Shapers reach into the very fabric of reality and bend it to their will. They can bring ectoplasm from the Astral Plane and fashion it into a construct or even tap into the Weave and duplicate certain spells. Shapers are direct, focusing on powers that accomplish their goals quickly.

Shaper Features
Channeler LevelFeature
1stShape Reality, Astral Trick
6thManifest Magic, Sculpt Expressions
10thPsychic Residue
18thEctoplasmic Shield

Shape Reality

1st-level Shaper feature

Through calculation and logic, you craft psionic energies. Your manifesting ability is Intelligence. You use your Intelligence whenever a power refers to your manifesting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Intelligence modifier

Power attack modifier = your proficiency bonus + your Intelligence modifier

When you gain a new channeler power, you may select a power from the channeler power list or the following powers: animate electricity, astral construct, dimensional breach, energy storm, harmonics, hydrokinesis, psionic blast, shadow shape, singularity, spatial void, and tremor.

At 1st level, you can select one of the powers above and add it to the list of powers you know. At 10th level, you may add another power from the list above.

Astral Trick

1st-level Shaper feature

You can select one cantrip of your choice from the sorcerer spell list, which you manifest as a psionic power. The selected cantrip doesn’t require spell components; it instead gains the psychic and either the glow or beam visual detections, as appropriate to the spell’s effect. If its duration is greater than 1 round, it requires maintenance with the same timeframe as the spell’s duration. All other details of the cantrip are the same. Each cantrip gained through this feature counts as a channeler power for you.

When you reach 7th, 11th, and 17th level, you may select another cantrip from the sorcerer spell list, modified the same way as above. Whenever you learn a new cantrip, you can replace a cantrip you know from this class with another cantrip from the sorcerer spell list.

Manifest Magic

6th-level Shaper feature

You can expend a Psychic Burst die to manifest an instantaneous evocation spell from the sorcerer spell list in the same way you do when you manifest a power. You must spend a number of power points equal to twice the spell’s level. If a spell allows using a higher level spell slot, you may spend additional power points to do so. Increasing a spell slot’s level requires 2 power points per higher slot level. For example, if you manifest a fireball spell using 8 power points, you deal 9d6 fire damage. You can’t manifest a spell over 6th level, nor can you spend more power points than your channeler level on one.

Spells you can manifest are shown on the Shaper Manifested Spells table. You don’t require spell components when manifesting evocation spells. Instead, they are manifested with psychic, gesture, and visual detections. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything. A manifested spell is considered a spell effect and can be countered by counterspell and similar effects.

You use your power save DC and power attack modifier when you manifest spells through this feature. To manifest a spell, it must be a sorcerer spell from the evocation school with instantaneous duration and with a spell level no higher than 1/3 your level in this class.

Shaper Manifested Spells

Spell LevelLevel RequiredSpells
1st6thburning hands, chaos bolt*, chromatic orb, earth tremor*, magic missile, thunder wave
2nd6thAganazzar’s scorcher*, scorching ray, shatter, Snilloc’s snowball swarm*
3rd9thfireball , lightning bolt
4th12thice storm, vitriolic sphere*
5th15thcone of cold
6th18thchain lightning, Otiluke’s freezing sphere

Sculpt Expressions

6th-level Shaper feature

Through split-second calculation, you can shape your psionic powers. Whenever you manifest a power or a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the power or spell, and they take no damage if they would normally take half damage on a successful save.

Psychic Residue

10th-level Shaper feature

After expending a Psychic Burst die, you can tap its psychic energy to empower you or others. You choose one of the following benefits:

  • An astral construct or amalgam you control regains 25 hit points and takes only half damage until the end of your next turn.
  • You have a +10 bonus on a single power attack roll you make within 1 minute.
  • Within 1 minute, when a creature you choose within 30 feet of you manifests a psionic power, it regains up to 2 power points expended by that power.
  • Up to three creatures you choose within 30 feet of you can add your Intelligence modifier to ability checks for 1 minute.

Ectoplasm Shield

18th-level Shaper feature

When you are hit by or fail a saving throw against a spell or power that deals damage, you can use your reaction to erect a shield of ectoplasm that can absorb damage equal to twice your level in this class. You can empower this shield when you fashion it by spending power points, increasing the amount absorbed by 5 points for every power point you spend, but you can spend no more power points than your channeler level.

The shield remains in place until the end of your next turn and will continue to absorb damage from spells or powers which damage you.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.