Every time the Hex Channeler is able to learn a new Hex (Including major or Grand Hexes), she can instead increase her channel energy amount by 1d6. This burst heals or deals 1d6 points of damage. The Hex Channeler can choose whether or not to include herself or her familiar in this effect. In a modern America where magic is real and witches are persecuted by US authorities, teenager Claire and her family are part of an intricate network that helps these women escape across the border to seek asylum in Mexico. The Hex Channeler uses her Witch level has her Cleric level for all other effects dependent upon channel energy (except increasing the amount of damage healed or dealt). A witch who is neither good nor evil must choose whether she channels positive or negative energy once this choice is made, it cannot be reversed.Ĭhanneling Energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Witch. The Witch can Channel Energy a number of times per day equal to 3 + her Charisma modifier (minimum 1). Meanwhile on the evil world, Meridian, which was good in the past, a rebel leader, Caleb and his friend Aldarn try to take the weapons which the evil Prince Phobos stolen. Meanwhile, all of them see something wrong on them. A good witch channels positive energy (like a good cleric), and an evil witch channels negative energy (like an evil cleric). A new girl, Will Vandom, arrives in Heatherfield and introduces herself to Irma Lair, Taranee Cook, Cornelia Hale, and Hay Lin. At 2nd level, a Hex Channeler can call upon her patron to release a wave of energy from herself.
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