Spellsoul Channeler

Spellsoul Channeler
Prerequisite: Con 13+; Either Int, Wis, or Cha at 13+; DM Fiat
  As a reaction you may attempt to absorb one spell that you are aware of that targets you or an ally within 30 feet of you, with it having no effect on the target and you gain that many spell levels equal to the level of the spell that targeted you as stored Spellsoul. Make a Concentration Check DC equal to the Spellcaster’s Save DC in order to absorb a spell, this check occurs before the spell takes effect and therefore before you make the save against the spell. If you fail the Concentration Check you then resolve the spell normally.
You may store a number of spell levels of Spellsoul equal to your Constitution Ability Score.
As a reaction to taking an Attack Action, you may expend a number of spell levels per turn limited to your Proficiency Bonus + Constitution Bonus to make one of your attacks a ranged Spellsoul attack, augment a weapon attack, or to heal yourself or someone you touch as part of the action. If you have the extra attack action, or have used a monk’s flurry of blows, or the haste spell, you may use these options in place of any one of your attacks. Ranged Spellsoul attack is made as a ranged attack action with Proficiency using your spellcasting ability modifier or Constitution Bonus if you are not a spellcaster. Range of the attack is 20/(40+Constitution). Damage per level of Spellsoul expended is 1d4 Force.
When Augmenting a Ranged weapon attack, choose the number of Spellsoul levels to expend before making the attack. Whether the attack hits or not, the levels are expended. If the attack hits, when rolling damage add per level of Spellsoul expended +1d4 Force to the attack’s damage. Channeling Spellsoul through thrown ranged weapons and ranged weapon ammunition that are not magical will destroy them, usually in one or two attacks. Each time you channel Spellsoul through a non-magical thrown weapon or normally reusable non-magical ammunition, roll a d20 and on an 11 or higher the weapon survived the channeling, otherwise it is disintegrated in the attack after the damage from the attack is dealt. Masterwork and enchantable materials have advantage against this disintegration check.
When Augmenting a melee weapon attack you make the attack normally, and deal damage normally, then you may choose to expend Spellsoul levels, add per level of Spellsoul expended +1d4 Force to the attack’s damage. Channeling Spellsoul through melee weapons that are not magical or your unarmed attacks will destroy them usually in one or two attacks. Each time you channel Spellsoul through a non-magical weapon, roll a d20 and on an 11 or higher the weapon survives the channeling, otherwise it is disintegrated in the attack after the damage from the attack is dealt. Masterwork and enchantable materials have advantage against this disintegration check.
When healing yourself or someone you touch, heal a number of HP equal to your Constitution Bonus + 1d4 per level of Spellsoul expended. When someone is resting you may expend Spellsoul in the same way to heal someone you touch or yourself, the healing takes a short rest to complete.
  When expending HD on a short rest for healing, you may then also spend levels of Spellsoul equal to the number of HD expended to replenish that number of spell slot levels for yourself or number of charges recharged into a magic item you hold and concentrate on during the rest.


Cover image: A strange planet this way floats. by magejosh with DALLE3

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