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