Channelers are not trained, they are born. At times, the psychic fabric of the multiverse touches individuals in such a way that they are changed – awakened to unbridled mental powers that they never knew existed. As such, channelers must learn to shackle their newfound powers lest these powers consume them.

The natures of such psychic or spiritual forces determine how channelers are altered. In some cases these forces bring channelers closer to death or the spiritual realm. In other cases, it alters their bodies or brings their minds to different states of cognition.

Self Reliant

The core challenge faced by channelers is dealing with the expression of their psychic abilities. The psionic awakening changes their perspectives of the world, often replacing their concept of normal. Channelers must learn to deal with these new paradigms and embrace these inner changes.

Often misunderstood and feared, channelers are driven away from societies and must learn to face the world on their own. It is common that they find strength and companionship in others who travel the lands as they exert greater control over their power. Adventuring provides a natural outlet for channelers to master their powers to the benefit of their friends and allies.

Creating a Channeler

The most important decisions to make for your channeler are how your character received its powers and what shape those powers take. Were you touched by spiritual forces that left you able to see the dead? Was your body changed in a way that it became malleable to your will? Can you tap into the Weave with your mind and shape it? You need to decide your psionic expression as that determines what powers you can use and the nature of your channeler.

Next you want to decide how your channeler became an adventurer. Did you join a group to find safety or to gain camaraderie? How do you approach people you know or don’t know about your powers? Are you afraid of what you are or of what you could do if you ever let go? Do you seek to seal away your power or have you decided that you need to bridle and command it?

Quick Build

You can make a channeler quickly by following these suggestions. First, determine you psionic expression (Medium, Metamorph, or Shaper). Second, your highest ability score should be the manifesting ability for the expression (Charisma for Medium, Constitution for Metamorph, or Intelligence for Shaper), followed by Wisdom. Third choose the hermit background. Lastly, choose the spectral armament power and the following power for your expression: precognition (Medium), elastic body (Metamorph), or singularity (Shaper).

The Channeler
LevelProficiency BonusFeaturesPowers KnownPower Points
1st+2Power Manifesting, Psionic Expression11
2nd+2Psychic Burst (1d4)23
3rd+2Preternatural Awareness25
4th+2Ability Score Improvement27
5th+3 −310
6th+3Psychic Burst (1d6)312
7th+3Psionic Expression feature414
8th+3Ability Score Improvement416
9th+4 −519
10th+4Psychic Burst (1d8)522
11th+4Psionic Expression feature524
12th+4Ability Score Improvement527
13th+5Psionic Potency530
14th+5Psychic Burst (1d10)533
16th+5Ability Score Improvement639
17th+6Psionic Expression feature643
18th+6Psychic Burst (1d12)647
19th+6Ability Score Improvement651
20th+6Power Incarnate655

Class Features

As a channeler, you gain the following class features.

Hit Points

Hit Dice: 1d8 per channeler level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per channeler level after 1st


Armor: Light armor
Weapons: Simple weapons, rapiers, scimitars, short swords
Tools: Fortune telling tool
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Perception, and Performance


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • any simple weapon
  • an explorer’s pack
  • padded armor and fortune telling tools

If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment.

Power Manifesting

1st-level channeler feature

You were altered through psychic means, enabling you to call upon psionic powers. See the Power Mechanics section for the general rules of power manifesting and below for the channeler power list.

Powers Known

You know one power of your choice from the channeler power list. Your expression will grant you additional powers.

The Powers Known column of the Channeler table shows when you learn more channeler powers of your choice. When you gain a level in this class, you can choose one of the powers you know and replace it with another power from the channeler power list or one from your Psionic Expression’s power list.

Power Points

The Channeler table shows how many power points you have to augment your channeler powers. When you manifest a power, you can expend power points to enhance the power. You can expend a number of power points no greater than your channeler level on a single power manifestation. You regain all expended power points when you finish a short or long rest.

Psionic powers differ from spells in that powers can have different expressions when augmented by power points. These different expressions have a similar theme, but the scope and scale can change. For example, the suspension power includes expressions that can affect single targets or an area with different measures of control.

Manifesting Ability

Your manifesting ability is determined by your Psionic Expression feature. You use the appropriate ability whenever a power refers to your manifesting ability. In addition, you use the appropriate ability modifier when setting the saving throw DC for a channeler power you manifest and when making an attack roll with one.

Psionic Expression

1st-level channeler feature

When a channeler’s powers awaken they fall under one theme. When you create a channeler, choose a Psionic Expression. Perhaps the channeler feels close to the realm of spirits and to lost souls trapped in the world, taking on the expression of the medium. Another channeler may find its physical form is malleable to its will, becoming a metamorph. The shaper is a channeler who can summon spontaneous energies with but a thought.

Your psionic expression determines what powers you may possess and grants additional features at 1st, 7th, 11th, and 17th level.

Psychic Burst

2nd-level channeler feature

You can muster your shackled psionic energy. This unshackled energy is represented by your Psychic Burst die, which is a d4. You gain a number of Psychic Burst dice equal to your proficiency bonus.

When you manifest a channeler power, you can expend one of your Psychic Burst dice and roll it. You gain a number of temporary power points equal to the number rolled. You can spend these points to augment that power, and when you do so you can spend 2 more power points than your channeler level would normally permit. For example, if you are 2nd level and manifest energy blast and expend a Psychic Burst die which results in a 3, you can augment the power with up to 4 power points, using all 3 power points from the Psychic Burst die and one from your power point reserve.

You can only spend one Psychic Burst die each turn. You don’t have to spend all your temporary power points on the same power, but only the first power you manifest after invoking this feature can be manifest with power points above your level in this class. All unspent power points gained from your Psychic Burst die are lost at the start of your next turn.

As you gain levels in this class, the size of your Psychic Burst die increases: at 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12). You regain all expended Psychic Burst dice when you finish a long rest.

Preternatural Awareness

3rd-level channeler feature

Your intuition supersedes your intellect, alerting you to close-by danger. When you expend a Psychic Burst die you increase your AC by 2 until the start of your next turn.

Ability Score Improvement

4th-level channeler feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Psionic Potency

13th-level channeler feature

Whenever you augment a power with more power points than your level in this class through your Psychic Burst feature, you increase the power save DC or power attack modifier for that power by 2 during that turn.

Power Incarnate

20th-level channeler feature

You increase your manifesting ability score by 4, and your maximum for that score is now 24.