Channeler
Whether you worship a god or not, you recognize the vastness of their power, and you find a way to harness it for your own needs. With arms raised, you call down sacred light to flow into your body until you become suffused with the magic of the divine. You might steal this magic, having found ways to siphon what you need from powers far beyond yourself, but most channelers have the blessing of their deities and treat the experience as holy. Divine power burns across your body with a pale flame that eventually transforms you into something more than you were before.
Level 3 Channeler
Attributes: Increase two attributes by 1 each.
Health: +8
Traditions: One Spells: One novice
Divine Investiture (Magical): At the start of a combat if you lack the confused, controlled, stunned, and unconscious afflictions, you can cause bright light to shine from you. Each enemy within 10 yards makes a Strength roll. An angel, demon, faerie, fiend, spirit, or undead rolls with 1 bane. On a failure, the enemy becomes weakened (luck ends); starting at level 6, the enemy also catches fire (luck ends).
Then, the light ebbs to become dim light that shines for 1 minute or you become unconscious. Until the light goes out, you have the following benefits:
- When you get a failure on a luck roll, you can discard the result and roll again. You must use the result of the second roll, even if it is another failure.
- You can use a reaction when you take damage to reduce the damage by 1d6 (to a minimum of 0).
- You can expend 5 yards of movement to fly to an empty space within 10 yards. If you don’t land in this space, you descend to a surface capable of supporting your weight at the end of the round.
- Any damage-dealing spell you cast deals an extra 2d6 damage.
Level 4 Channeler
Health: +8, Bonus Damage: +1d6
Spells: One novice
Holy Radiance (Magical): If you are under the effects of your Divine Investiture talent, you can use an action to release a beam of burning radiance at one creature or object within 15 yards. Make a Will roll against the target’s Agility. On a success, the target takes 4d6 damage; this damage increases to 6d6 at level 6 and to 9d6 at level 9. On a critical success, the target also becomes blinded until the end of your next turn.
Level 6 Channeler
Health: +8, Bonus Damage: +1d6
Spells: One expert
Holy Mantle: You make rolls to attack and against angels, demons, faeries, fiends, spirits, and undead with 1 boon and you impose 1 bane on rolls against you and to attack you by such creatures.
Level 9 Channeler
Health: +8
Spells: One master
Blessed Channeling (Magical): When you cast a spell while under the effects of your Divine Investiture talent, you can also produce one of the following effects:
- Each enemy within 5 yards makes a Strength roll and, on a failure, is pushed 5 yards away from you.
- Move one ally within 10 yards up to 5 yards in a direction you choose.
- After resolving the spell’s effects, you teleport to an empty space you can see within 10 yards.