Crystal Channeler
In the sprawling Free Cities, where alliances are fragile and the will of many binds the streets, the Crystal Channelers serve as living conduits of the Consensus’s hope. Their magic flows not from unchecked raw power but from disciplined harmony with ancient crystal shards, fragments of a forgotten star or sacred relics infused with restorative and protective energies. These shards resonate with the collective will of the city, empowering Crystal Channelers to heal wounds, bolster defenses, and sustain the lifeblood of those who stand as guardians of order, the Oath of the Consensus paladins.
A Crystal Channeler is as much a healer and protector as a wielder of arcane force. They undergo regular crystal therapy rituals, meditating in communal halls surrounded by glowing shards, to attune their spirit and Source to the city’s pulse. Their magic manifests as prisms of shimmering light, casting protective wards that ripple like water across the battlefield. Bound by duty and shard, they hold the fragile balance between destruction and restoration, a beacon of calm amid chaos.
Crystal Channeler Spell List
(These spells do not count against your spells known.)
Adorcist Level | Feature |
---|---|
1 | Sanctuary, Bless |
5 | Calm Emotions, Revivify |
10 | Freedom of Movement, Aura of Vitality |
15 | Prismatic Wall (1/day), Mass Cure Wounds |
(1st Level)
Crystal Resonance
You learn to channel your Source through a crystalline focus. As a bonus action, you can expend 1 Source Well die to grant yourself or an ally within 30 feet temporary hit points equal to your Charisma modifier + the die roll.
Crystal Shard Bond
Your Source is a living crystal shard, embedded or carried as a focus. While attuned to your shard:
- You gain resistance to psychic damage.
- Your spellcasting gains a shimmering prism effect: when you cast a spell that heals or grants temporary hit points, it emits soft, refracted light.
- You learn the Mage Hand cantrip (manifested as a floating crystal shard).
- You can cast Cure Wounds and Shield of Faith once each without expending a spell slot or casting check. These do not count against your known spells.
Crystal Therapy Ritual
You must undergo a meditation or healing ritual involving your crystal shard at least once per long rest. This ritual restores 1 level of exhaustion (if any), and grants you advantage on your next saving throw against charm or fear effects until your next long rest.
First Infusion
Your eyes gain a faint inner glow; soft crystal veining appears in your palms and collar.
(5th Level)
Shard’s Ward
When you or an ally you can see within 10 feet is hit by an attack, you can use your reaction and expend 1 Source Well die to grant a +2 bonus to AC against that attack.
Aura of Consensus
You and friendly creatures within 10 feet of you have advantage on saving throws against being frightened or charmed as long as your Source Shard is active.
Resonant Bloom
Iridescent sigils appear along your arms; your voice takes on a harmonic echo.
(10th Level)
Purifying Surge
When you roll a Surge, if you roll a 6 or higher, all allies within 10 feet are cured of one minor condition (blinded, poisoned, or frightened).
Crystal Clarity
You have advantage on saving throws against charm and fear effects.
Crystal Heart
Your chest pulses with a shard-like glow; emotions ripple off your body in waves.
(15th Level)
Radiant Shard
Once per long rest, you can unleash the pure energy of your crystal shard in a 20-foot cone. Allies in the cone regain hit points equal to twice your Adorcist level, and fiends or undead creatures take radiant damage equal to your Charisma modifier × your Adorcist level.
Capstone Surge
When you roll a Surge, you may choose one Surge effect to trigger twice or double its effect once per long rest.
Living Prism
(Capstone Transformation) Your skin now reflects a soft, glasslike sheen. Your presence glows like a walking crystal shrine. Your Source fully infuses you.
Crystal Channeler Surge Table
Roll 1d12 when you trigger a Surge from casting or using your Source Well dice.
d12 Roll | Surge Effect |
---|---|
1 | Shard’s Shield: You gain a shimmering crystal barrier granting +2 AC until the start of your next turn. |
2 | Healing Prism: You and one ally within 10 feet regain hit points equal to your Charisma modifier. |
3 | Radiant Flash: Creatures of your choice within 10 feet have advantage on saving throws against fear until your next turn. |
4 | Crystal Echo: Your next healing spell heals an additional 1d6 hit points. |
5 | Refracted Light: You can cast Light centered on yourself or an ally as a bonus action (duration 1 hour). |
6 | Purify: You or an ally within 10 feet is cured of one minor condition (blinded, poisoned, or frightened). |
7 | Resonant Ward: You and allies within 5 feet gain resistance to psychic damage until the start of your next turn. |
8 | Luminous Grasp: Your next successful melee attack or spell attack deals radiant damage equal to your Charisma modifier. |
9 | Shimmering Step: You teleport up to 10 feet to an unoccupied space you can see. |
10 | Crystal Revival: You or one ally within 10 feet regains hit points equal to your Adorcist level + Charisma modifier. |
11 | Beacon of Consensus: All allies within 10 feet gain advantage on their next saving throw. |
12 | Radiant Burst: You unleash a burst of crystal energy; all fiends and undead within 15 feet take radiant damage equal to your Charisma modifier × 2. |
Comments