Magic Resistance. The channeler has advantage on saving throws against spells and other magical effects.
Spellcasting. The channeler is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The channeler has the following wizard spells prepared.
Cantrips(at will): blade ward, minor illusion, ray of frost
1st level (4 slots): burning hands, charm person, magic missile, sleep
2nd level (2 slots): acid arrow, misty step
Trident. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage when used in two hands to make a melee attack.
Power Dance (Recharge 5-6). The channeler does a little dance, increasing the strength of its companions. For 1 minute, creatures of the channeler's choice within 30 feet of it deal an additional 1d4 damage when they hit with a melee weapon attack.
Misty Retreat. The channeler casts misty step, expending a spell slot as normal.
Description
They appear slightly larger than the player, donning protective robes of peculiar design and utilizing a mystical Trident. Channelers are sorcerers who cast powerful Soul Arrows from afar. They can teleport away from harm and are invulnerable during the animation.
Channelers perform a unique martial arts dance that stirs nearby allies into a bloodthirsty frenzy, greatly increasing their and their allies' damage output. Affected creatures display an aura of blue magic lines to indicate the active buff.
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