Z's Channeling (5e Variant Rule)

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Author: Zhenra-Khal (talk)
Date Created: 11-6-2022
Status: In Progress
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Z's Channeling[edit]

This variant rule is fairly simple - Must like Concentration or casting spells At Higher Levels, this variant rule aims to clearly define the standard for a specific spellcasting mechanic, so that it can be referenced instead of being listed in full in the spell's description.

The Mechanic[edit]

When a spell has a Channeling notation in its description, the spell has a unique effect that can be accomplished during the spell's duration by taking some form of action (Usually an Action or a Bonus Action, as listed in the spell's description). In many cases, the spell ends early if the specified Channeling action isn't taken, and in almost all cases, these spells require Concentration as well.

Channel Type[edit]

When a Channel is listed in the spell's description, it would be listed as "Channel: Action" or "Channel: Bonus Action" depending on the type of action required to channel the spell.

Required Channel[edit]

When a Channel is listed as Required - Such as "Channel: Bonus Action; Required", this denotes that the spell ends early (At the end of your next turn) if the action denoted in the Channel Type section is not taken; In the above example, the spell ends early if the caster does not use their Bonus Action to continue channeling the spell.

Channel Range[edit]

Finally, some spells list Range in their Channeling notation - Such as "Channel: Action; Range". This denotes that the spell ends early for a creature if it is ever outside the spell's range, or ever has total cover from the caster. In the above example, the spell requires an Action to channel, and if the target is ever outside the spell's range or has total cover from the caster, the spell ends early.

Published Examples[edit]

  • Witch Bolt - Channel: Action; Required; Range. When channeled, the spell deals an additional 1d12 points of Lightning damage to the target automatically.
  • Gust of Wind - Channel: Bonus Action. When channeled, you can change the direction in which the line blasts from you.

Homebrew Examples[edit]

  • Dreadtheft - Channel: Action; Required. When channeled, you force all targets within the line's path to make another Charisma saving throw, suffering the spell's initial effects again in accordance with the result of their saving throw; As part of channeling, you can change the direction in which the line blasts from you before the damage is dealt.
  • Hymn of Recovery - Channel: Action; Required; Range. When channeled, the target benefits from the spell's initial effects again. As part of channeling, you change the spell's target.
  • Lithic Block - Channel: Action; Required. When channeled, you can move each cube created by the spell up to 10ft, repositioning them as you see fit.
  • Lunging Maw - Channel: Bonus Action. When channeled, you may move the Maw up to 30ft. If you ram the Maw into a creature, it suffers the spell's effects as above.
  • Z's Witch Bolt - Channel: Action; Required; Range. When channeled, each target struck automatically suffers 1d12 points of Lightning damage.

Back to Main Page5eVariant Rules

AuthorZhenra-Khal +
Identifier5e Variant Rule +
RatingUndiscussed +
SummaryA collective definition for that one thing certain spells do. +
TitleZ's Channeling +