Not all summoners call forth otherworldly spirits into physical bodies. Some instead master the ability to channel such spirits through their own bodies, granting them skills, knowledge, and power far beyond what they would normally possess. While under this form of controlled voluntary possession, they stride onto the battlefield as a mighty warrior, an avenging angel or rampaging fiend themselves.
#### Channel Spirit (3rd level)
At 3rd level you may choose to be willingly possessed by spirits instead of summoning them. You must expend a use of Call Summons. Prior to level 7 you gain temp hit points equal to the hit points that creatures summoned by your Call Summons ability would have if you summoned the maximum number available at that level. from level 7+ it instead grants 10 temp hit points per level of your call summons spells. These temp hit points last 1 hour and as long as any remain you may use your Wisdom modifier on to hit and damage rolls for weapon attacks and your weapon and cantrips attacks deal bonus damage equal to the current effective spell level of your Call Summons spells. At 11th and 20th level your AC also increases by 1 while these temp hit points remain. You may draw on your temp hit points while possessed for Summoned Spellcasting, but may not have other call summons creatures summoned.
As long as you have any temp hit points remaining you gain a temporary exertion pool equal to your proficiency bonus. Choose a tradition from the following list: [[Arcane Knight]], [[Awakened Mind]], [[Eldritch Blackguard]], or [[Tempered Iron]]. You learn maneuvers known as a herald.
Regardless of whether you are currently channeling a spirit or not you also gain proficiency with martial weapons.
| Summoner Level | Maneuvers Known | Maneuver Degree |
| -------------- | --------------- | --------------- |
| 1 | -- | -- |
| 2 | -- | -- |
| 3 | 2 | 1st |
| 4 | 3 | 1st |
| 5 | 3 | 1st |
| 6 | 3 | 1st |
| 7 | 4 | 2nd |
| 8 | 4 | 2nd |
| 9 | 4 | 2nd |
| 10 | 5 | 2nd |
| 11 | 5 | 2nd |
| 12 | 5 | 2nd |
| 13 | 6 | 3rd |
| 14 | 6 | 3rd |
| 15 | 6 | 3rd |
| 16 | 7 | 3rd |
| 17 | 7 | 3rd |
| 18 | 7 | 3rd |
| 19 | 8 | 4th |
| 20 | 8 | 4th |
#### Channeling Warrior (6th level)
At 6th level, while you have temp hit points remaining from your Channel Spirit ability you may make two attacks whenever you take the attack action. This counts as the Extra Attack ability.
#### Channel Mastery (14th level)
At 14th level, you talk on greater aspects of the spirit you summon. You gain an additional ability based on your chosen Summon Specialty:
- **Aberration:** When a creature within 30 ft hits you with a melee attack you may use a reaction to force them to make an Intelligence saving throw against your spell save DC. On a failure, they become confused until the end of your next turn.
- **Celestial:** Three times per use of Channel Spirit as an action you may touch a creature and heal them for 13 (3d8)+ your Wisdom modifier and apply the effects of lesser restoration to them.
- **Elemental (Air):** 30ft fly (hover) speed and when your temp hit points are expended each creature within 5ft of you must make a Dexterity saving throw against your spell save DC or take 7 (2d6) bludgeoning damage.
- **Elemental (Earth):** 30ft burrow speed and when your temp hit points are expended each creature within 5ft of you must make a Dexterity saving throw against your spell save DC or take 7 (2d6) bludgeoning damage.
- **Elemental (Fire):** Your walk speed increases by 10 ft and when your temp hit points are expended each creature within 5ft of you must make a Dexterity saving throw against your spell save DC or take 7 (2d6) fire damage.
- **Elemental (Water):** 30ft swim speed and when your temp hit points are expended each creature within 5ft of you must make a Dexterity saving throw against your spell save DC or take 7 (2d6) bludgeoning damage.
- **Fey:** When you take the attack action, before or after your first attack you may teleport up to 30 ft.
- **Fiend:** Roll on the Varied Shapes table for conjure horde demon. You gain the attack associated with the result and may use it as a bonus action each turn.
In addition the temp hit points you gain while using Channel Spirit increase by 10.
#### Leader of Summons (18th level)
At 18th level, you may have creatures summoned using Call Summons while using Channel Spirit.
In addition the temp hit points you gain while using Channel Spirit increase by 10.