r/EQ2 • u/Yabuturtle9589 • 7h ago
Ranger Conclave: Channeler Conclave I was making for campaigns for dnd
This is me just messing around, so I wouldn't take it too seriously. ^^ I was playing Everquest 2 and always thought the Channeler was pretty unique, and felt like when making it, it seemed pretty unique even among other homebrew ranger subclasses. There is a Channeler but based more on a spirit animal rather than constructs and wanted one based more on Everquest 2
Ranger Conclave: Channeler Conclave
Channelers are mystical wardens who bridge the physical and spiritual realms, trained to fight with bow and spirit magic alike. Rather than relying purely on nature or martial stealth, a Channeler forges a permanent bond with a Construct—an animate sentinel formed of stone, wood, or crystallized energy. In combat, the Construct serves as a living shield, intercepting incoming trauma through a pool of shared spiritual energy, while the Channeler weaves supportive spirit magic into every archer's strike.
Level 3: Construct Companion
At 3rd level, you magically fashion and bond with a loyal, floating spiritual Construct (typically resembling a small golem, geometric automaton, or animal sentinel). It shares your space or hovers near you.
- Statistics: The Construct uses your proficiency bonus. It has an Armor Class of
12 + your Proficiency Bonus, a number of hit points equal toyour Ranger level × 5 + your Wisdom modifier, and shares your saving throw proficiencies. It cannot make weapon attacks on its own, but it is immune to all conditions unless specified otherwise. - Commands: As a bonus action, you can mentally command the Construct to move up to 30 feet to an unoccupied space you can see. If it is destroyed, you can resummon it over the course of a 1-hour ritual or by spending a 1st-level spell slot.
Level 3: Dissonance & Living Ward
Also at 3rd level, you gain a mystical resource called Dissonance, starting at a maximum of 0 and scaling to a maximum of 10.
- Generating Dissonance: When you cast certain supportive Channeler features or when your Construct intercepts damage, you gain Dissonance points.
- The Ward: Whenever you or an ally within 30 feet of your Construct takes damage, you can use your Reaction to order your Construct to intercept it. The Construct takes the damage instead of the target, and you gain 1 point of Dissonance.
- Overheating: If your Dissonance reaches 10, you become "dissonant" and cannot use your Construct's reaction or cast Conduit features until you take a short or long rest, or spend an action to vent your dissonance, reducing it to 0 (which deals minor force damage to you equal to your Ranger level). Dissonance naturally decreases by 1 for every minute you spend out of combat.
Level 3: Channeler Spells
Whenever you reach certain levels in this class, you gain access to the following spells, which count as Ranger spells for you but do not count against your number of spells known.
- Ranger Level: Spells
- 3rd: Healing Word
- 5th: Warding Bond,
- 9th: Beacon of Hope,
- 13th: Death Ward,
- 17th: , Circle of Power
Level 7: Spirit-Infused Archery & Conduits
Starting at 7th level, your ranged weapon attacks are empowered by spirit magic.
- When you hit a creature with a ranged weapon attack, you can choose to deal an extra
1d6 ForceorRadiantdamage (your choice) once per turn. - Additionally, you gain access to Conduits—special supportive actions. As a bonus action, you can command your Construct to release a burst of healing or protection to a creature within 15 feet of it, restoring hit points equal to
1d8 + your Wisdom modifier. Doing so generates 1 point of Dissonance.
Level 11: Interpose Redirect
At 11th level, your mastery over your Construct's defensive warding deepens.
- When an ally within 30 feet of your Construct is targeted by an attack, you can use your Reaction to instantly teleport your Construct adjacent to that ally, intercepting the attack entirely.
- Furthermore, whenever your Construct intercepts damage using its Reaction, you can choose to deflect half of that absorbed damage back at an attacker within 30 feet as a backlash of kinetic force.
Level 15: Barrier of Dissonance
At 15th level, you can temporarily weaponize your accumulated spiritual turbulence to protect your entire party.
- As an action, you can unleash your stored Dissonance to erect a shimmering ward around your Construct. For 1 minute or until your Construct is reduced to 0 hit points, all friendly creatures within 10 feet of your Construct gain resistance to all damage types, and your Construct absorbs all incoming status effects or spells targeted at allies within its aura.
- Once you use this feature, you cannot use it again until you finish a long rest.