Astral Channeler Class

Overview

A conduit of celestial forces who shapes light, spirit, and cosmic energy into radiant Rites that support allies and smite foes.

Astral Channelers draw power not from deities but from the Astral Current — a luminous river of spiritual energy that flows between all living beings. They act as healers, seers, and controllers, manipulating radiant force to protect the weak and blind, bind, or blast their enemies.

They excel at: Healing and protection, Radiant burst damage, Crowd control, Buffs and defensive barriers, Supporting the party with consistent utility

Main Stat

Wisdom (WIS)
Their Rites manifest through insight, spiritual harmony, and focus.

🛡️ Armor & Weapons
🎯 Saving Throws
  • Armor: Light armor only

  • Weapons: Simple weapons

  • Shields: Not proficient

  • Wisdom

  • Constitution

❤️ Hit Points
  • Starting HP: 13

  • Level 1 HP: 1d8 + CON modifier

  • Level Up HP: 1d4 + CON modifier

🧮 Proficiency Bonus
🪓 Starting Armor Class
  • Levels 1–4: +1

  • Levels 5–8: +2

  • Levels 9–10: +3

  • Base AC: 10 + DEX modifier

  • Wears light armor (leather or cloth reinforcement)

🧭 Common Activities

Astral Channelers often:

  • Sense disturbances in spiritual currents

  • Heal wounds or mend magical injuries

  • Dispel hostile energies

  • Observe battles with calm precision

  • Protect allies using barriers of light

  • Release sudden bursts of astral radiance

  • Guide the party through intuition

🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature

Each level gives:

  • More HP

  • +1 new Rite

  • Ability Score Increases at 4, 8, 11, 14, 15

  • Proficiency increases at 5, 10, and 15

  • Increased Level 1 and Level 3 Rite slots at level 7, 12, 15

  • Multi-class at Level 8

  • Increased Level 6 Rite slots at 10, 15

Seraphic Bolt

A basic ranged Rite.

  • 60 ft range

  • Deals 1d8 + WIS radiant damage on a hit

🔮 Astral Channeler Rites
🔱 Astral Channeler Rite List (Choose 1 at each level)

Astral Rites manipulate light, energy, and spirit.

Rite Test:

d20 + WIS modifier + Proficiency Bonus vs DC 12

Level 1 Rites

Healing Glow - Restore 1d8 + WIS modifier + Proficiency Bonus HP to an ally within 50ft. The ally gains +1d4 to their next roll.

Radiant Shield - Create a (10+WIS+Proficiency) HP shield of light around yourself or an ally within 50ft. While the shield holds, the target gains +1 AC

Blindburst - Emit a flash of light in a 25ft radius.
All enemies must succeed a CON save (DC 15) or have disadvantage on attacks until the end of their turn.

Spirit Lattice - Place a 10ftx10ft shimmering grid on the floor for 1 round.
Enemies that move through it are restrained until the end of their turn.

Astral Echo - Passive - When you fail a Rite, you still produce a weakened effect:

  • Healing - heal half

  • Damage - deal half

  • Buff/dbuff - reduced duration (1 turn)

Soul Mend - Remove any harmful condition (bleeding, burning, paralysis, blindness, etc) from a target within 80ft.

Level 3 Rites

Light Step - You and allies within 40ft gain +10ft movement speed and ignore difficult terrain for 2 turns.

Beacon’s Grace - Allies within 25 ft gain +3 to Saving Throws for 1 round.

Veil of Spirits - Turn yourself or an ally into a semi-transparent form.
They gain +3 AC until the end of combat.

Astral Nova - Release a radiant wave (25ft radius) affecting enemies for 3d4 radiant damage.

Astral Renewal - Radiant energy pulses 30ft out from you. All allies regain (1d8 + WIS + Proficiency) Bonus HP.

Level 6 Rites

Stellar Wrath – Release a 40 ft cone of astral energy dealing 5d6 radiant damage (CON save 15DC for half).

Astral Convergence – Allies within 40 ft regain (2d10 + WIS + Proficiency) HP and remove one negative condition affecting them.

⚔️ Unique Class Mechanic

Astral Sight

You can perceive spiritual and magical disturbances.

  • You have a chance (WIS) to detect illusions

  • Advantage on Perception checks involving magical energy