Libertad
Legend

Dungeons & Dragons has been borrowing concepts from a wide variety of media since its founding. The advent of the OGL let fans insert their own preferences beyond the tastes of Wizards of the Coast employees, so it was natural that we’d get a product that is a Jojo’s Bizarre Adventures reference and with some Persona influences too.
The Channeler is a class centered around a person whose internal psyche manifests as a spectral entity formed from a forgotten memory. Also known as phantasms, the origins of said entities are unknown, and most channelers are self-taught due to the rareness and lack of knowledge of their existence in wider communities. Phantasms take a variety of forms and roles, usually in relation to the memory responsible for their existence.
The Channeler’s role is either that of a ‘magical martial’ or specialized spellcaster depending upon their specific kind of phantasms. The class has a d8 Hit Die, is proficient Wisdom and Charisma saves, only simple weapons and no armor or shields, and chooses two skills from a rather diverse list: you have your physical options such as Acrobatics and Athletics but also all of the social skills and some ‘knowledge’ ones such as Investigation, Nature, Perception, and Survival.
The Channeler seems a bit squishy, but their phantasm does much of the grunt work. Phantasms are unique extraplanar incorporeal aberrations which are naturally invisible* and tethered to the Channeler in a ball and chain way which limits how far they can be separated. They can move no more than 5 feet from the Channeler barring one specific Aspect, but they automatically move an equal amount whenever the Channeler does. The Channeler’s own body counts as their native plane of existence which they shunt back to in the event of out of bounds movement, banishing effects, etc and can be summoned and dismissed as a bonus action and normal action respectively. Phantasms have quite a bit going for them: they use the Channeler’s proficiency bonus and Charisma for attack and damage rolls, being invisible means that they have advantage on attack rolls in most circumstances, and they are immune to all conditions and damage types save for force damage and magical bludgeoning/piercing/slashing attacks. They do not have their own hit points, and all damage is transferred to the Channeler; this makes AoE effects quite dangerous as the Channeler can end up taking double damage, but given that most AoE spells have an energy type in which the phantasm is immune this is not as common as one thinks.
*save to Channelers and creatures with Truesight, and can be outlined with invisible-countering spells.
The phantasm’s AC and that of the Channeler’s is the same (12/13/14 + Channeler’s Wisdom modifier depending upon the Aspect type) when the latter is not wearing armor, and while they have their own senses the Channeler can perceive through their phantasm by becoming deaf and blind themselves for the duration. Phantasms have no will of their own and more or less act at the behest of the caster, meaning that in some cases the channeler must transfer an ‘action’ of their own to order them to do something.
The Channeller’s other major feature is their Soul Dice, a number of d8s equal to their level which represent calling upon inner reserves to push themselves beyond their normal limits. Up to 3 Soul Dice (dependent upon level) can be spent at once, and the Channeler adds their Charisma modifier to the result. By default this number is added to the damage dealt by a phantasm’s attack, but certain types of Phantasms and Manifestations can let the Channeler add it to the result of certain skill checks and at 14th level to the results of a saving throw. Soul Dice are recovered all at once during a long rest, or half their Channeler level rounded down 1/day during a short rest.
Phantasmal Aspects represent the 3 different types of Phantasms a Channeler can manifest. Its type is chosen at character generation, after which point it cannot be changed. They all have their own features which are gained as the Channeler levels up, but one universal feature is granting proficiency in an additional saving throw at 13th level related to said Aspect (or one of the PC’s choice if they’re already proficient). In the case of the Iron Myrmidon and Harmonic Magician they have particular class features which cause them to become visible (wielded weapons and spellcasting respectively) but at 11th level they can use said features while remaining invisible.
The Chronos Avenger represents a memory regretting a past error or yearning for something long since past, and has time-related abilities ranging from being able to reform a broken object by rewinding time, temporarily freezing time via a ‘time slip’ to take another turn’s worth of actions, Extra attacks with the phantasm’s unarmed strikes and spike-throwing ranged attacks, the ability to attack a third time as a bonus action, a scrying window that can only see up to 10 days into the past, and a 20th level capstone where their bonus turn time slip ability can be triggered as a reaction even in a Timestop spell or similar effects.
The Iron Myrmidon comes from a memory of safety and protection, or at least the desire for it. It has abilities related to this, such as being able to manifest hovering shields which can grant +2 AC to an ally, the expenditure of Soul Dice at 7th level to reduce damage dealt to said ally by that amount, the ability to telekinetically move metal objects via magnetism and turning metal objects into natural magnets, a phantasmal arsenal where the phantasm can proficiently wield and use existing weapons and store them in an extradimensional storage space,* the ability to turn into a mobile platform that can hold up to 1,500 pounds of weight* but can also mow down opponents effortlessly via selective incorporeality and deal damage, turn into a 5 foot translucent cube that is immune to all forms of damage and conditions save a disintegrate spell, and a 20th level capstone ability where they can shoot out all of their extradimensional weapons at once in a spinning field that does selective damage to all within a 10 foot radius.
*and an infinite number of weight beyond that, but loses the ability to move until they’re under 1.5k pounds.
The Harmonic Magician is formed from a memory of discordant voices and sounds of some unknown yet important event, and is the “spellcaster” option for Channelers. Although the weakest aspect physically and lacking Multiattack, it is relatively untethered and can move freely independent of the Channeler up to 60 feet distant. Its main class feature is granting the Channeler access to actual spells and cantrips, drawing from its own class list of spells up to 5th level, and the aspect is similar to a familiar in that the Channeler can cast spells through them. Other features include the ability to spend Soul Dice to increase the damage dealt or healed with spells, converting Soul Dice to spell slots, an audible magic sonar which outlines invisible creatures to the Channeler and can disrupt concentration spells as a more focused single target attack, can record ritual-friendly spells as rituals onto magical plates even if it’s from other class’ spell list, and as a 20th level capstone ability can have the Channeler and the Aspect cast the same spell twice at the same time but with only one slot.
The class-specific spell list for the Harmonic Magician is a rather broad assortment. It’s got many energy-based and AoE damage dealing spells, but has quite a bit of utility magic such as Charm Person, Invisibility, Leomund’s Tiny Hut, and the like. Combined with the ritual casting plates, the Harmonic Magician is by far the most versatile Aspect for the Channeler class.
Manifestations are personalized expressions of the Channeler’s memories beyond just their Aspects, shaped to encourage exemplary abilities in certain fields. The Channeler gains 2 Manifestations at 2nd level, a third at 5th and another every 2 levels up to 9th, at which point they gain 1 every 3 levels up to a maximum of 8 at 18th level. They’re similar to feats in that you either have them or you don’t, and there’s a list of general Manifestions plus a few specific to certain Aspects.
I won’t go over all of them, but there’s a few which allow you to add Soul Dice results to various skills: Acrobatics and Athletics for peerless athletes, Investigation and Perception for savvy-eyed individuals, etc. There are Soul Dice options for other effects such as healing touch or adding to an ally’s saving throw results, albeit in the non-skill cases they are usually limited based on a short or long rest independent of how many Soul Dice you have remaining. Some non-Soul Dice Manifestations include automatically disengaging from opponents whenever you Dash and gain a bonus 10 feet while doing so, the ability to let your Phantasm pick up and manipulate objects,* increasing the reach of your Phantasm’s attacks by 5 feet as your bonus action, and one where your phantasm can emit a telepathic alarm whenever a non-designated creature comes within 30 feet of you.
*But not activate magic items or use weapons unless they have features specifically allowing this.
The Aspect-specific Manifestations are keyed to said Aspects’ strong suits, such as the Chronos Avenger treating their attacks as magical or increased uses of time slip, or the Harmonic Magician reducing the conversion cost of Soul Dice to spell slots or using its magical sonar to perfectly imitate any sound the Channeler heard within the past 24 hours.
Our book ends with a handy-dandy cheat sheet guide, and a list of FAQs at the end for situational rules and effects:

Existing Class Comparisons: The Channeler’s role in the party is dependent upon whether or not they choose Harmonic Magician as their Aspect. Otherwise they are by default a mostly-martial build albeit acting through a summoned proxy. They’re a bit of a glass cannon in this regard, as while they are capable of getting a high Armor Class with the right Aspect and Manifestations their rather average d8 hit die and inability to use magical armor or shields limits their defense unless they choose Iron Myrmidon. That the Chrono Avenger’s natural attacks are not counted as magical save via a Manifestation tax is a point against its favor.
The Harmonic Magician is akin to a Paladin, Ranger, or Warlock in that they have spell slots but do not go up to 9th level. They feel a bit closest to Wizards in terms of blasty/utility mix, and they can make for a nice “minor arcanist” in a pinch. While they may not get the continual short rest recharge rate of warlocks or the sheer power of post-5th slots, the use of Soul Dice can make them cast said minor magics much more often over a typical adventuring day.
Final Thoughts: In terms of general utility the non-Harmonic Aspects have some neat tricks but are rather situational, and in terms of scouting the natural invisibility of said Aspects are limited given they have to be adjacent to the Channeler at all times. The right Manifestation can easily break 5th Edition’s bounded accuracy with the expenditure of Soul Dice, but given it’s typically 2 related skills means that said Channeler will not be an all-purpose skill monkey unless they spend most of their Manifestation choices on such options.
The Harmonic Magician turns the Channeler into a capable spellcaster, and the ability to burn Soul Dice for spell slots means that they aren’t at risk of running out of spells anytime soon at mid-to-high levels. That their Aspect can go much farther and deliver spells through it is great for scouting and guerilla warfare purposes, not to mention that the “vague sounds” is much broader in terms of potential lost memories than the regret/nostalgia/safety shtick of the other two Aspects.
Join us next time as we see Matthew Mercer try his hand at converting the Witcher to D&D with the Blood Hunter class!