SpitnWhittle
2022-02-13, 01:09 PM
UPDATE: I've discussed some issues and exploits with my friend, and a V2.0 is already in the works. It will be a halfcaster, for starters. In addition, the channeled soul will likely share your HP. We found a level 5 Fighter was significantly more powerful and versatile than a CR 1 Brown Bear with 5 HD. Thus, stay tuned for an update.
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Hey everybody, this class idea came to me as a result of playing a Reborn Warlock, who had another soul riding along in the backseat of his body. I've used Mask of Many Faces to adopt the visage of the soul passenger while roleplaying with PCs who knew him. The desire to make these interactions with soul #2 more impactful and genuine, as well as the desire to get into melee occasionally, led me to the design of this class. This is V3, and is very nearly a straight up Druid who wildshapes into people instead of animals.
This class is designed for people like me who can never decide which class to take, and often end up spread too thin by multiclassing. This class IS a multiclass, and requires more prep work than any other class in the game. I have also designed the first Channeler subclass, the Resident Soul. Essentially you are two characters in the same body. You are limited to Channeling (Wild Shaping) into your resident soul only. Other subclasses will be able to take full advantage of the ability to channel literally any race/class/background combination with a full spell list. Those subclasses have yet to be designed, but I will borrow heavily from Druid Circle of the Shepherd, and Barbarian Path of the Ancestral Guardian as they are thematically similar to the channeling concept.
Okay, here goes. Forgive me as I relearn how to format in forums like this. I'll try to improve the readability of this post over time. Your constructive criticism of the homebrew content, my writing, and my formatting are all greatly appreciated.
Channeler
Class Features
Hit Dice: d8
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: WIS, CHA
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane, divine, or druidic focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Spellcasting
Drawing on the inherent power of your own soul and those around you, you can cast spells to bolster, hinder, or command souls.
Channeler Spells
The spells available to you are on the Channeler Spell List. For every spell, the flavor text should be modified to state that the magical effect produced is a result of you influencing souls, and those souls influencing the material plane.
Spell Slots
The Channeler table shows how many spell slots you have to cast your Channeler spells of 1st level and higher. To cast one of these Channeler 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.
Spells Known
At 1st level, you know two cantrips and three level one spells. You learn a new spell every time you gain a level in this class. The spell must be of a level for which you have spell slots. Every time you gain a level in this class, you may replace one spell you know with another on the Channeler Spell List. You learn a new Cantrip at levels 4 and 10.
Preparing Spells
You prepare the list of Channeler spells that are available for you to cast, choosing from the Channeler spell list. When you do so, choose a number of Channeler spells equal to your CHA modifier + your Channeler level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Channeler spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
CHA is your spellcasting ability for all Channeler class features.
Channeler Archetype
Choose a Channeler Archetype, which describes the source of your Channeling. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Choose from the following list: Resident Soul, Soul Shepherd.
Channeler Archetype: Resident Soul
Your body is inhabited by another soul in addition to your own. You have the reins, but the other is always waiting, always watching, ready to take control when given the opportunity.
Create your resident soul as you would a new character, (race, background, class) with its own character sheet. Your resident soul gains level over time, and always has a number of levels equal to 2 + ½ your Channeler level, rounded down.
Vigilant Soul - Level 2
Your resident soul is always ready. When channeling your resident soul, you can do so as a bonus action. Additionally, while using Soul Surrender, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of spell slot consumed.
Familiar Soul - Level 2
Your resident soul is the only soul you can channel, but you’re very good at it. You are considered 4 level higher when determining which Channeling features are available to you on the Channeling Table. In addition, when choosing which proficiencies, class features, or spells you gain while channeling, your choices are limited to those possessed by your resident soul. When using Manifest Might or Manifest Mind, do not use the ability scores listed on the Channeling Table. Instead, use the ability scores of your resident soul.
Soul Imprint - Level 6
Your resident soul is wearing off on you. You permanently gain some of the traits of your resident soul. If its effects scale, they scale based on your resident soul’s level. Choose from the following list:
Increase one ability score by 2 (your resident soul must have at least 13 in the chosen ability)
Proficiency with one type of armor and one weapon
Proficiency with three skills, languages, or tools
Proficiency with one saving throw
Learn one cantrip and two level 1 spells
You may replace your choice with another from this list each time you gain a level in this class. The proficiencies and spells chosen must be chosen from your resident soul’s proficiencies and spells known.
Mighty Soul - Level 10
You may spend two uses of your Channeling feature to activate Soul Surrender and channel your resident soul as if it were level 12.
Soul Shield - Level 14
As a reaction when you are hit by an attack or fail a saving throw, you may expend one use of your Channeling feature to instantly activate Soul Surrender, allowing your channeled soul to become the target of the attack or effect.
Channeling
Starting at 2nd level, you gain the ability to channel souls; manifesting the attributes, proficiencies, and special abilities they possessed in life. Each time you use this feature, choose an option on the Channeling Table that you meet the level requirement for. Your channeling lasts for a number of hours equal to ½ your Channeler level, rounded down. You may use this feature twice per short rest.
Channeling Table
Borrowed Proficiency (Level 2) - You gain proficiency in 4 of any combination of weapons, armor, tools, languages, or skills.
Manifest Might (Level 4) - Your physical ability scores are enhanced or replaced by those of the soul you channel. Assign 16, 14, and 13 to your STR, DEX, and CON (you choose which is which). If a score you replace is already equal to or greater than the chosen value, keep your score and increase it by 2. You gain proficiency in saving throws using any two of the affected abilities. You gain proficiency in any two skills governed by the affected abilities. Each time you use this feature, choose the class of your channeled soul.
The table below shows which class features you gain while channeling the chosen soul. Consider yourself level 2 of the chosen class for determining the value of scaling benefits. If a feature is limited to a number of uses per rest, you regain them by taking the appropriate rest. In other words, if you channel a Fighter, use Action Surge, and later in the day channel a Fighter again (without resting first), you don’t have any uses of Action Surge left.
Barbarian: Unarmored Defense, Reckless Attack
Fighter: Action Surge, Second Wind, Fighting Style
Monk: Martial Arts, Unarmored Movement
Paladin: Fighting Style
Ranger: Fighting Style
Rogue: Sneak Attack, Cunning Action
Manifest Mind (Level 4) - Your mental ability scores are enhanced or replaced by those of the soul you channel. Assign 16, 14, and 13 to your INT, WIS, and CHA (you choose which is which). If a score you replace is already equal to or greater than the chosen value, instead increase that score by 2. You gain proficiency in one saving throw among the affected abilities. You gain proficiency in any two skills governed by the affected abilities, and any two languages. Each time you use this feature, choose the class of your channeled soul.
The table below shows which class features you gain while channeling the chosen soul. Consider yourself level 2 of the chosen class for determining the value of scaling benefits. If a feature is limited to a number of uses per rest, you regain them by taking the appropriate rest. In other words, if you channel a level 2 Cleric, use Channel Divinity, then later channel a Cleric again, you don’t have any uses of Channel Divinity left.
Barbarian: Rage (+2 damage), Danger Sense
Bard: 1 cantrip, 2 level 1 spells - or - Bardic Inspiration (d6)
Cleric: 1 cantrip, 2 level 1 spells - or - Channel Divinity: Turn Undead
Druid: 1 cantrip, 2 level 1 spells - or - Wild Shape
Monk: Unarmored Defense - or - Ki
Paladin: Divine Sense, Lay on Hands - or - Divine Smite
Ranger: Favored Enemy, Natural Explorer
Rogue: Expertise, Thieves’ Cant
Sorcerer: 2 cantrips, 2 level 1 spells
Warlock: 1 cantrip, 2 level 1 spells - or - 2 Eldritch Invocations
Wizard: 2 cantrips, 4 level 1 spells
This is the class of your channeled soul, and determines the spellcasting ability and spell list.
Soul Surrender (Level 8) - You manifest a soul so completely that your body transforms into the body it once had in life. This functions as the Druid’s Wild Shape, but instead of a creature you become a level 5 character complete with its own alignment, ability scores, race, background, class levels, and class features. When you transform in this way, you choose what happens to your equipment: It melds into your new form, it is worn by your new form, or it falls to the ground. Your equipment doesn’t change size to accommodate the new character, unless it is a magic item and the DM allows. If the character you channel has spell slots, ignore them. You use your Channeler spell slots to cast spells in any form.
While this channeling is active, you lose concentration on any spells you were concentrating on, and you lose all racial, background, and class features from your Channeler character (except the use of your spell slots).
Archchanneler
At 20th level, you may use your Channeling feature an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your Channeler spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit regardless of whether or not you are channeling.
+++++
Hey everybody, this class idea came to me as a result of playing a Reborn Warlock, who had another soul riding along in the backseat of his body. I've used Mask of Many Faces to adopt the visage of the soul passenger while roleplaying with PCs who knew him. The desire to make these interactions with soul #2 more impactful and genuine, as well as the desire to get into melee occasionally, led me to the design of this class. This is V3, and is very nearly a straight up Druid who wildshapes into people instead of animals.
This class is designed for people like me who can never decide which class to take, and often end up spread too thin by multiclassing. This class IS a multiclass, and requires more prep work than any other class in the game. I have also designed the first Channeler subclass, the Resident Soul. Essentially you are two characters in the same body. You are limited to Channeling (Wild Shaping) into your resident soul only. Other subclasses will be able to take full advantage of the ability to channel literally any race/class/background combination with a full spell list. Those subclasses have yet to be designed, but I will borrow heavily from Druid Circle of the Shepherd, and Barbarian Path of the Ancestral Guardian as they are thematically similar to the channeling concept.
Okay, here goes. Forgive me as I relearn how to format in forums like this. I'll try to improve the readability of this post over time. Your constructive criticism of the homebrew content, my writing, and my formatting are all greatly appreciated.
Channeler
Class Features
Hit Dice: d8
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: WIS, CHA
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane, divine, or druidic focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Spellcasting
Drawing on the inherent power of your own soul and those around you, you can cast spells to bolster, hinder, or command souls.
Channeler Spells
The spells available to you are on the Channeler Spell List. For every spell, the flavor text should be modified to state that the magical effect produced is a result of you influencing souls, and those souls influencing the material plane.
Spell Slots
The Channeler table shows how many spell slots you have to cast your Channeler spells of 1st level and higher. To cast one of these Channeler 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.
Spells Known
At 1st level, you know two cantrips and three level one spells. You learn a new spell every time you gain a level in this class. The spell must be of a level for which you have spell slots. Every time you gain a level in this class, you may replace one spell you know with another on the Channeler Spell List. You learn a new Cantrip at levels 4 and 10.
Preparing Spells
You prepare the list of Channeler spells that are available for you to cast, choosing from the Channeler spell list. When you do so, choose a number of Channeler spells equal to your CHA modifier + your Channeler level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Channeler spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
CHA is your spellcasting ability for all Channeler class features.
Channeler Archetype
Choose a Channeler Archetype, which describes the source of your Channeling. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Choose from the following list: Resident Soul, Soul Shepherd.
Channeler Archetype: Resident Soul
Your body is inhabited by another soul in addition to your own. You have the reins, but the other is always waiting, always watching, ready to take control when given the opportunity.
Create your resident soul as you would a new character, (race, background, class) with its own character sheet. Your resident soul gains level over time, and always has a number of levels equal to 2 + ½ your Channeler level, rounded down.
Vigilant Soul - Level 2
Your resident soul is always ready. When channeling your resident soul, you can do so as a bonus action. Additionally, while using Soul Surrender, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of spell slot consumed.
Familiar Soul - Level 2
Your resident soul is the only soul you can channel, but you’re very good at it. You are considered 4 level higher when determining which Channeling features are available to you on the Channeling Table. In addition, when choosing which proficiencies, class features, or spells you gain while channeling, your choices are limited to those possessed by your resident soul. When using Manifest Might or Manifest Mind, do not use the ability scores listed on the Channeling Table. Instead, use the ability scores of your resident soul.
Soul Imprint - Level 6
Your resident soul is wearing off on you. You permanently gain some of the traits of your resident soul. If its effects scale, they scale based on your resident soul’s level. Choose from the following list:
Increase one ability score by 2 (your resident soul must have at least 13 in the chosen ability)
Proficiency with one type of armor and one weapon
Proficiency with three skills, languages, or tools
Proficiency with one saving throw
Learn one cantrip and two level 1 spells
You may replace your choice with another from this list each time you gain a level in this class. The proficiencies and spells chosen must be chosen from your resident soul’s proficiencies and spells known.
Mighty Soul - Level 10
You may spend two uses of your Channeling feature to activate Soul Surrender and channel your resident soul as if it were level 12.
Soul Shield - Level 14
As a reaction when you are hit by an attack or fail a saving throw, you may expend one use of your Channeling feature to instantly activate Soul Surrender, allowing your channeled soul to become the target of the attack or effect.
Channeling
Starting at 2nd level, you gain the ability to channel souls; manifesting the attributes, proficiencies, and special abilities they possessed in life. Each time you use this feature, choose an option on the Channeling Table that you meet the level requirement for. Your channeling lasts for a number of hours equal to ½ your Channeler level, rounded down. You may use this feature twice per short rest.
Channeling Table
Borrowed Proficiency (Level 2) - You gain proficiency in 4 of any combination of weapons, armor, tools, languages, or skills.
Manifest Might (Level 4) - Your physical ability scores are enhanced or replaced by those of the soul you channel. Assign 16, 14, and 13 to your STR, DEX, and CON (you choose which is which). If a score you replace is already equal to or greater than the chosen value, keep your score and increase it by 2. You gain proficiency in saving throws using any two of the affected abilities. You gain proficiency in any two skills governed by the affected abilities. Each time you use this feature, choose the class of your channeled soul.
The table below shows which class features you gain while channeling the chosen soul. Consider yourself level 2 of the chosen class for determining the value of scaling benefits. If a feature is limited to a number of uses per rest, you regain them by taking the appropriate rest. In other words, if you channel a Fighter, use Action Surge, and later in the day channel a Fighter again (without resting first), you don’t have any uses of Action Surge left.
Barbarian: Unarmored Defense, Reckless Attack
Fighter: Action Surge, Second Wind, Fighting Style
Monk: Martial Arts, Unarmored Movement
Paladin: Fighting Style
Ranger: Fighting Style
Rogue: Sneak Attack, Cunning Action
Manifest Mind (Level 4) - Your mental ability scores are enhanced or replaced by those of the soul you channel. Assign 16, 14, and 13 to your INT, WIS, and CHA (you choose which is which). If a score you replace is already equal to or greater than the chosen value, instead increase that score by 2. You gain proficiency in one saving throw among the affected abilities. You gain proficiency in any two skills governed by the affected abilities, and any two languages. Each time you use this feature, choose the class of your channeled soul.
The table below shows which class features you gain while channeling the chosen soul. Consider yourself level 2 of the chosen class for determining the value of scaling benefits. If a feature is limited to a number of uses per rest, you regain them by taking the appropriate rest. In other words, if you channel a level 2 Cleric, use Channel Divinity, then later channel a Cleric again, you don’t have any uses of Channel Divinity left.
Barbarian: Rage (+2 damage), Danger Sense
Bard: 1 cantrip, 2 level 1 spells - or - Bardic Inspiration (d6)
Cleric: 1 cantrip, 2 level 1 spells - or - Channel Divinity: Turn Undead
Druid: 1 cantrip, 2 level 1 spells - or - Wild Shape
Monk: Unarmored Defense - or - Ki
Paladin: Divine Sense, Lay on Hands - or - Divine Smite
Ranger: Favored Enemy, Natural Explorer
Rogue: Expertise, Thieves’ Cant
Sorcerer: 2 cantrips, 2 level 1 spells
Warlock: 1 cantrip, 2 level 1 spells - or - 2 Eldritch Invocations
Wizard: 2 cantrips, 4 level 1 spells
This is the class of your channeled soul, and determines the spellcasting ability and spell list.
Soul Surrender (Level 8) - You manifest a soul so completely that your body transforms into the body it once had in life. This functions as the Druid’s Wild Shape, but instead of a creature you become a level 5 character complete with its own alignment, ability scores, race, background, class levels, and class features. When you transform in this way, you choose what happens to your equipment: It melds into your new form, it is worn by your new form, or it falls to the ground. Your equipment doesn’t change size to accommodate the new character, unless it is a magic item and the DM allows. If the character you channel has spell slots, ignore them. You use your Channeler spell slots to cast spells in any form.
While this channeling is active, you lose concentration on any spells you were concentrating on, and you lose all racial, background, and class features from your Channeler character (except the use of your spell slots).
Archchanneler
At 20th level, you may use your Channeling feature an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your Channeler spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit regardless of whether or not you are channeling.