Channeler

*Since the discovery of the first ley line by the Lashaya over a millenia ago, there have always existed shamans that interpret these magical pathways, harnessing the power of the earth to accomplish fantastical feats. These shamans are known as Channelers, magicians with the ability to pull power directly from the land’s ley lines without arcane or mechanical assistance.*

# Class Features

As a channeler, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d6 per saint level
* **Hit Points at 1st Level:** 6 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per channeler level after 1st

##### Proficiencies

* Armor: nonmetal light armor, medium armor, shields
* Weapons: Cudgels, daggers, darts, handaxes, warclubs, quarterstaffs, slings, spears
* Tools: Herbalism kit
* Saving Throws: Wisdom, Charisma
* Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, and Survival

##### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a wooded shield or (b) any simple weapon
* (a) a quarterstaff or (b) a handaxe
* A duster and an explorer's pack

### Nature's Boon

At 1st level, you’re naturally acclimated to extreme conditions such as high altitudes and extreme temperatures.

### Spellcasting

As a practitioner of the ancient shamanistic traditions tied to the leylines, you can cast spells that embody the power of nature.

##### Cantrips

At 1st level, you know two cantrips of your choice from the Primal spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Channeler table.

##### Preparing and Casting Spells

The Channeler table shows how many spell slots you have to cast your 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.

You prepare the list of channeler spells that are available for you to cast, choosing from the primal spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Channeler level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level channeler, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *burning hands*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Wisdom is your spellcasting ability for your channeler spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

##### Ritual Casting

You can cast a channeler spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Ley Pathway

Channelers can feel ley magic completely and without hindrance, viewing the different pathways of the leylines moving through the land itself. At 2nd level, you choose a pathway that you are attuned with that influences how you express your magical abilities. The Ley Pathway you choose grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

* Flowshaper
* Summoner

### Natural Recovery

At 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your channeler level (rounded up), and none of the slots can be 6th level or higher.

For example, when you are a 4th-level channeler, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

You can’t use this feature again until you finish a long rest.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Dampen Elements

At 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

### Land's Stride

At 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell.

### Nature's Ward

At 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Master of Nature

At 20th level, you and nature have become one, and you can draw upon its full power with a mere thought. As a bonus action you can enter a state of deep connection to the world which lasts for 1 minute. While in this state you may cast any spell from the Primal spell list as if you had it prepared. You can enter this state again after you finish a long rest.

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.