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 Levels 4 & 8
Proficiency increases at Levels 5 and 9
Seraphic Bolt
A basic ranged Rite.
60 ft range
Deals 1d8 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 1d6 + WIS modifier HP to an ally within 20ft.
Radiant Shield - Create a 10 HP shield of light around yourself or an ally within 10ft.
Blindburst - Emit a flash of light in a 10ft radius.
Enemies must succeed a CON save or have disadvantage on attacks for their next round.
Spirit Lattice - Place a 10x10 shimmering grid on the floor for 1 round.
Enemies that move through it are slowed by 10 ft.
Astral Echo - Passive - Your Seraphic Bolt deals +1d4 extra radiant damage.
Soul Mend - Remove a harmful condition (bleeding, burning, paralysis, blindness, etc).
Level 3 Rites
Light Step - You and allies within 20ft gain +10ft movement speed and ignore difficult terrain for 1 turn.
Beacon’s Grace - Allies within 15 ft gain +2 to Saving Throws for 1 round.
Veil of Spirits - Turn yourself or an ally into a semi-transparent form.
They gain +3 AC for 2 rounds.
Astral Nova - Release a radiant wave (20ft radius) affecting enemies for 3d4 radiant damage.
⚔️ 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