The Path of The Blood Sculptor is followed by those who have learnt to through their channelling of emotions, control their physical form, primarily their blood. It is unknown where this path originated, though many assume it is yet another horrific product of the eternal wars against the Nightmare potentially gleaned from a combination of techniques from the Realms of Dreams and the Realms of Death, now allies against this ever-growing threat.
Called Blood Sculptors, members of this path are often viewed with suspicion from outsiders, though those who have had the privilege of fighting alongside these bulwarks will attest to their strength of arms, acting as shields to their allies, growing in strength with each blow blocked and withstood.
1st Tier Blood Sculptor Feature
You are able to control your body to assist in your ability to protect others. You gain the following benefits:
You gain the Spellcaster and Cosmic Magic Class Tags.
Increase your Endurance by 1 (to a maximum of 5).
You require one more Degree of the Wounded condition than normal before Dying. This additional Degree occurs before the first normal Degree.
You Learn the Bone Shield and Corporeal Disruption Cantrips.
Increase the number of simultaneous Marked conditions you can maintain at once by your SB.
Once per Turn, you may expend an unexpended Hit Die in order to recover 1RP, this can be used in response to a Trigger of one of your reactions, though the gained RP must be used immediately to perform that reaction.
1st Tier Blood Sculptor Feature
You have mastered the art of forming runes of blood, be they from your own wounds or those of your enemies to utilise for your abilities. Blood Runes are a resource used for Runic Actions (See Appendix B: Runic Actions), you cannot use a Runic Action where you do not have sufficient Blood Runes. When you use the Channel Emotion action, you gain a number of Blood Runes equal to your SB, you gain a number of Blood Runes equal to half your SB when you gain the Bloodied and Desperation conditions.
Whilst under the effects of the Channel Emotion action, when you hit with an Attack Roll or succeed on a Trait Test using your Emotion’s Associated Trait, you gain 1 Blood Rune, this increases to 2 Blood Runes if you score an Inspired Event. Unless stated otherwise in the action, Runic Actions cannot generate Blood Runes.
Should a Runic Action require a Test TG, the TG equals your Spell TG.
All unused Blood Runes are lost upon the end of the Channel Emotion action’s Duration or upon completing a Long Rest whichever occurs first.
In addition, you have Advantage on Trait Tests made as part of Crafting and applying Runes, and may use your Emotion’s Associated Trait instead of the normal Trait for the Trait Test.
1st Tier Blood Sculptor Feature
Your training builds upon your innate talents in channelling cosmic magic for your spellcasting. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.
Spell List: Cosmic
Spellcasting Trait: Your Emotion's Associated Trait
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Melee Weapons
The following exceptions to the rules presented in the Magic Chapter are as follows:
Pact magic is fuelled from your pact, as such it doesn’t follow the traditional rules for spellcasting. The largest change is you are able to replenish Pact Magic Spell Slots when you complete a Short or Long Rest.
The Spellcasting Table below shows how many Pact Magic Spell Slots you have to cast your spells of 1st through 4th Circle in the “Pact Slots” column. The Table also shows what the Circle of those Slots is in the “Pact Slot Circle” column; all of your Spell Slots are the same Circle.
The number of spells you can Prepare equals Spellcasting Trait + half your Battle Channeler Level (minimum of 1). When you complete a Short Rest, you can replace one Prepared spell with one not currently Prepared.
While under the effects of the Channel Emotion action the following effects occur with your spells:
When you perform the Channel Emotion action, you can expend a Spell Slot to gain a number of Blood Runes equal to the roll of the Circle of the Spell Slot.
You can cast and Concentrate on Concentration spells whilst under the effects of the Channel Emotion action. To Concentrate on the spell, you must lose all Resistances granted by the Channel Emotion action until the Concentration has ended.
This only applies to those granted by abilities that give you a Resistances whilst under the effects of the Channel Emotion action, those granted by Ancestry Features, Magic Items, etc are not lost while Concentrating on the spell.
When you reduce an entity to 0HP with a Necromancy School Spell or an entity is reduced to 0HP in your AoC, or your Corrupted Ground if you are within it, the following occurs dependant on how much damage the entity recieved when reduced to 0HP:
Entities Marked by you have Disadvantage on Trait Tests, bar Attack Rolls, made using your Emotions's Associated Trait.
Once per Turn, when you would deal damage to a Marked Target with a spell, increase the Damage by the Emotion Bonus damage of your Channel Emotion action. For every two Circles of the spell also increase the damage by an additional 1d12.
Your Spell Slots and Cantrips Known are as follows:
| Level | Cantrips | Pact Magic Spell Slots | Pact Slot Circle |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 1 | 1st |
| 6th | 2 | 1 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 2 | 4th |
2nd Tier Blood Sculptor Feature
Your ability to control your body allows you greater athletic potential than normally possible. You gain Resistance to Necrotic and Psychic damage, your Walking speed increases by half your SB, and you may ignore the movement penalty of Difficult Terrain.
When you use the Channel Emotion action, you may choose either the Acrobatics, Athletics, or Stamina Skill. Whilst under the effects of the Channel Emotion action, you may use your Emotion’s Associated Trait for Trait Tests using your chosen Skill rather than the normal Trait.
In addition, the Walking speed of Mounts you are riding increases by a number of metres equal to your Emotion’s Associated Trait.
When you would make a Weapon Attack or Unarmed Strike as part of the Attack action or Runic Actions, you can replace one Weapon Attack or Unarmed Strike made as part of the action with casting a Necromancy School Cantrip with a Casting Time of 2AP. You ignore Disadvantage for making a ranged Spell Attack with the Cantrip whilst in a hostile entity's AoC, but then the Cantrip must Target an entity within your AoC.
3rd Tier Blood Sculptor Feature
Your skills allow you greater ability to use your blood to ward off harmful magic. You have Advantage on Trait Tests to resist, avoid, or end the effects of spells and rites.
Whilst under the effects of the Channel Emotion action, you gain Resistance to the damage of spells or rites.
In addition, you treat Runes applied to Items you have a Soulbond with as being one Grade higher than they actually are.
3rd Tier Blood Sculptor Feature
Your skills allow you greater ability to use your blood to empower your allies and channel necromantic power. Whilst under the effects of the Channel Emotion action, you and entities with the Dreamed and/or Undead Entity Type you can see, that you choose within a number of metres of you equal to your SB, have Advantage on Trait Tests, bar Attack Rolls, made using your Emotion’s Associated Trait.
In addition, once during the Duration of the Channel Emotion action, you can cast the Phantom Steed spell without requiring a Spell Slot, once you have done so you cannot do so again until you next use the Channel Emotion action.
4th Tier Blood Sculptor Feature
You meld your blood with your wall of emotion to create a more powerful barrier. Whilst your barrier from the Wall of Emotion Feature remains in place, when you perform a Runic Action, recover HP equal to your SB multiplied by the Blood Rune cost of the action. If you would recover HP this way whilst your HP equals your Hit Point Maximum, you instead gain a Blood Rune.
When your barrier from the Wall of Emotion Feature breaks, you gain one Blood Rune for every 10 HP difference between your current HP and your Hit Point Maximum (minimum of 3 Blood Runes).
In addition, your Unnatural Athleticism Feature now whilst under the effects of the Channel Emotion action, lets you use your Emotion’s Associated Trait for Trait Tests using Acrobatics, Athletics, or Stamina Skills rather than the normal Trait. Instead, you have Advantage on Skill Rolls using the chosen Skill whilst under the effects of the Channel Emotion action.
When you perform your Final Moment, you may choose to use the Blood Cascade action.
After you perform the Blood Cascade action, your soul becomes part of the Realms of Death, risen as a minor Undead making your Dream Domain permanent within the Realms of Death, with you trapped there as its Master. Until you are able to be returned to life, should you return, you will return with the Death-Touched Template and gain two additional Death-Touched Template Features, your Tithe being blood.
Should anyone you share a Bond Concept with visit your Dream Domain, they find it is now a Domain in the Realms of Death acting as a new passageway between both Realms.
The Path of The Dreamers is followed by those who channel emotions tied to the uncorrupted Realms of Dreams. This path was once the most common path taken before the coming of the Nightmare. But those times have passed and now those who take up this path, walk a hollow path whose glories and legends are now but faded memories.
Called Dream Treaders, members of this path are those who stand against the darkness as beacons of light and hope. These channelers know that the glories of the past may not be something they can ever reclaim, but they will not go quietly into the night. They can more easily travel to and from the Realms of Dream and battle the creatures of Nightmare.
You can discuss ignoring this restriction with your GG. However, you cannot take this Path if you do not have the Dream-Channeler Tag.
1st Tier Dream Treader Feature
You have learned how to access the Realms of Dreams while you sleep. You can perform the Dreamwalker’s Rite, without the requirement for magic or any Skill Rolls at the start of a Long Rest. You can only bring a number of entities equal to half your SB (rounded down) with you. You can choose instead of going to your own Dream Domain, to instead go to the Dream Domain of any entity you share a Bond Concept with who allows your entry.
You have Advantage on Trait Tests to navigate through the Realms of Dreams not infected by the Nightmare, or to recall knowledge about their denizens. You also gain the Skill Foci Cosmology:Realms of Dreams.
1st Tier Dream Treader Feature
You can channel the light of your emotions into your blows. You gain Nightvision out to 6m, and have Advantage on Trait Tests to resist, avoid, and end the Charmed, Frightened, and Terror conditions. You also gain the Imbue With Emotion action.
You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
2nd Tier Dream Treader Feature
You fight for the dreams of others, that one day they may become realised. You gain Resistance to Necrotic damage, and learn the Empathy and Medicine Skills. If you already know one of these Skills, you may choose another to Learn. You then Master one of the two Skills Learnt from this Feature.
When you score a Critical Hit, you can choose a Target entity you can see within 12m (At Range) of you. You may then spend any number of your unexpended Hit Die, for each Hit Die spent this way the Target restores HP equal the result of the Hit Die’s roll + your Emotion's Associated Trait.
3rd Tier Dream Treader Feature
You go where needed, the paths of the dream opening for you to let you traverse the Realms as needed. You have Advantage on Trait Tests to resist, avoid, or end the effects of psionic powers and Dictation School spells. You also gain the Dream Step action.
You can use this action a number of times up to your Emotion’s Associated Trait (minimum of once), replenishing expended uses upon completing a Long Rest.
In addition, your Dreamwalker’s Rite from the Dream Tread Feature, now lets you bring a number of entities equal to your SB.
4th Tier Dream Treader Feature
You are willing to stand as the final flickering light against the darkness. You gain Resistance to Entropic damage, and your Weapon Attacks and Unarmed Strikes ignore Damage Reductions and Resistances to Radiant damage and your Emotion's Associated Damage Type. Your Emotion's effect for your barrier from the Wall of Emotion Feature, affects both you and the Target of your barrier, with the exception of any action/reaction that allows you to break the barrier early, which only you can use, though any effects from it breaking are applied to you both.
Whenever you gain the Desperation condition, you may then spend any number of your unexpended Hit Die, for each Hit Die spent this way you restore HP equal the result of the Hit Die’s roll + your Endurance.
In addition, the additional Radiant damage from the Imbue With Emotion action from the Channel the Light Feature increases from 1d8 to 3d8.
When you perform your Final Moment, you may choose to use the Final Future action.
After you perform the Final Future action, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul becoming part of the Realms of Dream, making your Dream Domain permanent, rather than going to the Realms of Death.
Should anyone you share a Bond Concept with visit your Dream Domain they can take a Long Rest there in half the amount of time. They may also spend a Mark of Fate there to be able to commune with you for 5 Minutes. Once a such a communion has occurred it may not be performed again for 30 Days.
The Path of Duality is taken up by those who walk both paths, one foot in the Dream and one foot in the Nightmare. It is the youngest path, one that is controversial to any traditionalist channelers as channelling two emotions at once has always been seen as a dangerous taboo. It is reasonable to maintain the focus to control one emotion, but to have the focus to control two emotions is an incredible feat. Though a feat that often will often lead to the downfall of many reckless or inexperienced channelers.
Called Twilight Treaders, members of this path are known for always walking with one foot in light and the other in shadow. Those who excel in this path are masters of discipline able to channel multiple emotions without fear of their emotions overcoming them, combining the power of both for incredible strikes and abilities. While viewed with concern by many, this path is quickly growing in the number of channelers who are taking it up. What this means for the future no one knows but some whisper it is a sign of great uncertainty on the horizon.
1st Tier Twilight Treader Feature
You have learnt how to channel two emotions at once. You gain the following benefit based on which Class Tag your current Emotion provides:
Dream-Channeler. You gain an Emotion that would bestow the Nightmare-Channeler Tag. You become Light Phased.
Nightmare-Channeler. You gain an Emotion that would bestow the Dream-Channeler Tag. You become Shadow Phased.
You now channel both of these Emotions whenever you take the Channel Emotion action. Any effect that mentions your chosen Emotion’s Trait uses whichever Trait is tied to the Emotion of your current Phase.
You also gain the Alter Phase action.
Your Battle Channeler Class Features are altered in the following ways:
Channel Emotions. You use the benefits of both Emotions granted by the Channel Emotions Feature.
You should roleplay the effects of both Emotions on your behaviour and failing the Test to Quieten them leads to you succumbing to both entirely. The TG for the Determination Test to Quieten your Emotions uses the Trait value of both Emotions for setting its TG.
Adept Channeler. You gain the Desperation condition effects of both Emotions when under the effects of the condition and gain the Resistances of both Emotions.
However, you only use the Emotion tied to the Phase you are currently using to determine the Trait used for your Attack and Damage Rolls.
Edge of Emotion. You use the Damage Type and Critical Hit Effects associated with the Emotion matching your current Phase.
Wall of Emotion. Your barrier gains the benefits of both Emotions.
Dream Champion. You gain the benefits of both effects.
2nd Tier Twilight Treader Feature
You can extend your abilities to bond with armour and channel your powers through them. During a Long Rest you may bond with one of each type of Piece of Armour (Head, Torso, Hands, Legs, and Feet).
Until you use this Feature to change your selection, this set of Armour Pieces is stored within an alternate dimension waiting to be summoned. You also gain the Summon Armour action, and the Light’s Radiance and Shadow’s Evasion reactions.
During future Long Rests, you may bond to a new Piece of Armour replacing the Amour Piece of the same type, the old Piece returning to an unoccupied space next to you.
3rd Tier Twilight Treader Feature
You channel your dual nature into your weapons. When you take the Channel Emotion action, you may select one weapon you are holding to become Phased, matching your current Phase of Light or Shadow.
If you have a Weapon currently in your Off-Hand, you can elect this Weapon to be Phased to the opposite Phase.
If you do not have a Weapon in your Off-Hand and it is free, you can summon a spectral mimicry of the Phased Weapon, though this duplicate is in the opposite Phase.
Each Weapon uses the Trait and Damage Type associated with their Phase’s Emotion for their Attack and Damage Rolls. Bar this they operate as normally using both Emotions as in the Dual Channeler Feature.
If you have a mimicry Weapon it has all the effects and bonuses of the original but shares any limited Charges the original Weapon may have.
You may elect to have any Light Phased Weapon replace its Emotion’s Associated Damage Type with Radiant damage. You may also elect to have any Shadow Phased Weapon replace its Emotion’s Associated Damage Type with Necrotic damage.
4th Tier Twilight Treader Feature
You have survived a path fraught with danger and come out stronger for it. When using the action to summon a manifestation of your emotions, as per the Living Esteem Feature. You now summon two beings, both acting as normal but each only utilising one of your two Emotions, one reflecting your Light Emotion, the other your Shadow Emotion.
When you perform your Final Moment, you may choose to use the Final Release action.
After you Die, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul becoming part of the Realms of Dream, making your Dream Domain permanent, rather than going to the Realms of Death.
The Path of the Empath is taken by those whose emotions are so strong, they can channel the power of those emotions into psionic potential. This path is fairly commonly found amongst Battle Channelers who spend a great deal of time in the Realm of Dreams for their training. It is incredibly powerful but also temperamental, as to channel this power requires you to be able to focus on both keeping that emotion at a stable level as well as on the power itself.
Called Empaths, members of this path are those who utilise their connection to their emotions to aid those around them. Many can be found where suffering is greatest partly to tend to the wounds of those around them, whilst also standing strong as bulwarks against greater harm.
1st Tier Empath Feature
Your training builds upon your innate talents in channelling your psionic powers. See the Magic Chapter for the general rules of spellcasting, psionics, and for the Psionic Power List. You gain the Spellcaster and Psionics Class Tags.
Power List: Psionic
Manifesting Trait: Your Emotion’s Associated Trait
Power TG: 8 + your SB + your Manifesting Trait
Power Attack Modifier: Your SB + your Manifesting Trait
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of powers you can Prepare equals Manifesting Trait + half your Battle Channeler Level (minimum of 1).
You Prepare powers from the Psionic Power List, , though you treat all powers with the Biomancy and/or Telepathy Power Tags, with the exception of Azure Form powers, as being part of the Psionic Power List for you.
When you complete a Long Rest, you gain a number of Psi Points equal to your Battle Channeler Level.
Whenever you use the Channel Emotion action, you gain a number of additional Psi Points equal to Xd12, where X equals half your SB.
When you gain Psi Points with the Channel Emotion action, you also gain BP equal to the amount of Psi Points you have gained.
All unused Psi Points are lost when you complete a Long Rest.
Whenever you manifest a Talent with Biomancy and/or Telepathy Power Tags whilst you are under the effects of the Channel Emotion action, you may use their Amplified ability.
When you would try to Suppress your Emotions, per the Channel Emotions Feature, instead of making a Determination Test with Disadvantage you make a Focus Skill Roll using your Manifesting Trait with Disadvantage.
You always manifest psionic powers Channelling the Thoughtweb, with the following modifications:
You gain half as much Psychic Bleed than normal (to a maximum of 9 – your Manifesting Trait with each manifestation).
When you must make a Focus Skill Roll for Psychic Bleed, on a failed Test, you are also counted as failing the Focus Skill Roll to suppress your Emotions.
When you would roll on the Psionic Mishap Table, you may roll twice and choose which result to occur.
Your Psi Limit and Talents Known are as follows:
| Level | Talents Known | Psi Limit |
|---|---|---|
| 1st | 2 | 1 |
| 2nd | 2 | 1 |
| 3rd | 2 | 1 |
| 4th | 2 | 1 |
| 5th | 2 | 2 |
| 6th | 2 | 2 |
| 7th | 2 | 2 |
| 8th | 3 | 2 |
| 9th | 3 | 3 |
| 10th | 3 | 3 |
| 11th | 3 | 3 |
| 12th | 3 | 3 |
| 13th | 4 | 4 |
| 14th | 4 | 4 |
| 15th | 4 | 4 |
| 16th | 4 | 4 |
| 17th | 4 | 5 |
| 18th | 5 | 5 |
| 19th | 5 | 5 |
| 20th | 5 | 5 |
1st Tier Empath Feature
You can take on the pain and wounds of others. You Learn and Master the Empathy Skill, if you already have Learnt this Skill, you may choose another to Learn. The requirements for moving between Relationship Levels are lower for you (be sure to inform GG you have this Feature).
Whilst you are under the effects of the Channel Emotions action, you can choose any number of entities within a number of metres of you equal to your SB. The chosen entities do not feel any pain, instead you feel the pain they would normally feel. You may also choose to suppress certain emotions of a willing entities within Range of this effect, though in turn you feel said Emotion just as strongly, this can be suppressed as if you were Suppressing your Emotion with the Channel Emotion action, though if you fail that Test you are fully subsumed in your Emotion and those you are suppressing for others.
In addition, you gain the Transfer Wounds action.
2nd Tier Empath Feature
You have learnt how to take on the harm of others whilst maintaining your own safety. You can have one additional Scar Concept of each Severity at a time, and you do not have Disadvantage on the Focus Skill Roll to control you Emotion per the Emotional Control section of the Psionics Feature.
You also can when gaining a Temporary Concept that would replace one of your Concepts, choose to still gain the Concept but not have it replace one of your own.
You can modify a Temporary Concept this way a number of times equal to your Emotion’s Associated Trait (minimum of 1), replenishing expended uses upon completing a Long Rest.
In addition, you also can be Bonded to a number of additional entities equal to your Manifesting Trait.
When you make a Focus Skil Roll to Suppress your Emotions per the Emotional Control section of the Psionics Feature, on a successful Test, you remove all Degrees of Psychic Bleed.
As part of the Transfer Wounds action, you can choose one Scar Concept the Target has of a Severity which you can still gain, the Target loses that Scar Concept and you gain it.
3rd Tier Empath Feature
In stressful moments you can draw on the psychic connections you have with your allies to gain power when needed. During Active Time Encounters, at the start of each of your Turns whilst under the effects of the Channel Emotion action, you gain a number of Psi Points equal to the number of Concepts you have gained from allies using the Transfer Wounds action plus how many allied entities are within Range of your Sympathetic Healing Feature.
Entities you have a Shared Bond Concept with count as double the number of entities for this Feature, as do the Concepts you took from them.
Psi Points generated from this Feature disappear at the end of the Turn.
In addition, when using the Transfer Wounds action, you can choose to remove any number of Degrees of the Exhaustion condition from the Target, you then gain that may Degrees of the Exhaustion condition.
4th Tier Empath Feature
Your ability to connect and bond with others expands to new heights. When communicating with other sentient beings they are always able to understand your words, in turn if they have the ability to understand a Language you can understand what they are saying without sharing a Language. If an Animal or entity of similar capabilities of communication attempts to communicate with you, you can comprehend their thoughts and emotions for a more limited version of communication as if using the Converse with Animals power.
If when rolling the d12 to determine how many Psi Points you generate, you would roll a result less than your Manifesting Trait, you instead gain Psi Points equal to your Manifesting Trait (minimum of 1).
When you would make a roll of the Psionic Mishap Table, you gain a Bonus to the roll equal to the number of Concepts you have gained from allies using the Transfer Wounds action plus how many allied entities are within Range of your Sympathetic Healing Feature. If this would bring the result above a 12, you have Advantage on the Determination Test made for the Psionic Surge result.
Entities you have a Shared Bond Concept with, count as double the number of entities for this Feature as do the Concepts you took from them.
In addition, as part of the Transfer Wounds action, you can instead of choosing a Scar Concept, choose one Temporary Concept the Target has, the Target loses that Temporary Concept and you gain it. If the Temporary Concept was replacing on of the Target’s Concepts, then it replaces one of your Concepts of the same type. This cannot remove Temporary Concepts that are bestowed by Class Features or Feats.
When you perform your Final Moment, you may choose to use the Final Aid action.
After you perform the Final Aid action, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul becoming part of the Realms of Dream, making your Dream Domain permanent, rather than going to the Realms of Death.
Should anyone you share a Bond Concept with visit your Dream Domain they can take a Long Rest there in half the amount of time. When this Long Rest is completed, they can remove all Degrees of any condition not tied to another effect and can remove any Scar Concepts they have. They may also spend a Mark of Fate there to be able to commune with you for 5 Minutes. Once a such a communion has occurred it may not be performed again for 30 Days.
The Path of The Faithful is followed by those who channel emotions through the lens of their faith. This path is viewed with caution in many circles as while it can assist in granting the channeler focus for their emotions, it also has a risk for some channelers of causing them to lose themselves to the emotion becoming an uncontrollable zealot.
Called Spirit Vessels, born of a misunderstanding that some believed these practitioners to be possessed by divine agents, members of this path are often found amongst those in more rural or far off regions, where faith is less controlled by structured and organised institutions, and more often by small communal congregations with practises passed down through generations. Standing as the principal defenders of the faithful in their region.
Work with your GG to determine the Eternal of the faith you follow per Appendix A of the Eternalist Playbook, as some Features may refer to that Eternal’s Profile.
1st Tier Spirit Vessel Feature
You consume your very form to aid your allies. You Learn the Eternal Language. When you use the Channel Emotion action, and at the start of each of your subsequent Turns whilst it is active, you can expend a number of unexpended Hit Dice up to your SB. You gain a pool of HP you can restore, equal to the total rolled of the expended Hit Dice + your Emotion’s Associated Trait (minimum of 1) for each Hit Die spent, split between any number of entities you can see within a number of metres of you equal to your SB.
If a Target is of your Eternal’s Chosen Entity Type, for every 5 HP granted to them you can instead either remove one Degree of the Burned, Dazed, Frightened, Poisoned, or Slowed condition, or remove either the Charmed, Confused, Mind Lock, or Terror condition.
In addition, spells or rites that would return you to life after Dying, such as the Revivify spell, do not require Material Components when Targeting only you.
1st Tier Spirit Vessel Feature
p class="firstp">You channel the power of your Eternal via your emotions. You may treat your Eternal’s Associated Damage Type as an additional Associated Damage Type of your Emotion. You may choose to use them combined or choose one, when a Feature lets you replace or deal damage of a Damage Type associated with your Emotion.Once per Turn, when you hit with a Weapon Attack or Unarmed Strike whilst under the effects of the Channel Emotion action, you can deal additional damage of your Emotion’s Associated Damage Type equal to 1d6 + half your Battle Channeler Level.
If the Target was of your Eternal’s Nemesis Entity Type, the additional damage instead equals 2d6 + your Battle Channeler Level.
In addition, when under the effects of your Channel Emotion action, whilst you feel a heightened amount of the Emotion, you do not feel it to an unhealthy degree. However, when you fail the Determination Test to Quell your Emotion per the Channel Emotions Feature, instead of being subsumed by your Emotion, you instead are subsumed by your faith. Your thought processes are entirely dictated by the tenets of your faith, and you cannot perform any action which would act in conflict with your Eternal’s Strictures. You must do all in your power to protect entities of your Eternal’s Chosen Entity Type and all you can to slay entities of your Eternal’s Nemesis Entity Type.
2nd Tier Spirit Vessel Feature
Your faith shines brightest in the most desperate situations. Whilst under the effects of your Emotion’s Adept Channeler Bonus you gain the following benefits:
Your Inspired Event Scope increases by 1.
You emit light, creating a Well-Lit area in a number of metres of you equal to half your SB, and a Dimly Lit area in a further equally sized Radius.
Hostile entities within your AoC have Disadvantage on Attack Rolls against Target other than you.
Allied entities, other than you, within your AoC gain Damage Reduction X against all Bludgeoning, Piercing, Slashing damage and your Emotion’s Associated Damage Types, where X equals your Emotion’s Associated Trait (minimum of 1).
In addition, when you perform the Channel Emotion action, you gain a Mark of Fate.
3rd Tier Spirit Vessel Feature
When channelling your emotions your mind is cleared enough to receive divine communion. Once during the Duration of the Channel Emotion action, you can cast either the Augury, Clairvoyance, Commune, or Divination spell without expending a Spell Slot or requiring Material Components, treating its Casting Time as 2AP. Once you have cast one of these spells you cannot cast any of them again until you next use the Channel Emotion action.
In addition, your Emotion gains the following as an additional Edge of Emotion Critical Effect you can choose:
Channel Faith: You may use one of the Channel Faith actions of your Eternal using the Superior Channel effect, replacing mentions of Intuition (with the exception of calling for Intuition Tests) with your Emotion’s Associated Trait, and mentions of Eternalist Levels with Battle Channeler Levels, should the Channel Faith action require a Trait Test the TG equals 8 + your SB + your Emotion’s Associated Trait.
4th Tier Spirit Vessel Feature
You are a living embodiment of your faith. You gain a Flying speed equal to your Walking speed and can Hover. When your barrier from the Wall of Emotion Feature breaks, until the end of the Encounter/Scene, the next time you would be reduced to 0HP, whilst you are still Dying you do not fall Unconscious, allowing you to still act. Once you have 1 or more HP, this effect ends and cannot be used until your barrier breaks again.
In addition, your Emotion gains the following as an additional i>Edge of Emotion Critical Effect you can choose:
Faithful Dirge: Allied entities other than you, within 12m (At Range) of you that can see/hear you, gain BP equal to your Battle Channeler Level, and until the start of your next Turn, have Advantage on Trait Tests.
When you perform your Final Moment, you may choose to use the Final Prayer action.
After you perform the Final Prayer action, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul taking a place beside your Eternal, it will require others gaining an audience and beseeching the Eternal for your soul to be returned by less powerful means. Should you return this way you will return with the Heaven-Touched Template and the Wings of the Heavens Template Feature.
Should anyone you share a Bond Concept with visit your Dream Domain whilst your soul is in the care of your Eternal, they find it is now a gateway to your Eternal’s Domain.
The Path of the Marshal is taken upon those who have learnt to use their emotional channelling to focus their martial training and achieve greater feats in battle. This path seems to have developed entirely in isolation from the other paths, with many believing it had no origin from the Realms of Dreams.
Called Blade Channelers, members of this path can be found where battles are at their thickest, enveloped in the song of battle as it makes their emotions sing all the stronger. This leads many to join military units, however other may act as wanderers going wherever their weapons could find the most use.
1st Tier Blade Channeler Feature
You have learnt to focus your emotions to enhance your martial ability. You gain an additional Fighting Style Feat of your choosing. When you complete a Long Rest or perform the Channel Emotion action, you gain a number of Focused Manoeuvre Dice (d6s) equal to your SB. Any unused Focused Manoeuvre Dice are lost when you next use the Channel Emotion action or complete a Long Rest.
You can use these dice to fuel your Focused Manoeuvres, (See Appendix C: Focused Manoeuvres), of which you Learn five of them when you gain this Feature. Should any of these Manoeuvres require a Trait Test, the TG equals 8 + your SB + your Emotion’s Associated Trait.
1st Tier Blade Channeler Feature
You are able to direct your focus to less martial pursuits. If you failed a Trait Test, bar an Attack Roll, you can expend a Focused Manoeuvre Die in order to add the result of the die’s roll to your Test’s TTV, potentially turning a failure into a success.
In addition, increase the number of simultaneous Marked conditions you can maintain by your SB.
2nd Tier Blade Channeler Feature
Your emotions give you the strength to keep fighting. You gain +1AP and +1RP, and the Emotion’s Resolve reaction.
You may use this reaction a number of times up to your Skill Bonus, replenishing expended use upon completing a Long Rest.
In addition, your Focused Manoeuvre Dice becomes a d8.
3rd Tier Blade Channeler Feature
You have learnt to exploit the openings your attacks make. You Learn three additional Focused Manoeuvres. When you score a Critical Hit, if you use one of your Emotion’s Edge of Emotion effects, after the effect has resolved you can perform one Focused Manoeuvre. For this Manoeuvre no Manoeuvre Dice are expended, though you are treated as having expended a Manoeuvre Die as part of the action.
In addition, your Focused Manoeuvre Dice becomes a d10, when you expend your Focused Manoeuvre Die as part of your Focused Skills Feature, you also add half your Battle Channeler Level to the Test’s TTV.
4th Tier Blade Channeler Feature
You have learnt how best to focus your emotion into dealing destructive blows. You Learn two additional Focused Manoeuvres. When you make a Damage Roll that the Emotion Bonus damage with your Channel Emotion action, you can expend your Focused Manoeuvre Die to add the Manoeuvre Die to the Damage Roll. If you are under the effects of the Bloodied condition, you can roll the die twice, and if you are under the effects of the Desperation condition, you can roll it three times, though in both instances only one die is expended. The die is not expended if the Attack Roll was an Overwhelming Blow or a Critical Hit.
In addition, your Focused Manoeuvre Dice becomes a d12. When you use the Emotion’s Resolve reaction, you can move up to half your Movement speed as part of the reaction, gain a number of Focused Manoeuvre Dice equal to your Emotion’s Associated Trait, and gain a +3 Shield Bonus until the start of your next Turn.
When you perform your Final Moment, you may choose to use the Final Manoeuvre action.
After you perform the Final Manoeuvre action, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul becoming part of the Realms of Dream, making your Dream Domain permanent, rather than going to the Realms of Death.
The Martyrs are the ultimate manifestation of a Battle Channeler in the field of battle. Death and destruction personified and a bringer of doom to their enemies.
Those who take this path can trace its origins to an ancient clan of the dwarves, this clan would curse any who broke their oaths, and those dwarves who did were forced to take the oath to forswear family, friends, and home. Exiling themselves they would forgo armour and all possessions bar their weapons and seek death in the fiercest of battle. Over time some of these took to these art of the Battle Channeler which then led to this path becoming taken up by those Channelers seeking penance in death from some past crime or offence.
These Channelers are an engine of mass destruction, a warrior that seeks nothing more in life than a glorious death against impossible odds that shall expunge the shame that has pushed them upon this path, and to be remembered in the sagas for all time. To take this path is to live a solitary existence of battle after battle, the only company being those who would fight beside them.
Most of these Channelers would die upon their first or second battle against their enemies, but those that survive these battles are considered the unlucky ones. Whether by their sheer martial skills, toughness or determination, though unsuccessful in their quest, have inadvertently been moulded into magnificent warriors. As a Channeler continues to carve a massive toll of beasts upon their weapons, they often take the names of the foes they slay. Such names include becoming a Troll’s Bane, or a Giant’s Bane. The greatest of these already formidable warriors are the infamous Mask’s Bane or Dragon’s Bane, channeler who have managed to survive the encounter with two of the most ferocious creatures to ever live, slaying it and surviving to tell the tale.
Some Martyr Features will refer to a Significant Threat. For the purposes of this Path's Features Significant Threats are considered an opponent that poses a significant challenge to face as determined by the GG, the exception is any entity in a Critical Engagement without the Minion Entity Tag and Titanic Sized entities, which are always considered Significant Threats.
You can discuss ignoring this restriction with your GG. However, you cannot take this Path if you chose the Armoured Defence option of the Specialised Defence Feature.
While wearing any Armour Pieces or using a Shield, you lose access to all of this Path's Features.
1st Tier Martyr Feature
While it is the fate of all those who chose this path to die, a Martyr should always try to slay as many foes as possible and settle all their outstanding issues. You gain the ability to make one final strike against the foe that fells you. If you would be reduced to 0 HP, you may immediately make a single melee attack against the Target that reduced you to 0 HP. If they are not able to be Targeted, you may choose another hostile entity within your AoC.
You are counted as being under the effects of the Channel Emotion action for this attack, and your attacks have their Critical Hit Scope increased by 1. You then act accordingly for reaching 0HP.
Once you have used this Feature you may not do so again until you have completed a Long Rest. You can replenish a use of this Feature if you are hit by a Critical Hit.
When you perform your Final Moment, you do not get a choice for your Final Action. You must for your Final Action move up to your Walking speed towards a single enemy and make a melee attack using this Feature against them, as if you had just been reduced to 0HP, even if you have not completed a Long Rest since using it last. The Target is always considered a Significant Threat for this Path’s Features. If the attack hits it is automatically counted as a Critical Hit.
After you Die, you cannot be returned to life by any means other than the Wish or True Resurrection spells or through divine intervention, your soul becoming part of the Realms of Dream, making your Dream Domain permanent, rather than going to the Realms of Death.
1st Tier Martyr Feature
You have learnt how to take down the vicious monsters that commonly can be found roaming the land. You gain the Troll Breaker’s Strike reaction.
In addition, whenever you recover HP whilst at 0HP, you gain BP equal to your Emotion’s Associated Trait + your Degrees of the Wounded condition + the number of times during the current Encounter/Scene you have been reduced to 0HP.
2nd Tier Martyr Feature
You have proven yourself too ferocious to die, not even Trolls can offer significant enough challenge to offer the honourable end you crave, now you must go to rid the World of a great menace to the people. Whilst under the effects of the Channel Emotion action, if the entity you are fighting is missing any HP and is either deemed a Significant Threat or is a Huge or larger sized entity, your attacks gain the following benefits:
Your attacks against the entity with the above characteristics, are considered magical for overcoming Damage Resistances and Reductions.
Once per Turn, a successful Attack Roll with a melee Weapon against the entity with the above characteristics, deals an additional 1d12 Force damage to the Target.
Even if this ability has already been used on a Turn, this effect always Triggers for attacks made with the Deathblow Feature.
3rd Tier Martyr Feature
The Gods have cursed you, for a glorious death is still denied to you. You must now take up the Rite of the Dragon’s Bane, ritually scaring yourself as you prepare to follow the path of the mightiest Martyrs. You become Immune to the Charmed and Frightened conditions and have Advantage on Trait Tests made to resist, avoid, and end the Terror condition.
When you score a Critical Hit, after your attack has resolved, if you had taken damage since the end of your previous Turn, the Target and each entity within their AoC must make an Endurance Test, whose TG equals 8 + your SB + your Emotion’s Associated Trait.
On a failed Test, the entity takes an additional 3d12 Force damage and is knocked Prone. If they are no more than two Size Categories larger than you, before they are knocked Prone, they are pushed back 3m directly away from you.
On a successful Test, they take half as much damage.
In addition, whilst under the effects of the Channel Emotion action, if the entity you are fighting is deemed a Significant Threat or a Gargantuan or larger sized entity. When you score a Critical Hit, roll all of the attack's damage dice twice with the exception of those bestowed by the Edge of Emotion Feature. This effect can only be applied once per Turn, except for via the Deathblow Feature.
4th Tier Martyr Feature
You become one of the one or two Martyrs of your generation who cannot seem to find the death you crave. At every turn, destiny cheats you or perhaps, drives you forward, to find the mighty doom that awaits you. For when the gods have decreed that neither Trolls, Giants, nor Dragons shall slay you, only one group of foes remains to fight, those found in other Realms, The Masked Evils, the creatures of Nightmare, or denizens of the Outside. The mystical power of your tattoos actively protects you from the spells of the enemy, you have Advantage on Trait Tests to resist, avoid, and end the effects from spells, psionic powers, and rites.
In addition, while under the effects of the Channel Emotion action, if the entity you are fighting is deemed a Significant Threat, your attacks against that entity ignore all Damage Reductions and Resistances, and treat all Immunities as if it was just a Resistance (it does keep these Resistances).
On a Critical Hit, if you successfully deal damage to that entity, until the start of your next Turn, they have Disadvantage on all Trait Tests, bar Attack Rolls. This effect can only be applied once per Turn, except for via the Deathblow Feature.
You Troll’s Bane Feature is modified to increase the BP bestowed by your Battle Channeler Level.
The Path of Nightmare is followed by those who channel emotions tied to the corrupted Realms of Dreams, better known as the Realms of Nightmare. This path is one viewed by many with conflicting feelings, for many channels who do take up this path continue the just and noble traditions of their peers. But with the emotions tied with this path having been corrupted by the Nightmare, many who take this path are still viewed with suspicion and fear. Especially since the corruption of Nightmare means that the warping effects of these emotions on a channeler's body, has led to more monstrous transformations for those taking this path. There are also rumours amongst some channeler circles of more who take up the emotions tied to the Nightmare falling completely to their emotions and becoming new and dangerous creatures of the Nightmare’s horde.
Called Nightmare Treaders, members of this path are those who lean into their darker emotions for power. Allowing the channelers to become dangerous forces on the battlefield able to take many blows intended for their allies while also tearing apart their foes. These channelers know that the path they take is dangerous, for them more than any other. But to serve their oaths and protect those who need it most, it is a sacrifice they are willing to make.
You can discuss ignoring this restriction with your GG. However, you cannot take this Path if you do not have the Nightmare-Channeler Tag.
1st Tier Nightmare Treader Feature
Your form gains some traits to help you operate in your natural habitat. You gain Nightvision out to 12m and can see in Magical Darkness.
Increase the size of your Unarmed Strike damage die by 1.
You have Advantage on Trait Tests to navigate through the Realms of Dreams infected by the Nightmare or recall knowledge about their denizens. You also gain the Skill Foci Cosmology:Realms of Dreams.
1st Tier Nightmare Treader Feature
You can channel the darkness of your emotions into your blows. Entities that can see/hear you, have Disadvantage on Trait Tests to resist, avoid, and end the Charmed, Frightened, and Terror conditions from your Battle Channeler Class and Path Features and your Fighting Style Feats.
You also gain the Shadow Strike action.
You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.
2nd Tier Nightmare Treader Feature
You begin to burn through your body's natural reserves to cause more damage to the foe. You gain Resistance to Radiant damage. Once per Turn, when you score a Critical Hit with an Unarmed Strike or melee Weapon Attack, you may expend any number of unexpended Hit Die.
You then make a number of additional attacks, each can Target a separate target entity within your AoC, with the exception of the entity you scored the Critical Hit against. The number of attacks you may make are equal to the number of Hit Die you chose to expend; you cannot expend more Hit Die than your chosen Emotion's Trait. These additional attacks cannot generate a Critical Hit.
You can then choose to expend an additional Hit Die, to force all Targets that are hit by these additional attacks to make a Determination Test, with a TG equal to 8 + your SB + your chosen Emotion’s Trait.
On a failed Test, they gain one Degree of the Frightened condition.
If they failed the Test by 5 or more, they gain an additional Degree of the condition.
3rd Tier Nightmare Treader Feature
Sometimes you find yourself giving into your emotions letting them take the reins. Whilst under the effects of the Channel Emotion action, you can choose to automatically fail the Test to Quieten your Emotions.
When you do this, you automatically end the Charmed, Dazed, Frightened, Mind Lock, Paralysed, Slowed, Stunned, and Terror conditions, and become Immune to these conditions whilst you are subsumed by your Emotion.
Once you are no longer subsumed by the Emotion, you gain a Degree of the Exhaustion condition.
4th Tier Nightmare Treader Feature
You will give your answer to the question. The one from the heart. Your Weapon Attacks and Unarmed Strikes ignore Damage Reductions and Resistances to Necrotic damage and your Emotion's Associated Damage Type.
Whenever you gain the Desperation condition whilst under the effects of your Channel Emotion action, you gain a +1 Nightmare Bonus to Attack and Damage Rolls with Unarmed Strikes and melee Weapons Attacks for every 25 HP below your Hit Point Maximum (to a maximum of your chosen Emotion’s Trait). This benefit lasts until you no longer have the Desperation condition, or you no longer are under the effects of your Channel Emotion action.
In addition, the additional Necrotic damage from the Shadow Strike action increases from 1d6 to 2d6, and when you perform your Final Moment, you may choose to use the Final Sacrifice action.
After you Die, you rise as a Creature of the Nightmare (See Bestiary on Creatures of Nightmare for more details), this means until the Creature is slain, you cannot be returned to life by any means other than the Wish spell or through divine intervention, your soul becoming caged in this monstrous form. Your Creature Form immediately teleports to your Dream Domain, making it its Lair and infecting it with the Nightmare.
The Path of The Paragons is followed by those who channel mythical and legendary figures of the past, embodying them as paragons of their ideals. This path is a fringe entity, known only to a few and learnt often from ancient tomes and a rare few Spirits of the Dream tied to history or knowledge.
Called paragons, members of this path are those who embody the aspects of mythical figures, channelling their might to aid them in battle.
1st Tier Paragon Feature
You have studied the histories and myths of the world. Choose two of the following Skills to Learn, Cosmology, Faiths, Magical Lore, or Nature. Then choose one of the listed Skills you have Learnt, you become a Master in the chosen Skill.
1st Tier Paragon Feature
You begin your path of being a paragon of the legendary figures of the past. Whenever you complete a Long Rest, choose one of the listed legendary figures to don the nature of until you next complete a Long Rest:
You Learn the Faiths Skill.
You gain Resistance to Radiant damage.
Whilst under the effects of the Channel Emotion action, at the start of each of your Turns, you regain HP equal to your chosen Emotion’s Trait + your SB.
If you took Fire or Necrotic damage since the end of your last Turn, then this effect does not occur.
You Learn the Acrobatics Skill.
You gain Resistance to Cold damage.
Whilst under the effects of the Channel Emotion action, you double the distance of your Long and High Jumps, as well as being able to take the Dodge action for 1AP.
You Learn the Animal Handling Skill.
You gain Resistance to Poison damage.
Whilst under the effects of the Channel Emotion action, you increase your Size Category by 1, you grow Natural Weapons as fangs, claws, tails, etc. Your Unarmed Strikes increase the size of their Damage Die by 1. If they do not have a Damage Die, they instead deal they deal damage equal to 1d6 + your Physique.
You can choose if the Damage Type of your Unarmed Strikes is Bludgeoning, Piercing, or Slashing damage when you take the Channel Emotion action.
You Learn the Skulduggery Skill and are Trained in the use of Thieves’ Tools.
You gain Resistance to Acid damage.
Whilst under the effects of the Channel Emotion action, you can perform the Disengage action for 1AP, and repeated uses of the Movement action on a Turn only increases its AP cost by 1AP rather than 2AP.
You Learn the Intimidation Skill.
You gain Resistance to Thunder damage.
Whilst under the effects of the Channel Emotion action, your allies have Advantage on their Attack Rolls whilst the Target of the attack is within your AoC, and you are not Incapacitated.
You Learn the Deception Skill.
You gain Resistance to Psychic damage.
Whilst under the effects of the Channel Emotion action, you have Advantage on Trait Tests to resist, avoid, and end the Charmed condition or to see through/notice illusions.
You Learn the Magical Lore Skill.
You gain Resistance to Lightning damage.
Whilst under the effects of the Channel Emotion action, you have Advantage on Trait Tests to resist, avoid, and end the effects of spells and rites.
You Learn the Athletics Skill.
You gain Resistance to Fire damage.
Whilst under the effects of the Channel Emotion action, your Walking speed increases by 3m, and you have Advantage on Athletics and Stamina Skill Rolls.
You Learn the Stamina Skill.
You gain Resistance to Force damage.
Whilst under the effects of the Channel Emotion action, Attack Rolls made by hostile entities within your AoC are made with Disadvantage, if they Targeting an entity other than you.
You Learn the Stealth Skill.
You gain Resistance to Necrotic damage.
Whilst under the effects of the Channel Emotion action, once per Round, you can cause one Attack Roll made against you to be made with Disadvantage, this must be declared in response to the Attack Roll being declared.
2nd Tier Paragon Feature
You continue your path of being a paragon of the legendary figures of the past. Whenever you complete a Long Rest, choose one of the listed legendary figures to don the nature of until you next complete a Long Rest:
The Acrobat. You gain a Climbing speed equal to your Walking speed, and if you are not Incapacitated and Falling between 2m to 10m, you can use your reaction (1RP) to take 0 damage from the fall.
The Actor. You can mimic sounds and the voices of others, with just your voice. Anyone that hears the sounds you mimic can tell they are imitations only with an Intuition (Empathy) Test against a TG of 8 + your SB + your chosen Emotion’s Trait.
The Athlete. You gain a Swimming speed equal to your Walking speed, and can maintain a constant Marching Pace or Gentle Running Pace for twice the amount of time before growing Exhausted. You treat travelling in Extreme Heat as if you were travelling in normal conditions.
The Burglar. You can move through and stop in a space large enough for a Small sized entity without needing to Squeeze, and you can take the Use Skill action for only 1AP.
The Mage. You sense the aura of magic within 3m (Near) of you, seeing a faint aura around any visible entity, object, vehicle, or structure in the area that bears magic, and you learn its Spell School, if any. This sense is halted by any barrier thicker than a piece of cloth.
You have Advantage on Magical Lore Skill Rolls made to identify spells or magical rites.
The Martial Artist. When you complete a Short or Long Rest, you reduce your Degrees of the Exhaustion condition by 1.
The Priest. You can freely turn off and on a glow from your body. When emitting light, a 5m (Near) Radius area around you is considered Well-Lit and the area an additional 5m (At Range) Radius beyond that is considered Dimly Lit.
The Masked. You gain Nightvision out to 12m and can see in Magical Darkness.
The Ranger. You have Advantage on Intuition Tests that rely on sight or smell. You also can see detail of objects and entities within 20m (At Range) of you clearly as if you were using a Spyglass.
The Soldier. When working with a group of 3 or more entities you gain +1 AP.
Whenever you perform an Inspired Action, all allied entities generate double the Limit Potential until the start of your next Turn.
3rd Tier Paragon Feature
You continue your path of being a paragon of the legendary figures of the past. Whenever you use the Channel Emotion action, choose one of the listed legendary figures to don the nature of. You gain the benefits of the chosen figure whilst under the effects of the Channel Emotion action:
The Assassin. Once per Turn, after hitting a Target with a melee Weapon Attack, you can reduce the number of remaining attacks made as part of the action by one (you must be able to make at least one more attack to use this Feature), to force the Target you just hit to make an Endurance Test. The TG being equal to 8 + your SB + your Emotion’s Trait.
On a failed Test, the Target gains two Degrees of the Poisoned condition.
The Berserker. If every attack as part of your Attack action hits, you can make an additional Weapon Attack or Unarmed Strike for 1AP.
The Giant. Your Size Category increases by 1.
The Guardian. All entities within your AoC have Disadvantage on Attack Rolls against Targets other than you.
The Minotaur. If you move at least half of your Movement speed before taking the Attack action, the first Target hit by your attacks, if they are one Size Category larger than you or smaller, must make a Physique Test. The TG being equal to 8 + your SB + your Emotion’s Trait.
On a failed Test, the Target is pushed 3m away from you and knocked Prone.
The Realmwalker. On your Turn, you can reduce your Movement speed by any number of metres that would not reduce your speed below 0m until the end of the Turn. You can then teleport to an unoccupied space you can see within range of the distance equal to the number of metres you reduced your Movement speed by.
The Rogue. If you make an Agility Test to resist or avoid the damage of an effect, that would halve the damage on a successful Test. You take half the damage on a failed Test, and no damage on a successful Test.
The Slayer. When you are the Target of a spell or power cast within 6m (Near) of you, you can use a reaction (1RP) to teleport to an unoccupied space within 1m (Melee) of the spell’s caster making a single Weapon Attack or Unarmed Strike against the Target.
If they are Concentrating on a spell or power, and need to take a Concentration Test after taking damage from your attack, add your Emotion’s Trait to the TG of their Concentration Test.
The Speaker. You can choose to either gain a Burrowing, Flying, or Swimming speed equal to your Walking speed, which you choose when you take the action.
If you choose to gain a Swimming speed, you can breathe underwater for the Duration.
The Terror. Once per Turn, you can choose to instead of making an attack as part of the Attack action, force a Target within 6m (Near) of you, who can see you, to make a Determination Test. The TG being equal to 8 + your SB + your Emotion’s Trait.
On a failed Test, the Target gains two Degrees of the Frightened condition.
4th Tier Paragon Feature
You become a true paragon of the ancients. You gain the benefits of your Legendary Channel and Mythical Channel Features, even when not under the effects of the Channel Emotion action. If the chosen benefit requires you choosing an option when you take the action, you can choose the benefit when you complete a Short or Long Rest or whenever you take the Channel Emotion action and remain until you choose to change it again.
Whenever you complete a Long Rest, choose one of the listed legendary figures to don the nature of until you next complete a Long Rest:
The Archmage. You gain a +2 Emotion Bonus to Trait Tests to resist, avoid, or end the effects of spells or rites.
The Hero. You can have one more Mark of Fate at any one time than normal.
When you complete a Long Rest, you gain a Mark of Fate.
The Fae. You are Immune to the Charmed and Frightened conditions.
The Master. When an attacker that you can see hits you with a Weapon Attack or Unarmed Strike, you can use your reaction (1RP) to halve the attack’s damage against you.
The Oracle. Increase your Inspired Event Scope by 1.
The Primordial. When you complete a Short or Long rest, you can choose two of the following Damage Types, Fire, Cold, Fore, Lightning, Necrotic, Radiant, Thunder, or Vorpal damage. You gain Resistance to the chosen Damage Types until you change your selection.
The Rogue.
The Shadow. When in a Dimly Lit area or Darkness, you can take the Use Skill (Stealth) action for 1AP.
If the TTV for the Test is 15 or greater, you become Invisible until you make an Attack Roll, manifest a psionic power, cast a spell, or enter a Well-Lit area.
The Titan. You gain Resistance to any one Damage Type of your choice, except Cosmic or Entropic damage.
The Thief. You treat Thieves’ Tools Item Bonus as a +3 at minimum.
The Wanderer. Your walking speed increases by 3m.
Those who take this path find their souls have been changed during the process of their birth with some power changing their soul. While not a strong enough change to make one a Soulshaped this change can be accessed while the channeler is channelling their emotions.
These Soul Channelers use this power to enter an altered state in which their warped soul becomes manifest, where the echoes of their strange ties lash out with devastating power. In these states, Soul Channelers can cast some Cosmic spells instinctively. Their magic is as fast, violent, and seemingly unstoppable as their physical prowess.
1st Tier Soul Channeler Feature
The nature of your souls gives you an innate connection to cosmic magic when channelling your emotions. You gain the Spellcaster and Cosmic Magic Class Tags. See the Magic Chapter for the general rules of spellcasting and for the Cosmic Spell List.
Spell List: Cosmic
Spellcasting Trait: Emotion’s Associated Trait
Spell TG: 8 + your SB + your Spellcasting Trait
Spell Attack Modifier: Your SB + your Spellcasting Trait
Spellcasting Focus: Arcane Focus and Melee Weapons
The following exceptions to the rules presented in the Magic Chapter are as follows:
The number of spells you can Prepare equals Spellcasting Trait + half your Battle Channeler Level (minimum of 1).
Instead of Spell Slots you have 2 Soul Points (SP) that you can spend to cast spells you have Prepared. The Soul Points Conversion Table below shows how many Soul Points are needed to cast a spell at a specific Circle. Though you can never spend more Soul Points on a spell that the Spellcasting Limit as shown in the Spellcasting Limit column of the Spellcasting Table below. Soul Points can never be reduced below 0 and you cannot cast a spell whose Circle costs more Soul Points than you have or than your Spellcasting Limit.
As you gain Battle Channeler Levels your Soul Points will increase as shown in the “Soul Points” column of the Spellcasting Table. You can never have more Soul Points than the amount shown in the column also known as your Soul Point Maximum.
You regain all expended Soul Points when you finish a Long Rest.
| Soul Points | Spell Circle |
|---|---|
| 1 | 1st |
| 2 | 2nd |
| 3 | 3rd |
| 5 | 4th |
A Battle Channeler casting a spell may ignore Material Components that are not Consumed or have a GP cost.
If the Material Component would be Consumed, you may ignore this Component if you spend an additional number of Soul Points when casting the spell equal to the Circle of the spell.
If the Material Component would have a GP cost, you may ignore this Component if you spend an additional number of Soul Points when casting the spell equal to the GP cost divided by 10.
If the Material Component would have a GP cost and be Consumed, you may ignore this Component if you spend an additional number of Soul Points when casting the spell equal to the GP cost divided by 10 + the Circle of the spell.
Whilst under the effects of the Channel Emotion action, the following effects occur with your spells:
When you perform the Channel Emotion action, you can expend a Hit Die to recover a number of expended Soul Points equal to the roll of the Hit Die.
When casting a spell, until the end of your next Turn, your Emotion Bonus to the Damage Roll from the Channel Emotion action is applied to spell's Damage Roll instead of Weapon Attack's Damage Roll.
You may also choose for this Duration, to replace the Resistances gained while Channelling your chosen Emotion with any single Damage Type dealt by the spell cast that Turn, if it deals no damage, it will remain unchanged from its original Resistances.
You can cast and Concentrate on Concentration spells whilst under the effects of the Channel Emotion action. To Concentrate on the spell, you must lose all Resistances granted by the Channel Emotion action until the Concentration has ended.
This only applies to those granted by abilities that give you a Resistance whilst under the effects of the Channel Emotion action, those granted by Ancestry Features, Magic Items, etc are not lost while Concentrating on the spell.
Your Spell Slots and Cantrips Known are as follows:
| Level | Cantrips Known | Soul Points | Spellcasting Limit |
|---|---|---|---|
| 3rd | 2 | 2 | 1 |
| 4th | 2 | 3 | 1 |
| 5th | 2 | 3 | 1 |
| 6th | 2 | 6 | 1 |
| 7th | 2 | 6 | 2 |
| 8th | 2 | 8 | 2 |
| 9th | 3 | 8 | 2 |
| 10th | 3 | 13 | 2 |
| 11th | 3 | 13 | 2 |
| 12th | 3 | 13 | 2 |
| 13th | 3 | 16 | 3 |
| 14th | 3 | 16 | 3 |
| 15th | 4 | 16 | 3 |
| 16th | 4 | 22 | 3 |
| 17th | 4 | 22 | 3 |
| 18th | 4 | 22 | 3 |
| 19th | 4 | 25 | 5 |
| 20th | 4 | 25 | 5 |
1st Tier Soul Channeler Feature
When you adopt this path, you choose a soulmorph and gain its associated Feature. You gain some form of physical marking, mutation or tattoo that shows the change in your soul. For example, if you have a masked soulmorph, you might gain a more reddish skin tone, small horns, or a mask, or if your soulmorph was a Demi-Eternal, your eyes may turn bright gold or white.
Your soul came into contact with an Eternal or one of their servants, giving powers like those of the Demi-Eternals. You can speak, read, and write the Eternal Language.
You also always have Prepared the Inflict Wounds spell, and Guidance Cantrip as Cosmic spells.
Your soul came into contact with that of a draconic power granting your abilities like those of a dragon. You can speak, read, and write the Draconic Language.
You also always have Prepared the Burning Hands spell, and Message Cantrip as Cosmic spells.
Your soul came into contact with a mysterious power touched by the Outside, maybe an Outsider, maybe the Eldritch blood found in some remote reaches of the world, or maybe one of the Eldritch powers found in the deepest abyss. You can speak, read, and write the Outsider Language and breathe underwater.
You also always have Prepared the Open Minor Fissure spell, and Chill Grasp Cantrip as Cosmic spells.
Your soul came into contact with one of the Masked Evil leading to you gaining traits like those of the Evils. You can speak, read, and write the Diabolic Language.
You also always have Prepared the Eternal’s Rebuke spell, and Firebolt Cantrip as Cosmic spells.
Your soul came into contact with ancient power like those tied to the royal lineages of old, often bound into those with the powers to alter or be granted power by fate. You can speak, read, and write any one Language of your choice.
You also always have Prepared the Heroism spell, and Thaumaturgy Cantrip as Cosmic spells.
2nd Tier Soul Channeler Feature
Your body changes more to better reflect your changed soul. You gain an additional benefit based on which option you chose for the Awakened Soul Feature:
Whilst under the effects of the Channel Emotion action, if you fail a Trait Test, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this Feature, you can’t use it again until you next use the Channel Emotion action.
When you gain this Feature choose one of the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage While under the effects of the Channel Emotion action you grow draconic scales, you gain Resistance to the chosen Damage Type.
Whilst under the effect of this Resistance, your HT increases by 2 so long as you meet the conditions of your chosen Specialised Defence Feature.
The mutagenic effects of the Blackened Blood begin to affect your body. Your Reach increases by 1m and you are Immune to Diseases.
Whilst under the effects of the Channel Emotion action, you gain Advantage on Trait Tests to resist, avoid, and end the Charmed, Frightened, Poisoned, Paralysed, Sap, and Terror conditions.
Whilst under the effects of the Channel Emotion action, you may choose to tap into your soulmorph adopting a more fiendish form. For the Duration of the action, you are under the effect of the Enlarge effect of the Enlarge/Reduce spell.
You also gain claws while this effect is active, these claws are treated as magical Natural Weapons increasing the size of your Unarmed Strike damage die by 2, replacing its Damage Type with Slashing damage, and dealing an additional 1d6 Fire damage.
Whilst in this form you do not gain the effect of any Resistances granted from the Channel Emotions action, but you do gain Resistance to Fire damage which is not lost when Concentrating on spells.
Whilst under the effects of the Channel Emotion action, when you fail a Trait Test, you can choose to gain a +2 Emotion Bonus to that Trait Test.
When you use this Feature, you can’t cast spells other than Cantrips, until the end of your next Turn.
3rd Tier Soul Channeler Feature
Your body continues down its path of mutation growing outward alterations. You gain an additional benefit whilst under the effects of the Channel Emotion action, based on which option you chose for the Awakened Soul Feature:
You can choose to sprout wings that reflect your Demi-Eternal-like nature granting you a Flying speed equal to your Walking Speed, and you can Hover. The wings disappear once your Channel ends.
If you try to fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.
You can choose to sprout wings that reflect your dragon-like nature granting you a Flying speed equal to your Walking Speed, and you can Hover. The wings disappear once your Channel ends.
If you try to fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.
You gain a Swimming speed equal to your Walking speed and gain the Blood Spray reaction.
You can choose to sprout wings that reflect your Masked Evil-like nature granting you a Flying speed equal to your Walking Speed, and you can Hover. The wings disappear once your Channel ends.
If you try to fly while wearing unmodified Medium or Heavy Torso Armour Piece, it is treated as having the Heavy 1 Armour Property. If the Armour Piece already has the Heavy Armour Property increase its value by 1.
You gain the Royal Ward reaction. After using this reaction, on your next Turn you do not replenish any expended RP.
4th Tier Soul Channeler Feature
You fully awaken the latent power from your modified soul. You gain an additional benefit based on which option you chose for the Awakened Soul Feature:
You gain the Divine Salvation reaction.
Once you have used this reaction, you may not do so again until completing a Short or Long Rest.
In addition, you gain the Heavens-Touched Template and can choose one additional Template Feature from that Template to gain.
If you already have the Heavens-Touched Template, then you can choose two Template Features from the Heavens-Touched Template to gain.
When you use the Channel Emotion action, you may choose to call upon the traces of your draconic soul and choose to polymorph into a dragon. You gain BP equal to 10 times your chosen Emotion’s Trait. Whilst you have BP from this effect remaining your form changes to that of a Dragon.
Your become a Large sized entity, with a Flying speed equal to double your Walking speed and Blindsight out to 6m. You also gain the Dragon’s Breath action whilst in this form.
This form lasts until you no longer have BP remaining, you use an action (1AP) to return to your normal form, or until you stop Channelling whichever occurs first. Once you have used this Feature you may not do so again until you have completed a Long Rest.
In addition, you gain the Drauthazil Ancestry and can choose two additional Ancestry Features from that Ancestry to gain.
If you already have the Drauthazil Ancestry, then you can choose three Ancestry Features from the Drauthazil Ancestry to gain.
Whilst under the effects of the Channel Emotion action, if you score a Critical Hit on a Target, some of your blood seeps into its wounds, the Target gains two Degrees of the Poisoned condition and takes 1d6 Cold damage.
Whilst they have Degrees of the Poisoned condition from this Feature, at the end of each of the affected Target's turns, they must make an Endurance Test against your Spell TG.
On a successful Test, they take 1d6 Cold damage.
On a failed Test, they reduce their Endurance score by 1 in addition to taking the 1d6 damage.
If they failed by 5 or more, they take double damage and gain an additional Degree of the Poisoned condition.
The effects of the transfused blood end once the Target has had any HP restored, is Targeted by a Restoration School Spell or Power, or with a successful TG 20 Medicine Skill Roll.
Undead, Outsiders, and entities without blood cannot be affected by this Feature.
Once the blood has been removed by removing all Degrees of the Poisoned condition, all Endurance lost is restored after completing their next Long Rest.
In addition, you gain Immunity to Cold damage and the Outside-Touched Template and can choose one additional Template Feature from that Template to gain.
If you already have the Outside-Touched Template, then you can choose two Template Features from the Outside-Touched Template to gain.
Whilst under the effects of the Channel Emotion action, you gain the Hellfire Charge action.
In addition, you gain the Mask-Touched Template and can choose one additional Template Feature from that Template to gain.
If you already have the Mask-Touched Template, then you can choose two Template Features from the Mask-Touched Template to gain.
The first time per Long Rest you would use your Living Dead Feature, the TG does not increase by 5 for its next use, every use afterwards until you next take a Long Rest still increases the Test TG as normal.
Whilst under the effects of the Channel Emotion action, you gain the Destined Fate reaction.
In addition, the Fate-Touched Template and can choose one additional Template Feature from that Template to gain.
If you already have the Fate-Touched Template, then you can choose two Template Features from the Fate-Touched Template to gain.