TEXT: EN World EN5idEr | Spellshaper Prestige Class
   
  writing Mike Myler
   color art Aaron Lee
   
  editing Mike Myler
   
  layout Eric Life-Putnam
  T
  he elven archer’s bow is taut and 
  her aim sighted on the foul master 
  of this place but she watches in shock as 
  a half-orc charges into the ritual chamber, 
  the lich rising up indignantly with power 
  coursing in its skeletal hands. “Leroyyy 
  JENNNKINNNS!” the barbarian bellows, 
  leaping up at the cackling undead mage just 
  as a potent ray of green magic strikes into 
  his chest. The lich’s mirth transforms into 
  surprise as the magic suffuses into the war-
  rior’s body and his axe glows bright cyan, 
  the captured energy turned back against 
  the abomination as his blade strikes true!
  Flabbergasted, the archer’s draw on 
  her bow goes slack as she asks, “does he 
  always—”
  “YES,” everyone frustratedly replies in 
  unison, rushing past her and into the fray.
  Spellshaper
  prestige class
  
  Spellshaper Prestige Class | EN World EN5idEr
  Open Game Content | The game rule information 
  in this article is designated Open Game Content. All other 
  material in this article, including maps and illustrations 
  (including illustrations in the public domain), in-character 
  and out-of-character narrative and descriptive text, 
  character and place names, trade dress, “EN Publishing,” 
  “EN World,” “EN5ider,” EN Publishing product 
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  Able to control the flow of magic around them, 
  some warriors are destined from birth to live an 
  exceptional existence—and by their very nature be-
  come legend. With an impressive degree of martial 
  prowess, spellshapers are fell opponents capable of 
  negating and redirecting mystical forces their foes 
  bring to bear with terrifying counterattacks of raw 
  power.
  Legendary Adventurers
  Spellshapers are a rare breed and inevitably rise to 
  fame, their miraculous ability to control raw magic 
  a source of deadly envy and constant strife. Dark 
  magicians seeking potent sacrifices, generals keen 
  to a powerful new battlefield asset, fey curious 
  as to how such a being might react to all kinds of 
  magic—there are countless threats and enemies for 
  adventuring spellshapers, driving many into seclu-
  sion until they have sufficiently honed their talents 
  or the need to act is too dire to ignore. 
  Powered by Magic
  Spellshapers are versatile and can fit a number 
  of different roles. Given their myriad abilities a 
  spellshaper might be a dangerous warrior, a ranged 
  powerhouse, a swift scout, or an extremely sly op-
  erator. They require magic to function properly 
  however, and in low fantasy settings the spellshaper 
  might find themselves at a great disadvantage 
  when compared to more martial counterparts. Even 
  so spellshapers can target themselves with spells 
  they are able to cast and should be able to hold their 
  ground, albeit not with spectacular flair.
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  Prerequisites
  The spellshaper prestige class requires a Constitu-
  tion score of 16 or higher, proficiency bonus of at 
  least +3, and the Primal Conduit feat. Taking levels 
  in this prestige class follows the same rules as mul-
  ticlassing except where noted.
  Spellshaper Prestige Class
  Level
  Prof. 
  Bonus Features
  1
  +3
  Intuitive Arcanist, Primal Movement, 
  Shaping Reservoir
  2
  +3
  Magical Attacks, Primal Deflection
  3
  +3
  Primal Deflection
  4
  +4
  Raw Illusion, Spell Eater
  5
  +4
  Conduit Concentration, 
  Supernatural Flight
  6
  +4
  Raw Abjuration, Spell Memory
  7
  +4
  Spell Thievery
  8
  +5
  Masterful Absorption
  Class Features
  While tuning your body, mind, and soul to the forc-
  es of magic, you gain the following class features.
  Hit Points
  •	Hit Dice: 1d8 per spellshaper level
  •	Hit Points: 1d8 (or 5) + your Constitution 
  modifier per spellshaper level
  Proficiencies & Equipment
  •	You gain proficiency with Arcana.
  Intuitive Arcanist
  You have advantage on Intelligence (Arcana) checks.
  Primal Movement
  Beginning at 1st level when you take this prestige 
  class, you can expend conduit points to gain other 
  effects:
  •	Use a bonus action and 1 conduit point to cast 
  the jump spell.
  •	Use a bonus action and 1 conduit point to 
  increase your speed by 20 feet for 1 minute. 
  
  EN World EN5idEr | Spellshaper Prestige Class
  •	Use a bonus action and 1 conduit point 
  to gain a climb or swim speed of 20 feet 
  for 1 minute.
  •	Use your reaction and 1 conduit point 
  to cast the feather fall spell.
  Shaping Reservoir
  Also at 1st level, your conduit slots increase 
  by 1 for each level you have in this prestige 
  class. Regardless of how many conduit slots 
  you have open, you are unable to absorb 
  spells of 7th level and higher.
  Magical Attacks
  At 2nd level, while you have at least 1 con-
  duit point your unarmed strikes and melee 
  weapon attacks are considered magical. You 
  can expend 2 conduit points to cast the magic 
  weapon spell on a weapon you are touching. 
  As long as the weapon remains in your pos-
  session, you do not have to concentrate on 
  the spell. 
  Your Primal Conduit area attack increases 
  to 2d6 force damage per conduit point and 
  1d12 force damage when using the Attack 
  action. By expending an additional conduit 
  point when using Primal Conduit to unleash 
  a magic blast, the area becomes a 10-foot 
  wide line that is 30-feet long. By expend-
  ing an additional conduit point when using 
  Primal Conduit to Attack, you can change 
  the type of damage to cold, fire, lightning, 
  psychic, or thunder. 
  Primal Deflection
  At 3rd level, you can use a bonus action and 
  expend conduit points to conjure raw magic 
  in the air around you, encircling yourself in 
  protective motes of power. These motes have 
  3 temporary hit points per conduit point you 
  expend. Any damage you would take in 
  the next minute is subtracted first from this 
  pool of hit points. You cannot absorb spells 
  that deal damage reduced by these motes.
  New Feat
  Primal Conduit
  Prerequisites Constitution 15
  Your body reacts strangely to magic and with concentra-
  tion, focus, and luck you have learned to channel the raw 
  arcane and divine energies that empower spells. 
  •	 When you are hit by a spell attack, you can use your 
  reaction to absorb it. Make an opposed Constitution 
  saving throw against the spell’s caster. On a success, you 
  negate the spell and convert its spell levels into a num-
  ber of conduit points equal to the spell’s level (cantrips 
  yield 1 point). On a failure, the spell resolves normally.
  •	 You have a number of conduit slots equal to your 
  proficiency bonus. You cannot absorb a spell if you do 
  not have enough conduit slots for it. For example, if you 
  have 3 conduit slots and 0 conduit points from absorbed 
  spells, you can absorb a vampiric touch that was cast 
  using a 3rd-level spell slot and end the spell, but if you 
  have any conduit points already, there aren’t enough 
  conduit slots for a 3rd level spell so you cannot.
  •	 You cannot absorb spells cast using Innate Spellcasting 
  or magical effects that are not from a spell.
  •	 If you have any unspent conduit points when you finish 
  a long rest, they dissipate.
  •	 After concentrating for 1 minute, you can draw in ambi-
  ent magic from the area around you to gain a conduit 
  point. Once you have absorbed a number of conduit 
  points equal to your Constitution modifier in this man-
  ner, you cannot do so again until you have finished a 
  long rest. 
  •	 You can use your action to expend 1 or more conduit 
  points, unleashing a 15-foot cone of raw magic. Crea-
  tures in the area make a Dexterity saving throw (DC 8 + 
  your Constitution modifier + your proficiency bonus). 
  On a failed save, a creature takes 1d8 force damage per 
  expended conduit point (to a maximum of 6d8), or half 
  as much damage on a successful one.
  •	 You can expend a conduit point and take the Attack 
  action to make a ranged spell attack against a creature 
  or object within 100 feet, using Constitution as your 
  spellcasting ability. On a hit, the target takes 1d10 force 
  damage. If you are able to attack more than once with 
  the Attack action, you can expend an additional conduit 
  point for each extra attack to make an additional ranged 
  spell attack.
  
  Spellshaper Prestige Class | EN World EN5idEr
  Raw Illusion
  At 4th level, you can use an action and expend 2 
  conduit points to cast invisibility. When you reach 
  8th level in this prestige class, you are able to ex-
  pend 4 conduit points to cast improved invisibility on 
  yourself.
  Spell Eater
  Also at 4th level, you learn how to absorb the magic 
  of spells around you. When you are in the target 
  area of a spell as it is being cast, you can use Primal 
  Conduit to try to absorb it. 
  Conduit Concentration
  At 5th level, when you cast invisibility or fly on your-
  self you do not have to concentrate on the spell. This 
  feature can only be used with one spell at a time.
  Supernatural Flight
  Also at 5th level, you can use your action and a con-
  duit point to cast fly. 
  Raw Abjuration
  At 6th level, you can use your reaction to expend 
  conduit points when you are hit by a weapon attack 
  to conjure a barrier of magical force that protects 
  you. Until the start of your next turn, you have a 
  bonus to AC equal to three times the number of 
  expended conduit points, including against the 
  triggering attack.
  Spell Memory
  Also at 6th level, you are able to rework the most 
  recent magic utilized against you. By spending an 
  action and expending a number of conduit points 
  equal to the spell level of the last spell you absorbed, 
  you can cast that spell. Once you have used this fea-
  ture a number of times equal to your Constitution 
  modifier, you cannot do so again until you have 
  finished a long rest.
  Spell Thievery
  At 7th level, you can pluck magic from the air like 
  a puppeteer manipulating strings. When you are 
  within 50 feet of a spell being cast and can see the 
  spellcaster, you can use Spell Eater to try to absorb 
  the spell (as if you were in the spell’s area or tar-
  geted by the spell attack).
  Masterful Absorption
  At 8th level, your sublime form is to magic like 
  rivers are to water. You have advantage on Con-
  stitution saving throws to absorb spells. Once per 
  round, you are able to absorb a spell attack that hits 
  you without using your reaction (Spell Eater and 
  Spell Thievery still require your reaction). In addi-
  tion, you are able to absorb spells of up to 8th level 
  so long as you have the required conduit slots. e
  Alternative Class Feature
  Optional Ability Score Increase
  When you reach 3rd level in this prestige class, you 
  may choose to gain a feat or standard Ability Score 
  Increase instead of Primal Deflection. 
  When you reach 7th level in this prestige class, you 
  may choose to gain a feat or standard Ability Score 
  Increase instead of Spell Thievery.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 226 - Spellshaper.pdf