Incorporeal Movement.",
"entries": [
"The phantasm can move through other creatures and objects as if they were difficult terrain. It takes {@dice 1d10} force damage if it ends its turn inside an object."
]
}
],
"action": [
{
"name": "Unarmed Strike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Spike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
}
],
"reaction": [
{
"name": "Opportunity Attack",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Help",
"entries": [
"Grants advantage to allies against one creature it threatens."
]
}
],
"fluff": {
"entries": [
"Broodlings and Harbingers perpetuate the practice of evolution by consumption within the sliver hive, the most important function in the hive: seek out new abilities to add to the hive's collection.",
"In the early stages of a hive's development, it is imperative to send out hunting parties. Collecting biological material for the hive to consume, so that it can acclimate to its surroundings and produce deadlier slivers.",
"Add the Phantom Blade's charisma modifier to its AC & HP"
]
},
"damageTags": [
"S"
],
"miscTags": [
"MW"
]
},
{
"source": "CHNLR",
"name": "Iron Myrmidon",
"size": "M",
"type": "aberration",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor",
"The Channeler's Wisdom Modifier"
]
}
],
"hp": {
"average": 4,
"formula": "1d6"
},
"speed": {
"fly": 30,
"walk": 0
},
"str": 10,
"dex": 10,
"con": 10,
"int": 10,
"wis": 10,
"cha": 10,
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned",
"prone"
],
"immune": [
"psychic",
"poison"
],
"passive": 12,
"cr": "1/2",
"trait": [
{
"name": "Incorporeal Movement.",
"entries": [
"The phantasm can move through other creatures and objects as if they were difficult terrain. It takes {@dice 1d10} force damage if it ends its turn inside an object."
]
}
],
"action": [
{
"name": "Unarmed Strike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Spike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
}
],
"reaction": [
{
"name": "Opportunity Attack",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Help",
"entries": [
"Grants advantage to allies against one creature it threatens."
]
}
],
"fluff": {
"entries": [
"Broodlings and Harbingers perpetuate the practice of evolution by consumption within the sliver hive, the most important function in the hive: seek out new abilities to add to the hive's collection.",
"In the early stages of a hive's development, it is imperative to send out hunting parties. Collecting biological material for the hive to consume, so that it can acclimate to its surroundings and produce deadlier slivers.",
"Add the Phantom Blade's charisma modifier to its AC & HP"
]
},
"damageTags": [
"S"
],
"miscTags": [
"MW"
]
},
{
"source": "CHNLR",
"name": "Harmonic Magician",
"size": "S",
"type": "aberration",
"alignment": [
"U"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor",
"The Channeler's Wisdom Modifier"
]
}
],
"hp": {
"average": 4,
"formula": "1d6"
},
"speed": {
"fly": 30,
"walk": 0
},
"str": 10,
"dex": 10,
"con": 10,
"int": 10,
"wis": 10,
"cha": 10,
"conditionImmune": [
"charmed",
"exhaustion",
"frightened",
"paralyzed",
"petrified",
"poisoned",
"prone"
],
"immune": [
"psychic",
"poison"
],
"passive": 12,
"cr": "1/2",
"trait": [
{
"name": "Incorporeal Movement.",
"entries": [
"The phantasm can move through other creatures and objects as if they were difficult terrain. It takes {@dice 1d10} force damage if it ends its turn inside an object."
]
}
],
"action": [
{
"name": "Unarmed Strike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Spike",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
}
],
"reaction": [
{
"name": "Opportunity Attack",
"entries": [
"{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@b Hit} 3 ({@damage 1d6}) slashing damage."
]
},
{
"name": "Help",
"entries": [
"Grants advantage to allies against one creature it threatens."
]
}
],
"fluff": {
"entries": [
"Broodlings and Harbingers perpetuate the practice of evolution by consumption within the sliver hive, the most important function in the hive: seek out new abilities to add to the hive's collection.",
"In the early stages of a hive's development, it is imperative to send out hunting parties. Collecting biological material for the hive to consume, so that it can acclimate to its surroundings and produce deadlier slivers.",
"Add the Phantom Blade's charisma modifier to its AC & HP"
]
},
"damageTags": [
"S"
],
"miscTags": [
"MW"
]
}
],
"optionalfeature": [
{
"name": "Defensive Posture ",
"entries": [
"Only before using your action, you can use your bonus action to command your phantasm to move into your space and envelop you with its protective force, providing you with +2 bonus to your AC until the start of your next turn. While this bonus is in effect, your phantasm becomes visible and is tethered to your space. This will cause your phantasm to appear if it's in its pocket dimension."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Eagle Vision",
"entries": [
"You can expend Soul Dice on Intelligence (Investigation) and Wisdom (Perception) skill checks. You can roll the Soul Dice you've spent and add the result to the check."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Healing Energy",
"entries": [
"You can use your action to spend your Soul Dice to heal a target creature. You roll the number of dice you have spent and add your Charisma modifier to the result. The creature regain that many hitpoints. Once a creature has regained hit points from this manifestation, it can't do so again until it finishes a long rest."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Master of Lies",
"entries": [
"You can expend Soul Dice on Charisma (Deception) and Wisdom (Insight) skill checks. You can roll the Soul Dice you've spent and add the result to the creck."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Prodigious Escape",
"entries": [
"When you use your action to dash, you are disengaged and your movement speed increases by 10 feet until the end of the turn."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Physical Enhancements",
"entries": [
"You can expend Soul Dice on Strength (Athletics) or Dexterity (Acrobatics) checks. You can roll the Soul Dice you've spent and add the result to the ability roll."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Use Objects",
"entries": [
"You can use your action to command your phantasm to carry, move and manipulate an object weighing up to 10 pounds. While the object is being carried by the phantasm, it is invisible to anyone other than channelers and creatures with truesight. Spells & effects such as Faery Fire & See Invisibility will reveal the object. You can also command the phantasm with your action to use the item it's carrying, such as a bag of caltrops, poison or a healing potion. However, this manifestation does not give the phantasm the ability to use weapons or activate magic items.",
"The phantasm can carry one object at a time and it does not hinder the phantasm from using its actions for other things. "
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Phantom Thief",
"prerequisite": [
{
"feature": [
"Use Objects"
]
}
],
"entries": [
"You can use your phantasm to steal or pickpocket objects weighing no more than 10 pounds and have it use thieves' tools in your stead. You use your own abilities when your phantasm makes Sleight of hand and Thieves' Tools skill checks. You can expend Soul Dice and use the rolled result to boost skill check rolls made with these two skills."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Whispered Knowledge",
"entries": [
"Choose two from Intelligence (Arcana, History, Nature, and Religion). You can expend Soul Dice and use the rolled result to boost the result of skill checks made using the chosen skills. You can retake this manifestation to reselect the two skills when you gain channeler levels."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Hypeman",
"prerequisite": [
{
"level": {
"level": 5,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can use your action to yell out encouragements to a friendly creature within 30 feet of you and the next time it makes an ability check, saving throw or attack roll, you can expend your Soul Dice and add the result to their roll. Once you have used this feature, you must finish a short or long rest before you can use it again."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Phantasmal Shift",
"prerequisite": [
{
"level": {
"level": 5,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can use your action to magically swap position with your phantasm. Once you use this feature, you can't do so again until you finishes a short or long rest."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Watchful Phantasm",
"prerequisite": [
{
"level": {
"level": 5,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can use your action command your phantasm to hover over you and autonomously watch your surrounding. It will telepathically alert you when a tiny or larger creature enters a space within 30 feet of you. This manifestation will work even when you're asleep and the alert will mentally awaken you. As part of the command, you can designate an unlimited number of creatures to not trigger the alarm when they enter the phantasm's watch perimeter. Your phantasm has the same senses as you, unless otherwise stated in its stat block."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Elongate Limbs",
"prerequisite": [
{
"level": {
"level": 9,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can command your phantasm to elongate its limbs using your bonus action. The reach of their attacks is increased by 5 ft. until the end of your turn."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Guardian of the Fallen",
"prerequisite": [
{
"level": {
"level": 11,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"When you are brought to 0 hit points, instead of automatically returning its pocket dimension, you can choose to have your phantasm active for 3 turns, acting on your turn as if you're controlling it. If it receives any damage, it will be transferred to you as a failed saving throw. It will disappear early when you die. Once this manifestation has been activated, it can't be used again until you finishes a long rest."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Feign Death",
"prerequisite": [
{
"level": {
"level": 11,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"By engaging in a verbal stream of biting satire (concentration) which wraps you with protection (as if cast {spell mage armor} on yourself without expending a spell slot/point or material components). (Silence, or needends the effect)."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Phantasmic Bulk",
"prerequisite": [
{
"level": {
"level": 15,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can replace your phantasm's melee attacks with grapples or shoves. You use your Charisma with proficiency bonus to make the grapple or shove check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. The target must be no more than one size larger than your phantasm. Your phantasm can carry and move with the grappled creature, but its movement speed is halved. If your phantasm is tethered to you, you can also move with the creature, but your movement speed is also halved."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "True Sight",
"prerequisite": [
{
"level": {
"level": 15,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can use your action to gain true sight for 1 minute. You notice secret doors hidden by magic and can see into the Ethereal Plane, all out to a range of 120 feet. Once you use this feature, you can't do so again until you finish a short or long rest."
],
"source": "CHNLR",
"featureType": [
"Man"
]
},
{
"name": "Picture Perfect Memory",
"entries": [
"You can remember everything you have seen in the past 24 hours perfectly and you can draw lifelike images based on that memory"
],
"source": "CHNLR",
"featureType": [
"ManC"
]
},
{
"name": "Magical Attacks",
"prerequisite": [
{
"level": {
"level": 6,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You can use your action to change both your phantasm's Unarmed Strike action damage type to magical bludgeoning, and Spike action damage type to magical piercing for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use your action to end this effect"
],
"source": "CHNLR",
"featureType": [
"ManC"
]
},
{
"name": "Time Mastery",
"prerequisite": [
{
"level": {
"level": 15,
"entries": [
"2 other Manifestations"
],
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"You regain the use of Time Slip, after a short or long rest."
],
"source": "CHNLR",
"featureType": [
"ManC"
]
},
{
"name": "Metal Walk",
"entries": [
"Using your action, you can magically give yourself the ability to move up, down, across vertical surfaces and upside down on metal objects. You gain climbing speed for metallic surface equal to your movement speed. This ability lasts for 1 hour, and you can use this manifestation at will."
],
"source": "CHNLR",
"featureType": [
"ManI"
]
},
{
"name": "Magical Arsenal",
"prerequisite": [
{
"level": {
"level": 6,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"When preparing your Phantasmal Arsenal, you can ritually turn magic weapons attuned to you and magical ammunitions into part of your Phantasmal Arsenal, but they cannot become invisible. You can't affect an artifact or sentient weapons this way.",
"The magic weapon ceases to be your Phantasmal Arsenal if you die, use the ritual to break your bond with it or if you are no longer attuned to it."
],
"source": "CHNLR",
"featureType": [
"ManI"
]
},
{
"name": "Shield Shroud",
"prerequisite": [
{
"level": {
"level": 15,
"entries": [
"2 other Manifestations"
],
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"Using your action, you can grant the creature protected by your Phantom Shield resistance to all damage types except for force and bludgeoning, piercing and slashing damage from magical weapons. This effect lasts for 1 minutes but ends early once the creature is no longer protected by it. Once you have used this feature, you must finish a short or long rest before you can use it again."
],
"source": "CHNLR",
"featureType": [
"ManI"
]
},
{
"name": "Imitate Voice & Sound",
"entries": [
"You can imitate any sound & voice you have heard within the past 24 hours and replicate it perfectly with your phantasm. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener that the effect is faked."
],
"source": "CHNLR",
"featureType": [
"ManH"
]
},
{
"name": "Follow-Up Attack",
"prerequisite": [
{
"level": {
"level": 14,
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"When you use your action to cast a spell, you can use your bonus action to command your phantasm to move up to half its movement speed and attack a target with its Bite action."
],
"source": "CHNLR",
"featureType": [
"ManH"
]
},
{
"name": "Reduce Conversion Cost",
"prerequisite": [
{
"level": {
"level": 15,
"entries": [
"2 other Manifestations"
],
"class": {
"name": "Channeler"
}
}
}
],
"entries": [
"Reduce all conversion cost from Soul Dice to spell slots by 1. For example, it now costs 1 Soul Dice to create a level 1 spell slot and 4 Soul Dice to create a level 3 spell slot."
],
"source": "CHNLR",
"featureType": [
"ManH"
]
}
],
"classFeature": [
{
"name": "Phantasmal Awareness",
"source": "CHNLR",
"className": "Channeler",
"classSource": "CHNLR",
"level": 1,