Base Class: Sorcerer
Approximately 2 or 3 percent of humanoids are born with the ability to innately tap into the power of the Weave. They are called Channelers. Their connection to the Weave allows them access to pure magical energy, and many Channelers die without proper training as they tend to draw on too much power and burn out. A Channeler is always in tune with the Weave and often looked upon with jealousy, contempt, and awe by other spellcasters. Because of the inherent dangers present when channeling the raw power of the Weave, a Channeler must undergo an intense degree of study and focus to become proficient, lest they become inadequate and labeled a danger to themselves and society.
Channeler's learn best from others like themselves, though need not a formal tutor to gain mastery. Self-taught Channelers are rare, erratic, and explosive spellcasters.
A group of Channeler's is called a circle or coven. No circle is exactly the same as another, with each presenting their own unique hierarchy, talents, and function. It is a widely held belief among Channeler's that enchantment magic, the ability to alter and take control of the mind of another, is taboo and unethical. Necromancy is also strictly forbidden. Those who make a regular practice of these schools of magic are imprisoned or worse. Being cast out or exiled is considered a soft punishment.
Innate Spells
1st-level Channeler feature
You learn additional spells when you reach certain levels in this class, as shown on the Innate Spells table. Each of these spells counts as a sorcerer spell for you, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. In addition, you learn the [cantrip]prestidigitation[/cantrip] cantrip.
Innate Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | cure wounds |
| 3rd | lesser restoration |
| 5th | call lightning |
| 7th | control water |
| 9th | greater restoration |
Eschew Materials
1st-level Channeler feature
You can cast any spell with a material component costing 100 gp or less without needing that component. If the spell requires a material component that costs more than 100 gp, you must have the material component on hand to cast the spell, as normal.
Channeled Sorcery
6th-level Channeler feature
When you cast any spell of 1st level or higher that requires concentration, you gain advantage on Constitution saving throws to maintain concentration.
In addition, when you cast the same cantrip back to back, you gain advantage on your second and subsequent uses of that cantrip. If the cantrip requires a saving throw, the target has disadvantage on repeated saving throws. The cantrip must be cast in succession to gain this benefit. You lose this benefit if you use your action to do anything else.
Channeled Link
6th-level Channeler feature
You can link up with other nearby spellcasters to boost your own spellcasting ability. As an action, you may spend five sorcery points to channel a link between yourself and any additional willing spellcaster that you can see within 5 ft. of you. This link can be extended to another spellcaster as long as they are within 5 ft. of the link.
While linked, your spellcasting ability increases by 1 per link. For example, your Spell Save DC = 8 + spellcasting ability modifier + proficiency bonus + the number of links. Each linked spellcaster maintains their link to you as if concentrating on a spell. In addition, spellcasters in a link have a movement speed of 0 and must use their action to maintain concentration.
This feature can only be used safely for up to 1 minute. If you force the link to remain active beyond this time limit, you take 1d10 necrotic damage on each of your turns. Linked spellcasters also take this damage and it ignores resistance and immunity.
Furthermore, you gain access to certain spells while you are linked. These spells require 1 minute of concentration, after which the effects of the spell take place when the link is broken.
Linked Spells
| Sorcerer Level | Spells |
|---|---|
| 9th | destructive wave |
| 11th | forbiddance |
| 13th | forcecage |
| 15th | control weather |
| 17th | imprisonment |
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Defensive Weave
14th-level Channeler feature
You gain resistance to force damage, and you have advantage on saving throws against spells and spell effects.
Channeled Bond
18th-level Channeler feature
You establish a magical bond between yourself and a willing partner. As an action, you can spend 8 sorcery points to magically create a bond that lasts until dispelled. While you are within 60 ft. of each other, you and your bonded partner gain the following benefits, the effects of which last until the bond ends:
- Short and Long Rests take half as much time to complete.
- Gain a +1 bonus to AC and saving throws.
- Gain resistance to psychic damage.
- Gain +5 to your movement speed.
If your bonded partner dies while the bond is active, you take 4d6 psychic damage and gain one level of exhaustion.
If you die while the bond is active, your bonded partner takes 8d6 psychic damage and gains one level of exhaustion that can only be removed by the wish spell.
This feature can be ended early by means of the wish spell. You and your bonded partner take 1d6 psychic damage and gain one level of exhaustion in this instance. You may choose to end the bond early as a free action. You and your bonded partner take no damage but still gain one level of exhaustion.