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The Kanala Class

(Pronounced KAW-nuh-luh)

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Each kanala was gifted with a blessing, or a curse, that
destined them for a life of adventuring. Some source of
extraordinary power merged with their body, thereby
allowing the kanala to utilize amazing powers from that point
forward.
Locus of Power
Kanalas learn to control their power quite quickly, since it is
just another part of them. Once they understand the basics,
they can partially externalize and manipulate their inner
power. When this happens, one or two of their extremities
take on a unique appearance and become a locus. These loci
can come in a multitude of forms that the kanala learns and
cultivates through their personal experiences.
A kanala's locus also allows them to cast spells. Using
magic this way can leave them feeling drained, so kanalas
tend to use this part of their power sparingly. Naturally, it
takes patience and confidence to use these abilities well.
Kanala Gift Origins in Many Worlds
A tavern-bound old man turns down an alleyway, but The source of a kanala's power, which can be received in a
suddenly feels a blade pressed against his neck. Purple variety of ways, is called their gift. In the Forgotten Realms,
smoke seeps from his wrinkled fist as the thief tells him to kanalas are considered a rare subset of sorcerers, meaning
empty his coinpurse. Upon hearing the sounds of a scuffle, a that they hold their gift from birth. In Eberron and Ravnica,
nearby guard runs to the alley. However, all he finds is an technological or magical experimentation on creatures can
elder out for a stroll. No trace of the brigand could be seen. create kanalas. In other worlds, kanalas might be purposely
Tendrils erupt from the arm of a tiefling and grab hold of a created for military purposes or only ever seen when ancient,
trembling kobold. She lifts the creature just above the ground forbidden magicks provide a creature with an esoteric gift.
while politely asking where all the treasures she came for
had gone. Since the reptile is too frightened to answer, the Creating a Kanala
tiefling touches a finger to his forehead, blinks twice, and Start by thinking about the source of your character's inner
thanks him before tossing him aside. power. If you'd rather leave it to chance, you can use the Gift
A huge maul, seemingly appearing from nowhere, drops Source table presented later in the class description.
into the grasp of a half-orc. She swings the weapon just as When filling out your character sheet, consult the following
her hands clutch it, striking true on an encroaching owlbear. subsections, which give you hit points, proficiencies, and
The maul then disappears, just as quickly as it came, as the starting equipment. Then look at the Kanala table to see
monster struggles to hobble away. The half-orc turns back which features you get at each level. The descriptions of those
towards her village's gate and smirks to herself. features appear in the "Class Features" section.
20 KANALA | OVERVIEW
The Kanala
Proficiency
⁣⁣Spells ⁣
⁣ ⁣⁣Spell ⁣
⁣ ⁣⁣Slot ⁣
⁣ ⁣Locus Forms

Level Bonus Features ⁣⁣Known ⁣⁣ ⁣⁣Slots ⁣⁣ ⁣⁣Level ⁣⁣ ⁣Known ⁣
1st +2 Gaze Detection, Pact Magic 2 1 1st —
2nd +2 Locus Forms 2 1 1st 3
3rd +2 Empowered Bond 3 2 1st 3
4th +2 Ability Score Improvement 3 2 1st 4
5th +3 Extra Attack 4 2 2nd 4
6th +3 Empowered Bond Feature 4 2 2nd 4
7th +3 Nonphysical Protection 5 2 2nd 5
8th +3 Ability Score Improvement 5 2 2nd 5
9th +4 — 6 2 3rd 5
10th +4 Empowered Bond Feature 6 2 3rd 6
11th +4 Extraordinary Attack 7 2 3rd 6
12th +4 Ability Score Improvement 7 2 3rd 6
13th +5 — 8 2 4th 6
14th +5 Shared Physique 8 2 4th 7
15th +5 Empowered Bond Feature 9 2 4th 7
16th +5 Ability Score Improvement 9 2 4th 7
17th +6 —⁣ 10 2 5th 7
18th +6 Empowered Bond Feature 10 2 5th 8
19th +6 Ability Score Improvement 11 2 5th 8
20th +6 Locus Combatant 11 2 5th 8

Quick Build
You can make a kanala quickly by following these suggestio- Multiclassing and the Kanala
ns. First, make Strength or Dexterity your highest ability If your group uses the optional rule on multiclassing in
score, followed by your choice of Charisma, Intellgience, or the Player's Handbook, here's what you need to know
Wisdom. Second, choose the folk hero background. if you choose kanala as one of your classes.
Ability Score Minimum. As a multiclass character, you
Hit Points must have a Strength or Dexterity score of at least 13
Hit Dice: 1d10 per kanala level to take a level in this class, or to take a level in another
Hit Points at 1st Level: 10 + your Constitution modifier class if you are already a kanala.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Proficiencies Gained. If kanala isn't your initial class,
modifier per kanala level after 1st here are the proficiencies you gain when you take your
first
level as a kanala: light armor, medium armor,
Proficiencies shields, simple weapons, and martial weapons.
Armor: Light armor, medium armor, shields Pact Magic. Add half of your levels (rounded up) in
Weapons: Simple weapons, martial weapons the kanala class to the appropriate levels from other
Tools: None classes (i.e., the warlock class) to determine your level
for Pact Magic, then use that level's row on the
Saving Throws: Constitution, Charisma Warlock table to determine your available spell slots.
Skills: Choose two from Arcana, Athletics, History,
Intimidation, Religion, Sleight of Hand, and Survival  
Starting Equipment If you forgo this starting equipment, as well as the items
You start with the following equipment, in addition to the offered by your background, you start with 5d4 × 10 gp to buy
equipment granted by your background: your equipment.
a martial melee weapon of your choice
a sling and a pouch containing 20 sling bullets Class Features
your choice of studded leather armor or scale mail As a kanala, you gain the following class features, which are
your choice of a dungeoneer’s pack or an explorer’s pack summarized in the Kanala table. KANALA | OVERVIEW 21
Gaze Detection randomly by using the Gift Source table. Once chosen, your
spellcasting ability for this class cannot be changed.
1st-level kanala feature You use the chosen ability whenever a kanala feature or
Your gift allows you to feel a creature's stare as if it was a spell refers to your spellcasting ability. In addition, you use its
pinprick on your skin. As a bonus action, you can focus on modifier when setting the saving throw DC for a kanala spell
this sense and detect the gaze of any creature that sees you you cast and when making an attack roll with one.
and is not a construct. Creatures that you are already aware Spell save DC = 8 + your proficiency bonus + your
of are not detected. You learn the size and type of each creat- spellcasting ability modifier
ure detected this way, as well as either its specific location if
it is within 15 feet of you and on the same plane of existence Spell attack modifier = your proficiency bonus + your
or roughly which direction it is looking from otherwise. spellcasting ability modifier
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when Kanala Spell List
you finish a long rest. Here's the list of spells you consult when you learn a kanala
spell. The list is organized by spell level, not character level.
Pact Magic Each spell is in the Player's Handbook, unless it has one
1st-level kanala feature asterisk (a spell in Tasha's Cauldron of Everything) or two
As long as you are able to activate your locus, you can use the asterisks (a spell in Xanathar's Guide to Everything).
energy of your gift to cast spells. However, your magic does 1st Level 3rd Level
not appear in the same way as that of wizards or sorcerers;
instead, it alters the appearance of your locus as it physically Absorb Elements ** Blink
flows out from your extremities. Armor of Agathys Dispel Magic
Cause Fear ** Enemies Abound **
Locus Required Color Spray Haste
Your magical effects are produced through your locus. You Comprehend Languages Intellect Fortress *
must have an empty hand when you cast any spell with this Detect Evil and Good Life Transference **
Pact Magic feature (meaning the spell has an "S" component Detect Magic Spirit Shroud *
when you cast it).
After you gain the Locus Forms feature at 2nd level, you Disguise Self Thunder Step **
can also use any active locus form to fulfill this requirement. Expeditious Retreat Tongues
Feather Fall Water Breathing
Spell Slots Longstrider Water Walk
The kanala table shows how many spell slots you have. The Mage Armor
table also shows the level of those slots; all of your spell slots Unseen Servant 4th Level
are the same level. To cast one of your kanala spells of 1st Witch Bolt Elemental Bane
level or higher, you must expend a spell slot. You regain any Zephyr Strike ** Fire Shield
expended spell slots when you finish a short or long rest. Freedom of Movement
For example, when you are 5th level, you have two 2nd- 2nd Level Locate Creature
level spell slots. To cast the 1st-level spell color spray, you
must spend one of those slots, and you cast it as a 2nd-level Alter Self Shadow of Moil **
spell. Blur Stoneskin
Darkvision
Spells Known of 1st Level and Higher Enhance Ability
5th Level
At 1st level, you know two 1st-level spells of your choice from Enlarge/Reduce Bigby's Hand
the kanala spell list. The Spells Known column of the Kanala Mind Spike ** Enervation **
table shows when you learn more kanala spells of your Mirror Image Far Step **
choice of 1st level and higher. A spell you choose must be of a Misty Step Mislead
level no higher than what’s shown in the table's Slot Level Rary's Telepathic Bond
column for your level. When you reach 7th level, for example, See Invisibility
Skill Empowerment
you learn a new kanala spell, which can be 1st or 2nd level. Shadow Blade **
Additionally, when you gain a level in this class, you can Spider Climb Steel Wind Strike **
choose one of the kanala spells you know and replace it with Gift Source
another spell from the kanala spell list, which also must be of ⁣⁣⁣d6 ⁣⁣⁣⁣ Source Ability and Description
a level for which you have spell slots.
Intelligence. A magical artifact merged with
1⁣⁣

Spellcasting Ability

your body some time ago, and you have since


Kanalas receive their supernatural gifts from a variety of

learned how to control its energy through


sources. These different sources require different types of intense study.
mental fortitude in order to be utilized well, meaning that 2⁣⁣
Wisdom. Some great being, unknown to you,
kanalas do not always share a common spellcasting ability.
chose you as the recipient of its favor. You
You instead choose your spellcasting ability from Intelligence,
only realized this when your locus activated on

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Wisdom, or Charisma. Alternatively, you can determine it
its own during a turning point in your life.
KANALA | CLASS FEATURES
⁣⁣⁣d6 ⁣⁣⁣⁣ Source Ability and Description ⁣
Charisma. Your gift is actually a mythical
3⁣⁣

creature held within your very body. Leeching


its power for yourself has become a habit, for


better or worse.
Intelligence. Your research unearthed a hidden
4⁣⁣

potential that is present in all humanoids, but


its unsealing process fails horribly for anyone


but you.
Wisdom. Another soul has come to inhabit
5⁣⁣

your body. By forming a connection with this Extra Attack


guest, you have found that you can


accomplish great feats. 5th-level kanala feature


6⁣⁣

Charisma. An experiment or ritual gave you You can attack twice, instead of once, when you take the

your kanala abilities, and your internal Attack action on your turn.
monologue has not sounded quite like it used

to ever since. Nonphysical Protection


Locus Forms 7th-level kanala feature
Your gift fortifies your mind and helps you withstand the
2nd-level kanala feature elements. While you are not incapacitated, acid, cold, fire,
Your locus is more than just a part of you: it is a multi-tool for lightning, necrotic, poison, psychic, radiant, and thunder
solving the countless obstacles you face as an adventurer. damage that you take is reduced by 3.
You know three locus forms of your choice. Your options
are detailed in the "Locus Forms" section at the end of the Extraordinary Attack
class description, where you will also find the general rules of 11th-level kanala feature
locus form activation. When you gain certain kanala levels, The cognitive strength required to control your gift helps you
you gain additional forms of your choice, as shown in the keep your focus during battle and swiftly defeat your foes.
Locus Forms Known column of the Kanala table. You can now attack thrice, instead of twice, when you take
Additionally, when you gain a level in this class, you can the Attack action on your turn.
choose one of the forms you know and replace it with another When you make your third attack as part of the Attack
form that you could learn at that level. action, you must add your spellcasting ability modifier, inst-
Empowered Bond ead of Strength or Dexterity, to the attack and damage rolls.
3rd-level kanala feature Shared Physique
Your relationship with your gift has matured to the point 14th-level kanala feature
where you gain specialized benefits from it. Choose from the Your gift is able to restrict your body's movement whenever
Bond of the Fool, the Bond of the Host, the Bond of the Lion-
heart, the Bond of the Savant, or the Bond of the Vessel, each you can't control it. As a result, you can no longer be forced to
detailed at the end of the main class description. Your bond take actions against your will by effects or spells such as
grants you features at 3rd level and again at 6th, 10th, 15th, dominate person. Additionally, your locus now replaces any
and 18th level. missing limbs, functioning identically to a limb it replaces.
Bond Spells Locus Combatant
Each bond has a list of associated spells. You learn these add- 20th-level kanala feature
itional spells at the levels specified in the bond description if On your turn, you can take one additional bonus action. This
you don't already know them. These spells don't count again- additional bonus action can only be used to activate a locus
st the number of kanala spells you know. form you know.
If you gain a bond spell that doesn't appear on the kanala
spell list, the spell is nonetheless a kanala spell for you.
You can cast each of your bond spells once at their lowest Empowered Bonds
level without expending a spell slot or material components. Each kanala uses the power of their gift in a way that reflects
Once you cast a bond spell this way, you can't do so again their connection with it. Any hardships faced along their
until you finish a long rest. journey only serve to make this bond stronger.
Ability Score Improvement Bond of the Fool
4th-level kanala feature Fools are the type that stumbled into becoming a kanala.
When you reach your 4th level and again at 8th, 12th, 16th, They stuck their nose, or more often their hand, somewhere it
and 19th level, you can increase one ability score of your shouldn't have been and came out fortunate. With their new-
choice by 2, or you can increase two ability scores of your found powers, these kanalas continue delving into dungeons,
choice by 1. As normal, you can’t increase an ability score exploring the unknown, and collecting trophies that might
above 20 using this feature. KANALA | CLASS FEATURES 23
one day sum up to a trove as valuable as their gift. Combat Preparation
In some worlds, fools refer to themselves as collectors in 10th-level Bond of the Fool feature
order to avoid easy criticism. While this name is fitting, the By using your Always Prepared feature, you can now conjure
kanala must still live with the embarrassing knowledge of
how they received their gift. magical bombs. As an action, you can throw a conjured bomb
up to 60 feet, causing it to detonate on impact.
Bond Spells Each bomb has its own gp value and detonation effect, as
3rd-level Bond of the Fool feature shown in the Magical Bombs table. You can only have one
You gain bond spells at the kanala levels listed. You can cast magical bomb conjured at a time.
each of your bond spells once at their lowest level without Magical Bombs
expending a spell slot or material components. Once you do, Bomb Value Detonation
you can't do so again until you finish a long rest.
Black 30 Each creature in a 10-foot-radius
Bond of the Fool Spells Dragon gp
sphere centered on the detonation


point must make a Dexterity saving
Kanala Level Spell

throw against your spell save DC,
3rd hunter's mark, identify

taking 8d8 acid damage on a failed


save or half as much on a success.
5th lesser restoration, locate object
Myst
10 Nonmagical flames in a 30-foot-
9th Leomund's tiny hut, remove curse
gp
radius sphere centered on the
13th fabricate, locate creature

detonation point are extinguished,


and the area becomes heavily
17th creation, legend lore

obscured for the next 10 minutes or


until a wind of moderate or greater
Welcome Distractions

speed disperses the mist.
3rd-level Bond of the Fool feature A 20-foot-radius, 90-foot-high
Tie- 20
You gain proficiency with one gaming set or musical Down
gp

cylinder of space centered on the


instrument of your choice.

detonation point becomes


magically-charged. The ground

Always Prepared

within this zone is difficult terrain,


3rd-level Bond of the Fool feature

and the flying speed (if any) of


creatures there is reduced to 10
Whether in a warm tavern or on a snowswept peak, your gift

feet. The zone returns to normal


makes sure you always have what you need on hand. As an

after 1 minute.
action, you can conjure one piece of Adventuring Gear—such
as one arrow or one day's rations—from the opening of an Fool's Errand
opaque container within your reach. For examples of items 15th-level Bond of the Fool feature
you can create, see the Adventuring Gear table in the equip- As an action, you can try to exhaust a creature that you can
ment chapter of the Player's Handbook. If the item can't fit in see within 20 feet of you, either with your gift or your insipid
your hand, it appears in an unoccupied space within 5 feet of blathering. That creature must succeed on a Constitution
you. The gp value of the item can't be more than 5 times your saving throw against your spell save DC or suffer three levels
kanala level, which is also your gp limit for this feature. of exhaustion. This feature can't cause a creature to die of
You can conjure multiple items this way, using a separate exhaustion, however.
action for each one, but their sum total value can't surpass At the end of each of its turns, the creature's exhaustion
the gp limit. Any item valued under 1 gp instead has a value level is reduced by 1 if it is conscious and not within 20 feet
of 1 gp for this limit. A potion of healing has a value of 10 gp of you. This reduction can occur up to three times per use of
for this limit. You can also conjure a gaming set or musical this feature.
instrument that you are proficient with, treating its value as 2 Once you use this feature, you can't do so again until you
gp for this limit regardless of its normal value. finish a long rest.
When you finish your next long rest, each item conjured
this way disappears if it hasn't already been consumed or Peerless Preparation
destroyed, and your sum total value of conjured items returns 18th-level Bond of the Fool feature
to 0 gp.
Though you still might not entirely understand your gift, it
Foolproof Fail-Safe nevertheless comes in handy. You can now use your bonus
6th-level Bond of the Fool feature action to conjure items with your Always Prepared feature.
You've learned how to magnify the defensive ability of your Additionally, its gp limit increases by 20 gp.
locus for when you inevitably get into trouble. When you take Bond of the Host
damage from a trap, a long fall, a spell, or an attack made by
creature you can see within 60 feet of you, you can use your It is important to remember that not all gifts are totally silent.
reaction to reduce all incoming damage to 0 for that single Some even have their own nefarious goals and motivations.
instance. Once you do, you can't do so again until you finish a While there are many kanalas who persist despite the intrus-
long rest. ive thoughts brought on by these kinds of gifts, hosts in parti-
24 KANALA | EMPOWERED BONDS
cular must keep their destructive impulses in check, lest they
be consumed by them entirely.
⁣ for a spell you cast that deals necrotic damage, you can treat
any 1 on a damage die as a 2.
Improved Bond Spells
6th-level Bond of the Host feature
When you cast one of your bond spells using the Empowered
Bond feature, you cast it as if you had expended a spell slot of
one level higher than the spell slots provided by this class'
Pact Magic feature, up to a maximum of 5th level.
Necrotic Expert
10th-level Bond of the Host feature
The benefits of the Necrotic Adept feature now apply to any
weapon attacks you make, locus forms you activate, features
you use, and spells you cast that deal necrotic damage.
Invasive Rot
15th-level Bond of the Host feature
After reaching your 15th level, you can use your action to
make a ranged spell attack against up to five creatures that
you can see within 60 feet of you. On a hit, part of your gift
enters the target and begins to destroy it from the inside,
Bond Spells dealing 2d12 necrotic damage and leaving it tainted. On each
3rd-level Bond of the Host feature of your subsequent turns, you can use a bonus action to deal
You gain bond spells at the kanala levels listed. You can cast 1d8 necrotic damage to each tainted creature automatically.
each of your bond spells once at their lowest level without At the end of each of a tainted creature's turns, it can make
expending a spell slot or material components. Once you do, a Constitution saving throw against your spell save DC. On a
you can't do so again until you finish a long rest. success, it is no longer tainted.
Once you use this feature, you can't use it again until you
Bond of the Host Spells finish a long rest.
Kanala Level Spell Necrotic Master
3rd inflict wounds 18th-level Bond of the Host feature
5th blindness/deafness Once per turn when you roll one or more dice to deal
necrotic damage, choose one of those dice, roll it again, and
9th vampiric touch add that roll to the necrotic damage dealt.
13th blight
17th contagion Bond of the Lionheart
The Bond of the Lionheart is a relationship that spurs one to
Feed the Beast action. Kanalas with this bond carry one of two specific moti-
3rd-level Bond of the Host feature vations: a duty to help others or a desire to conquer them.
Your gift constantly craves organic matter if you are low on Regardless, lionhearts share a confidence that people can't
magical energy, causing you to have terrible insomnia and ignore. If they live long enough to make a name for thems-
near-constant feelings of hunger and thirst. elves, these kanalas become heroes and villains of legend.
If you have at least one expended spell slot, you can allow
your gift to consume the remains of a Medium or smaller Bond Spells
creature that is neither an elemental nor a construct. The 3rd-level Bond of the Lionheart feature
remains are consumed over the course of 1 minute as long as You gain bond spells at the kanala levels listed. You can cast
they remain within your reach. Immediately after the remains each of your bond spells once at their lowest level without
are consumed, you can regain one expended spell slot, the expending a spell slot or material components. Once you do,
level of which can be no higher than the level of the spell slots you can't do so again until you finish a long rest.
provided by this class' Pact Magic feature.
Once you regain a spell slot this way, you can't do so again Bond of the Lionheart Spells
until you finish a long rest, but you can still allow your gift to Kanala Level Spell
consume remains within the normal limitations.
3rd heroism
Necrotic Adept 5th hold person
3rd-level Bond of the Host feature 9th fly
Your spells deal necrotic damage in a manner that goes
beyond withering. As a result, spells you cast ignore resist- 13th banishment
ance to necrotic damage. In addition, when you roll damage 17th hold monster
KANALA | EMPOWERED BONDS 25
Locus Shield ⁣
3rd-level Bond of the Lionheart feature
You gain the shield locus form, which is described below. It
doesn't count against the number of locus forms you know.
See the "Locus Forms" section at the end of the subclass
descriptions for the general rules of locus form activation.
Shield
Activation Time: 1 reaction, which you take at the end of
your turn
Range: Self
Somatic Requirement: One hand
Duration: 1 round
This form provides you with a +2 bonus to AC as long as you
are not already wielding a shield. The form deactivates on its
own at the beginning of your next turn.
Offensive Action
6th-level Bond of the Lionheart feature
You often find ways to make an attack while performing other
actions. If you take an action other than the Attack action, you
can make one weapon attack as a bonus action. If you know
the locus weapon form, you can activate it before making this
attack as part of the same bonus action.
You can use this feature a number of times equal to your
spellcasting ability modifier (minimum of once). You regain
all expended uses when you finish a long rest.
Lion's Courage
10th-level Bond of the Lionheart feature
The gift you hold makes you feel completely invincible. You
are immune to being frightened, and when another creature
attempts to frighten you, you instead regain 2d6 hit points as
the mere thought of its futile attempt emboldens you.
Power Overwhelming
15th-level Bond of the Lionheart feature
You can use your bonus action to enter an empowered state
and conduct the energy of your inner power all around you.
When you do, each creature you choose within 5 feet of you
must succeed on a Strength saving throw against your spell Bond Spells
save DC or be pushed 5 away from you and knocked prone. 3rd-level Bond of the Savant feature
You remain in this state for 1 minute. During that time, You gain bond spells at the kanala levels listed. You can cast
your weapon attacks score a critical hit on a roll of 17–20. each of your bond spells once at their lowest level without
After you use this feature, you must finish a long rest expending a spell slot or material components. Once you do,
before you can use it again. you can't do so again until you finish a long rest.
Pride of the Willful Bond of the Savant Spells
18th-level Bond of the Lionheart feature Kanala Level Spells
You channel the ferocity of an apex predator each time an
attack you make strikes true. When you score a critical hit on 3rd detect magic, detect poison and disease
a creature, it becomes frightened of you until the end of its 5th calm emotions, detect thoughts
next turn. Additionally, you can now use your Power 9th counterspell, tongues
Overwhelming feature twice between long rests. 13th arcane eye, confusion
Bond of the Savant 17th modify memory, Rary's telepathic bond
For some kanalas, the close-combat abilities of a locus come Ritual Casting
second to its other uses, such as prying into the minds of 3rd-level Bond of the Savant feature
other creatures. These savants tend to be book-smart, caut-
ious, and always ready with a clever contingency plan. You can cast a kanala spell that you know as a ritual if that
26 KANALA | EMPOWERED BONDS
spell has the ritual tag.
⁣ Warding Locus
10th-level Bond of the Savant feature
Your locus allows the world's magic to fill and pass through
you, creating a natural warding effect as it does. As long as
you aren't incapacitated, you have resistance to damage from
spells.
Interplanar Escape
15th-level Bond of the Savant feature
At any time during your or another creature's turn, you can
use your reaction to slip into a demiplane of your own
creation, which borders the plane that you vanish from.
While on your demiplane, you can see and hear the plane
you originated from, but you can't see anything there more
than 120 feet away. You can affect creatures on the plane that
you originated from, but you can only be affected by other
creatures on your demiplane. Creatures that aren't there can't
perceive you or interact with you, unless they have the ability
to do so.
You remain in your demiplane until the beginning of your
second turn after using this feature. At that time, you return
to an unoccupied space of your choice that you can see within
60 feet of the space you vanished from.
Boundless Ability
18th-level Bond of the Savant feature
The deeper understanding of the multiverse that your gift
provides has granted you incredible mental capabilities. Your
spellcasting ability score increases by 2, and your maximum
for that score is now 22.
Bond of the Vessel
Vessels are kanalas that view themselves and their gift as one
complete entity. Their self-assuredness and determined
nature make them truly cherish competition for its own sake.
In general, they'll accept even minor reasons to let loose. If
you fight one, just remember that a vessel is never truly
alone.
Bond Spells
3rd-level Bond of the Vessel feature
You gain bond spells at the kanala levels listed. You can cast
each of your bond spells once at their lowest level without
Magical Aptitude expending a spell slot or material components. Once you do,
3rd-level Bond of the Savant feature you can't do so again until you finish a long rest.
You gain a single 1st-level spell slot to use as you see fit. You Bond of the Vessel Spells
can expend it to cast any spell of its level or lower from any
spell list, and you regain it after finishing a long rest. Kanala Level Spell
Casting a spell this way does not mean you know that spell. 3rd longstrider
Your locus actually produces a magical effect that imitates
the spell you wished to cast, even if you already know it. 5th warding bond
The spell slot's level increases as you gain more levels in 9th haste
the kanala class: it becomes 2nd-level at 6th level, 3rd-level at 13th death ward
10th level, 4th-level at 15th level, and 5th-level at 18th level. 17th destructive wave
Expertise
6th-level Bond of the Savant feature First In, Last Out
Choose four of your skill proficiencies. Your proficiency 3rd-level Bond of the Vessel feature
bonus is doubled for any ability check you make that uses Your inner power stands ready to jolt your muscles into swift
either of the chosen proficiencies. action, whether you are conscious or not. You can now add
your spellcasting ability modifier to the| EMPOWERED
KANALA
result of any BONDS
death 27
saving throw, Strength check, or Dexterity check you make.
Part of Me
6th-level Bond of the Vessel feature The Most Important Rules
You gain an ability that helps deceive your enemies and Locus forms have specific somatic requirements and
protect your allies. As an action, your gift absorbs up to 3 durations in order to limit how they can be used with
willing or unconscious creatures of your choice within 10 feet weapons, shields, spellcasting foci, and other locus
of you along with any equipment they have. forms. Careful consideration of these rules is necessary
While absorbed, each creature shares your senses and is for balanced gameplay.
immune to all damage. They can speak, but their voice is only For instance, it is impossible to activate the splitter
heard by you and any other absorbed creatures. The only locus form while any other locus form is active, since
action that absorbed creatures can take is to exit your gift. it requires two hands for its activation.
After one hour, all creatures are forced to exit. You can also
force any absorbed creatures to exit as an action. If you fall a form is active, the hand(s) that you used to activate it can't
unconscious or die, the absorbed creatures exit immediately. be used for anything outside the scope of that form's effects.
When a creature exits your gift, it enters the nearest unoccu- Duration. A locus form's duration is the length of time that
pied space with all of its equipment intact. it can persist before deactivating on its own. Duration can be
Once you use this feature, you can't do so again until you expressed in rounds or minutes, but many forms are instant-
finish a long rest. aneous: the form harms or alters a creature or an object in a
Tenacity way that only requires it to be active for an instant. Some
10th-level Bond of the Vessel feature forms specify that their effects last until the forms are deact-
You can choose one ability when you finish a short or long ivated. You can deactivate one of your active locus forms at
any time on your turn (no action required). If you become
rest. You gain proficiency in that ability's saving throws until incapacitated, your active forms deactivate instantly.
you choose a different one with this feature. Saving Throws. Some of your locus forms require your
From the Brink target to make a saving throw to resist the form’s effects. The
15th-level Bond of the Vessel feature saving throw DC is equal to your spell save DC for this class.
When you are reduced to 0 hit points but not killed outright, Appendage
you can instead drop to 1 hit point and gain a number of tem- Activation Time: 1 action
porary hit points equal to your Constitution score times 5. Range: 30 feet
Your gift envelops you like a second skin, leaving few open- Somatic Requirement: One hand
ings for a finishing blow. While these temporary hit points Duration: Instantaneous
persist, you can use your action to remove any number of
them and deal half that much necrotic damage to a creature An appendage extends straight out from your locus to a point
that you can see within 20 feet of you. that you can see within range. The appendage can manipula-
Once you use this feature, you can’t use it again until you te an object, open an unlocked door or container, stow or
finish a long rest. retrieve an item from an open container, or pour the contents
out of a vial before it is retracted.
Persistent Concentration The appendage can fit through a space as narrow as 1 inch
18th-level Bond of the Vessel feature wide. It cannot attack, activate magical items, or carry more
You can't lose your concentration on a spell as a result of than 10 pounds.
taking damage if you are the spell's only target. Bolster
Prerequisite: 10th level
Locus Forms Activation Time: 1 bonus action
Each form description begins with a block of information, Range: Self
including the form’s name, prerequisites, activation time, Somatic Requirement: One hand
range, somatic requirement, and duration. The rest of the Duration: Instantaneous
entry describes the form’s effect. Your locus spreads along your skin and quickly scabs over
Prerequisites. If a locus form has prerequisites, you must your cuts and scrapes. You gain a number of temporary hit
meet them to learn it. You can learn the form at the same points equal to 1d8 + your spellcasting ability modifier.
time that you meet its prerequisites. A level prerequisite
refers to your level in this class. Dissociation
Activation Time. Many locus forms require a single bonus Prerequisite: Wisdom 13 or higher
action to activate, but some forms require an action or a
reaction to activate. Activation Time: 1 action
Range. The target of a locus form must be within the Range: 200 feet
form’s range. Some forms have ranges expressed in feet. Somatic Requirement: Two hands
Other forms can target only a creature or object that you Duration: 1 minute
touch. Other forms, such as the bolster form, affect only you. You focus your hearing in order to listen to a specific sound,
These forms have a range of self. including verbal speech, that is originating from a point with-
Somatic Requirement. Each locus form requires one or in range. In order to so, you must either be able to faintly
28 twoKANALA
of your| hands to be empty in order to be activated. While
LOCUS FORMS hear the sound you wish to focus on or see the sound's sou-
rce. While focusing, you can hear the sound clearly and even
discern its source if you are familiar with it. Hasten
You can also choose to focus on a point that you can see Prerequisite: 4th level
within range and hear sounds as if you were standing in the
chosen spot. While focusing this way, you are deaf to the Activation Time: 1 bonus action
sounds in your immediate vicinity. Range: Self
Somatic Requirement: One hand
Elevent Duration: Instantaneous
Prerequisite: 7th level, locus energy form This form increases your speed by 20 feet and doubles your
Activation Time: 1 action jump distance until the end of your turn.
Range: Self (15-foot cone)
Somatic Requirement: One hand, which must be the same Implement
hand you used to activate the locus energy form this turn Prerequisite: 4th level
Duration: Instantaneous Activation Time: 1 bonus action
You instantly release your stored energy in a cone in front of Range: Touch
you, deactivating the locus energy form and forcing each cre- Somatic Requirement: Two hands
ature within range to succeed on a Dexterity saving throw or Duration: 1 round
take 3d6 damage of the chosen type. This damage increases Your locus morphs into various handheld implements. You
to 4d6 when you reach your 11th level in this class. can use these implements to perform an action that would
Flare
normally require a specific tool or set of tools. You can add
half your proficiency bonus to any ability check you make
Activation Time: 1 bonus action while using these implements as long as the ability check
Range: 60 feet doesn’t already include your proficiency bonus.
Somatic Requirement: One hand The form deactivates at the beginning of your next turn
Duration: Until deactivated unless you use your bonus action to keep it active.
Your locus begins to shed bright light in a 20-foot radius and
dim light for an additional 20 feet. When you activate this Introspect
form, or as a bonus action while it is active, you can send the Prerequisite: 4th level, Intelligence 13 or higher
light to a spot that you can see within range. You can recall Activation Time: 1 action
the light back to your hand by using a bonus action, but it is Range: Touch
automatically recalled when it exceeds the form's range. Somatic Requirement: Two hands
Duration: Instantaneous
Guise
Prerequisite: 7th level, Charisma 13 or higher You touch a creature that has a speed of 0, is incapacitated, or
is willing. You then force it to remember a subject that you
Activation Time: 1 action choose, such as its boss, a treasure, or last night's dinner.
Range: Self One of its relevant memories, no longer than 6 seconds, then
Somatic Requirement: One hand surfaces in the creature's mind as well as your own. If the
Duration: 1 minute memory includes speech, it is limited to 15 words or less.
For the duration, you have advantage on all Charisma checks The memory's detail and level of accuracy both depend on
directed at one creature of your choice. When the form deact- the creature's Intelligence and sanity. For example, using this
ivates, the creature must make a Wisdom saving throw. If it form on a pet might allow you to visualize the owner, but their
succeeds, it realizes that you used magic to change its mood speech would be heard as unintelligible gibberish if the pet
and becomes hostile toward you. A creature prone to violence does not comprehend their language.
might attack you. Another creature might seek retribution in Repeated use of this form on the same creature makes
other ways (at the DM’s discretion), depending on the nature subsequent memories more obscured than the last, with
of your interaction with it. them becoming incomprehensible after three such uses. This
effect is reset after 24 hours of not being affected by the form.
Your Gift Externalized: The Locus Leash
Your locus is the physical, materialized part of your Activation Time: 1 bonus action
gift. Normally, it will only appear when you cast a spell Range: 20 feet
or activate a locus form. However, some gifts (like Somatic Requirement: One hand
magical replacement limbs) are always visible, meaning Duration: Until deactivated
that the locus forms are the exchangeable/temporary
tools/weapons that are used/produced by those gifts.
While this form is active, the target of any grapple attempt
Some loci look very similar to limbs or simply add a
you make can be any creature within the form's range, but the
magical sheen to a kanala's body. Yours could utilize
creature must be no more than one size larger than you. The
organic growths, turn your arm into a specific element hand that you use to grapple a creature this way must be the
for a short time, or, in more technologically-advanced hand that you used to activate this form.
settings like Ravnica or Eberron, involve a prosthetic If you target a creature that is not within arm's reach, a
limb that you upgrade each time you gain a new locus sizable leash reaches out to it. If you succeed in grappling the
form. It is encouraged for you to imagine a different creature, the leash connects it to your arm while you are
appearance for each of your known locus forms. more than an arm's length away fromKANALAit. | LOCUS FORMS 29
  While grappling a creature this way, you can use your Mend
movement to move either the creature or yourself. Your speed Activation Time: 1 action
is not halved when doing so. For example, with a speed of 30 Range: Touch
feet, you could grapple a creature that is 15 feet away from Somatic Requirement: Two hands
you, move it 15 feet closer, then walk 15 feet away from it. Duration: Instantaneous
Creatures can attack the leash (AC 11 + your proficiency
bonus), but all damage it takes is taken by you instead. The This form repairs a single break or tear in an object you
form deactivates early if the target is ever outside of the touch, such as broken chain link, two halves of a broken key,
form's range. a torn cloak, or a leaking wineskin. As long as the break or
tear is no larger than 1 foot in any dimension, you mend it,
Locus Energy leaving no trace of the former damage.
Activation Time: 1 bonus action This form can physically repair a magic item or construct,
Range: Self but the form can’t restore magic to such an object. It can also
Somatic Requirement: One hand heal constructs in the same manner as the mending spell.
Duration: 1 round
Metamorphosis
You begin stockpiling energy of one the following damage Prerequisite: 14th level
types of your choice: acid, cold, fire, lightning, necrotic, or
thunder. While this form is active, your weapon attacks deal Activation Time: 1 bonus action
an extra 1d4 damage of the chosen type on a hit. Range: Self
If the weapon is a locus weapon, all bludgeoning, piercing, Somatic Requirement: One hand
and slashing damage that it deals becomes damage of the Duration: Instantaneous
chosen type until this form is deactivated. You gain the ability to cast the polymorph spell this turn,
The form deactivates at the beginning of your next turn targeting yourself. If the spell is cast this way, you do not need
unless you use your bonus action to keep it active. to provide material components. You must still use your
Locus Weapon
action and expend a spell slot to cast the spell, as normal.
You retain your Intelligence, Wisdom, and Charisma scores
Activation Time: Special, see description once you transform. You also retain all of your skill and
Range: Self saving throw proficiencies, in addition to gaining those of the
Somatic Requirement: One or two hands chosen creature. If the creature has the same proficiency as
Duration: Instantaneous you and the bonus in its stat block is higher than yours, use
When you take the Attack action on your turn, you can acti- the creature’s bonus instead of yours.
vate this form and create a locus weapon in your empty hand. Additionally, your transformation does not limit your ability
You can choose the form that this melee weapon takes each to use your instantaneous locus forms.
time you create it (see chapter 5 of the Player's Handbook for
weapon options). You are proficient with it and can't be disar- Negate
med of it while you wield it. If you plan to engage in two- Prerequisite: 14th level
weapon fighting, you can create two locus weapons at once, Activation Time: 1 reaction, which you take when you fail a
assuming you have two empty hands to work with. saving throw
If you can make multiple attacks as part of the Attack Range: Self
action, you can freely change the form of your locus weapon Somatic Requirement: One hand
or create a new one before each attack. At the end of your Duration: Instantaneous
turn, all of your locus weapons retract back into your locus Your locus tries to counteract the magical or physical force
and disappear. that is overwhelming you. You gain a bonus to the triggering
Your locus can assimilate a magic melee weapon and turn saving throw equal to your spellcasting ability modifier.
it into a locus weapon by accommodating the weapon over
the course of 1 hour, which can be done during a short rest. Practice
The weapon must be within your grasp during this time. After Activation Time: 1 action
1 hour, the weapon melds with your locus and becomes a Range: Self
locus weapon for you, allowing you to choose it whenever you Somatic Requirement: One hand
create a locus weapon. You can’t affect an artifact weapon in Duration: Until deactivated
this way. If the weapon is sentient, you must gain its consent
before accommodating it. Sentient locus weapons share your You change a minor aspect of your body. Choose one of the
senses and can converse telepathically with you. following effects each time you activate this form:
You can have up to three accommodated weapons. If you
attempt to accommodate a fourth magic weapon, you must Your locus takes on the visage of a creature you are
reconstitute one of the other three. That weapon appears at familiar with, becoming akin to a hand puppet.
your feet and ceases to be one of your locus weapons. If you You groom yourself without moving a finger. For example,
die, your accommodated weapons reconstitute immediately. you could smooth your hair or adjust your undergarments.
You alter the appearance of your eyes, teeth, or both.
Your locus layers thinly over your skin, allowing you to
form scars, tattoos, or other markings on your body.
30
You begin to emit a familiar scent of your choice.
KANALA | LOCUS FORMS
Prolong Track
Prerequisite: 4th level Prerequisite: 4th level
Activation Time: Special, see description Activation Time: 1 reaction, which you take when a creature
Range: Self that you can see attempts to move behind cover, burrow
Somatic Requirement: One hand underground, turn invisible, or enter the ethereal plane
Duration: Until the end of your next short or long rest Range: 90 feet
When you cast a spell that has a duration of 1 minute or Somatic Requirement: One hand
longer, you can activate this form as part of the casting Duration: 10 minutes
process. If you do, the spell persists until this form is deacti- You send a tiny part of your locus to a creature that is
vated instead of until it reaches its maximum duration. attempting to break line of sight with you. Make a ranged
This form immediately deactivates if the spell ends early. If spell attack against the target. On a hit, the creature takes
the spell must be maintained with concentration, the Const- 1d4 necrotic damage, and you know its location as long as it
itution saving throws you make to keep your concentration remains within range. While this form is active, you can use
are made with disadvantage. your bonus action to instantly deal 1d4 necrotic damage to
the creature again. The form deactivates early if the creature
Retaliate dies or is ever outside of the form's range.
Prerequisite: 10th level Alternatively, you can use your action to touch a willing
Activation Time: 1 reaction, which you take when you are hit creature and apply the tracking effect of this form to it
by an attack from a creature without making an attack or dealing damage.
Range: 20 feet Trip
Somatic Requirement: One hand
Duration: Instantaneous Activation Time: 1 reaction, which you take when a creature
that you can see moves out of your reach
Your locus seeks out the creature that harmed you, punishing Range: Touch
the offender even if you can't see them yourself. The creature Somatic Requirement: Two hands
instantly takes necrotic damage equal to 1d10 + your spellca- Duration: Instantaneous
sting ability modifier as long as it is within the form's range.
Your locus grasps at the creature's limbs, forcing it to make a
Ruse Strength saving throw. If it fails, the creature takes 1d12
Prerequisite: 14th level, Intelligence 13 or higher necrotic damage and is knocked prone.
Activation Time: 1 reaction, which you take when a creature Weave
within 120 feet of you notices you for the first time Prerequisite: 7th level
Range: 120 feet
Somatic Requirement: One hand Activation Time: 1 bonus action
Duration: 10 minutes Range: Self
Somatic Requirement: One hand
You quickly attempt to fool the creature's vision, making it Duration: Instantaneous
think as though your existence was just a trick of the light.
The creature must make an Intelligence saving throw. If it Until the end of your turn, you can move through the space of
fails, you and your held equipment are considered to be any creature, regardless of its size, without treating occupied
invisible to that creature for as long as this form is active. The spaces as difficult terrain. Additionally, your movement does
form deactivates early if the target is ever outside of the not provoke opportunity attacks for the rest of the turn.
form's range or if you harm it in any way. As normal, you can't willingly end your turn in another
creature's space.
Splitter
Prerequisite: 7th level, locus weapon form Credits
Activation Time: 1 bonus action Original Homebrew Content by Acenm5.
Range: Self Context: D&D 5th Edition by Wizards of the Coast, LLC.
Somatic Requirement: Two hands Page 20 Subject Art: Three Warriors (1) by Chaehoon Kim.
Duration: Instantaneous Page 20 Compass Art: Joshua Art 017 by Studio Aught.
Page 20-21 Art: Vestige of the Seven Dawns - Establishing

You create a special locus weapon with the finesse and two-   by Finnian MacManus.
handed properties. It deals 1d4 slashing damage on a hit and Page 23 Art: Necromancer by Youngjin Jeon.
counts as magical for the purpose of overcoming resistance Page 25 Art: Travel Backpack by Tottor.
and immunity to nonmagical attacks and damage. As with all Page 26 Art: Three Warriors (2) by Chaehoon Kim.
other locus weapons, it disappears at the end of your turn. Page 27 Art: Project V by Chaehoon Kim.
Each time you attack with this locus weapon, you can Made using GM Binder.
target up to two creatures that are both within 5 feet of you.
You make a separate attack roll for each target. Help the Author - Take the Survey

KANALA | LOCUS FORMS 31


 
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