Primordial Channeler
"Earth, wind, and water churn inside me, yearning to be free."
Prerequisite: Sorcerer, Wild Magic class featureWaves of cold, fire, lightning, and thunder surge within you like a roiling elemental, contained in shroud of skin. You dream of being swept away in a conflagration whose size will grow without bound and one day break through planar walls themselves.
You've heard of the ancient ones, the primordials who forged the world in an elemental explosion. You feel a kinship to those entities, and as you gain more and more power, you begin to suspect you are actually related to them. If your suspicion is more than just conjecture, what does that bode for your future?
PRIMORDIAL CHANNELER PATH FEATURES
Primordial Manifestation (1st level): If the type of resistance currently provided by your Wild Soul is cold, fire, lightning, or thunder, you also gain the benefit described below.Cold: Creatures hit by your attacks are slowed until the end of your next turn.
Fire: Creatures hit by your attacks take ongoing fire damage equal to your Dexterity modifier (save ends).
Lightning: Creatures hit by your attacks take a -2 penalty to attack rolls until the end of your next turn.
Thunder: Creatures hit by your attacks are deafened (save ends).
Primordial Action (11th level): When you spend an action point to take an extra action, each enemy within 3 squares of you takes damage equal to your Dexterity modifier. The damage type matches the type of resistance currently provided by your Wild Soul.
Overwhelming Elements (16th level): Whenever you hit a creature with an attack, that creature's resistances are reduced by 10 (minimum 0) until the end of your next turn.
Primordial RagePrimordial Channeler Attack 11
You let loose a bolt of pure primordial chaos, and it feeds off the effects of your wild magic.
Encounter ✦ Arcane, Implement ; Varies
Standard Action Ranged 20
Target: One creature
Attack: Charisma vs. Reflex
Hit: 2d10 + Charisma modifier damage. You gain an additional benefit based on the resistance currently provided by your Wild Soul.
Cold: The target is immobilized until the end of your next turn.
Fire: You push the target 1 square and knock it prone.
Lightning: The target is dazed until the end of your next turn.
Thunder: Each creature adjacent to the target takes thunder damage equal to your Dexterity modifier.
Other: The target takes a -2 penalty to attack rolls until the end of your next turn.
Primordial BoonPrimordial Channeler Utility 12
You exude a shield of energy that protects you from attacks.
Daily ✦ Arcane
Minor Action Personal
Effect: You gain resist 15 cold, resist 15 fire, resist 15 lightning, and resist 15 thunder until the end of the encounter.
Primordial RiftPrimordial Channeler Attack 20
A spout of matter from the Elemental Chaos emerges in front of you, blasting forth uncontrolled energy.
Daily ✦ Arcane, Cold, Fire, Implement, Lightning, Thunder
Standard Action Close blast 2d6
Target: Each enemy in the blast
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier cold, fire, lightning, and thunder damage, and the target is stunned until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: Roll on the Wild Soul table. Until the end of the encounter, you gain the Wild Soul benefits of both your current Wild Soul damage type and the new type. (If you get the same result a second time, roll again.) If a later effect changes the damage type of your Wild Soul, you can choose to change either one.
Published in Arcane Power, page(s) 47.