Base Class: Barbarian
Much like a sorcerer, a channeler barbarian, whether by ancestry or a freak accident, has been blessed with innate magical energy. However, this power manifests differently. A channeler barbarian's innate magic is what fuels their rage and it is tied to their raw physical stamina. Channelers are known for tapping into their own life force to access their power. Channelers are different from their distant cousins, wild magic barbarians. While the power of wild magic barbarians is unpredictable and often uncontrollable. Channelers have learned to harness their innate power and direct it as they will.
Supernatural Focus
Starting when you choose this path at 3rd level, you have learned to tap into not just your physical powers, but also your mental powers, even while raging. When you first enter your rage, you may channel your innate magic, expending a spell slot of 1st level or higher and taking 1d6 psychic damage in place of using a bonus action. When you do so, for the duration of your rage, you may cast and and concentrate on spells as though you were not raging.
In addition, your supernatural focus while raging allows you to to replace brute force with precision. Your damage bonus from your rage now applies to melee weapon attacks using either strength or dexterity
Spellcasting
By 3rd level, you have learned to channel the innate magical power which fuels your rage to also cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Channeler Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since your spells are fueled through your own inner stamina. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Channeler Spellcasting
|
Barbarian Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Channeled Fury
Starting at 6th level, you can channel the magical power that fuels you into your weapon attacks. When you hit a creature with a melee weapon attack, you can expend one spell slot and take 1d8 psychic damage to deal force damage to the target, in addition to the weapon’s damage. The extra force damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Shielding Aura
At 10th level, you have learned to channel the power which fuels your rage into a protective aura around you. When you enter your rage on your turn, you gain temporary hitpoints equal to 5 + 5 x spell level of any spell slot you used to enter your rage. In addition, you gain resistance to your choice of either acid, cold, fire, lightning, or thunder damage for the duration of your rage.
Iron Mind
Beginning at 14th level, your steely focus allows you shrug off mental assaults. You gain proficiency in wisdom saving throws if you don't already have it and are resistant to psychic damage.
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