Esper (5e Class)

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Mob, an immensely powerful esper.

What is an esper[edit]

Possessing psychic powers of some sort, they gain their abilities through magical accidents, or through simply being born with them. Become an esper is similar to becoming a sorcerer as it often creates chaos within a community as people try to adjust living around a telekinetic or a mind reader. Many esper's unhappy with being ostracised by their peers, set off on their own, developing their mental talents while on the road as their powers develop

Creating an Esper[edit]

Quick Build

You can make an esper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by wisdom Second, choose the Acolyte, Haunted One, Inheritor, or Sage background.

Class Features

As a Esper you gain the following class features.

Hit Points

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


Armor: Light armor, shields
Weapons: Simple weapons
Saving Throws: Intelligence, Wisdom
Skills: Arcana Then Choose two from Insight, Investigation, Perception, or Survival


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

  • (a) any two simple weapons or (b) a simple weapon and a shield
  • leather armor

Table: The Esper

Level Proficiency
Features Psychic Power Barrier Strength Psychokinesis strength
1st +2 Psychic Powers, Psychokinesis, Psychic Upbringing, Psychic Upbringing Feature, Psycho-Barrier 4+your Intelligence modifier 5 1
2nd +2 Psycho-Sense 8+your Intelligence modifier 10 1
3rd +2 Spiritsight 12+your Intelligence modifier 15 1
4th +2 Ability Score Improvement 16+your Intelligence modifier 20 1
5th +3 Psychic Upbringing Feature, Extra attack 20+your Intelligence modifier 25 2
6th +3 Psycho-Weapon 24+your Intelligence modifier 30 2
7th +3 New Kinesis 28+your Intelligence modifier 35 2
8th +3 Ability Score Improvement 32+your Intelligence modifier 40 2
9th +4 Dispel 36+your Intelligence modifier 45 3
10th +4 Psychic Upbringing Feature 40+your Intelligence modifier 50 3
11th +4 Improving Psycho-Weapon, Improving Psycho-Barrier 44+your Intelligence modifier 55 3
12th +4 Ability Score Improvement 48+your Intelligence modifier 60 3
13th +5 New Kinesis, Improved Dispel 52+your Intelligence modifier 65 4
14th +5 Advanced Spiritsight 56+your Intelligence modifier 70 4
15th +5 Psychic Upbringing Feature 60+your Intelligence modifier 75 4
16th +5 Ability Score Improvement 64+your Intelligence modifier 80 4
17th +6 Improved Psychokinesis 68+your Intelligence modifier 85 4
18th +6 New Kinesis 72+your Intelligence modifier 90 5
19th +6 Ability Score Improvement 76+your Intelligence modifier 95 5
20th +6 100% 80+your Intelligence modifier 100 5

Psychic Powers[edit]

You're different from the average creature, whether it was from the moment you were born or when your powers awakened. Beginning at 1st, you have obtained the abilities to manipulate several objects and other creatures with your mind, becoming a psychic.

Psychic Ability

Of course, like magic spells or weaponry, there's always the chance your powers will either land or miss. Your psychic ability uses Intelligence. Your psychic attack modifier is equal to your proficiency bonus + your Intelligence modifier.

Your Psychic Power Save equals 8 + your proficiency bonus + your Intelligence modifier.

Psychic Power Points

And like most other creatures, your powers have a limit to how much they can be used. You have a reserve of points to use certain features, equal to 4 times your level plus your intelligence modifier. You regain expended points after taking a short or long rest.


Starting at 1st level, you gain the power to manipulate objects and people with your mind: Psychokinesis. As an action, you may spend 1 point of Psychic Power to lift an object or creature with your mind. There is a weight limit as to how much you can carry, that limit being the number of pounds (lbs.) equal to 25 x your Esper level. As a bonus action after lifting something with this feature, you may immediately make a ranged psychic attack by tossing the object or creature at a single other creature you can see. The damage rolled depends on the size of the object or creature, and the amount of dice is measured on the Psychokinesis Strength table. The damage type depends on the object used, at the GM’s discretion. Upon repeated impacts, objects may also break, also at the GM's discretion. Depending on the object's size and its composition, it could become two objects of smaller size upon breaking or it could be rendered useless. While considered a ranged attack, attack rolls using Telekinesis do not suffer disadvantage to hit a prone creature. If magic items are used to attack using this feature, only static bonuses such as +1, +2 or +3 enchantments on weapons get applied. Any additional effects do not work unless the esper attacks using the weapon with their own hands (for example, a Flame Tongue weapon does not deal bonus fire damage if used as a projectile). Instead of attacking, you may also put your telekinesis to creative uses such as pressing multiple objects together to create a larger object (for example, pressing many crossbow bolts together to create a ball of bolts would create a single Small object) or making a physical barrier using objects to provide cover. The GM has the final word whether or not an idea might work.

Size Damage
Tiny d4
Small d6
Medium d8
Large d10
Huge d12
Gargantuan d20

You must spend an action in order to maintain your psychic grip on the targeted objects and/or creatures. You may also spend a bonus action moving them at a maximum distance of 50 feet. You could even use this feature on yourself, helping you gain additional quick movement.

If you use this feature on a unwilling creature, the targeted creature must make a Dexterity saving throw to contest your Psychic Power save. If the creature is unsuccessful, it is lifted by your ability. Otherwise, the creature stays where it was, having felt your powers.


The best defence for espers is their very mind. At 1st level, you learn to create an invisible barrier, visible only when struck by any attack, using your psychokinesis. As a reaction, you may spend 1 point of Psychic Power to add your Intelligence modifier to your Armor Class. However, if you are currently holding creatures or objects using the Psychokinesis feature, you drop them. The same goes if you use any other feature that uses your psychokinetic powers, like Psycho-Weapon or casting a spell using your New Kinesis features. No esper can attack and defend at the same time. You gain half cover when you use it until the end of your next turn or when you stop using your barrier. You also gain temporary hit points equal to the barrier strength table. They stack with other sources of temporary hit points. As long as you have at least one point in your barrier, these temporary hit points automatically restore themselves each round at a rate equal to your proficiency bonus minus 1. When they reach 0, however, the barrier is broken and doesn’t regenerate until you finish a short or a long rest, which it then returns to 1 point. if you use the psycho barrier again, the temporary hit points do not stack. instead, they replenish to the original (e.g if you are level 1 and have i temporary hp remaining in the barrier and you use it again, the barrier resets to 5 not 6)

Psychic Upbringing[edit]

Everyone has their own story to tell, especially when it comes to how they received their abilities. You're no different. Beginning at 1st level, you select your Psychic Upbringing, from a selection of Natural, Awakened, or Possessed.


You're absolutely certain you're not the only one with powers like yours. Starting at 2nd level, you learn to perceive the auras of other psychics, glowing around them. The brighter the aura, the stronger they are. The more vile the aura feels, the more violent they are. You can also spend 1 point of Psychic Power as an action to sense any undead or aberration within 60 feet of you. this lasts until the end of your turn


Every psychic is born with a unique vision. At 3rd level, you gain the ability to perceive ghouls, ghosts, and other ethereal creatures when others cannot. As a bonus action, you may spend 1 point of Psychic Power to peer into the Ethereal Plane for a minute.

Ability Score Increase[edit]

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.

Extra attack[edit]

starting at 5th level you can attack twice with objects you are holding with your psychokenisis


Your mind isn't your only weapon. Anything can be one. Beginning at 6th level, as a bonus action, you may spend a point of Psychic Power to imbue any object you hold with psychic energy. It gains a +1 bonus to attack and damage rolls, lasting for a number of rounds equal to your Intelligence modifier + your proficiency bonus. The object is considered magical during this time. You may spend additional Psychic Power points to give the imbued object an additional +1 bonus per point spent.

New Kinesis[edit]

Psychokinesis isn't the only technique you know. Upon reaching 7th level, you decide to expand your horizons. You learn to specialize in a different type of kinesis. You may choose one of the following.


You learn aerokinesis, the ability to manipulate air. You may cast any wind-based or airbased spell.


You learn cholorokinesis, the ability to manipulate plants. You may cast any plant-based spell.


You learn clairvoyance, the ability to know what is not known. You may cast any diviniation spell.


You learn electrokinesis, the ability to manipulate electricity. You may cast any lightning based spell/spell that does lightning damage spell.


You learn geokinesis, the ability to manipulate earth. You may cast any earth-based spell.


You learn the ability to aid others in battle using this kinesis. You may cast any spell that heals, repairs, or enhances ability. You may not cast a spell that brings the dead back to life.


You learn hydrokinesis, the ability to manipulate water. You may cast any water-based/spell that does ice damage spell.


You learn pyrokinesis, the ability to manipulate fire. You may cast any fire-based/ spell that does fire damagespell.

Whenever you cast a spell, you must spend points of Psychic Power equal to double the spell slot's level. For example, if you cast fireball, a 3rd level spell, you must spend 6 points of Psychic Power. Cantrips require no points to be cast, only components.

Your spellcasting modifier is the same as your psychic modifier, and your spell save DC is your psychic save DC.

You may choose additional an additional kinesis upon reaching 13th and 18th levels.


Your empowered mind can repel all sorts of charms. At 9th level, you may spend a point of Psychic Power to end an effect on yourself or on a creature other than yourself that is causing you or them to be charmed or frightened.

Improved Psycho-Weapon[edit]

Your ability to make weapons has become stronger and lasts longer. When you use make the psycho weapon, the base bonus is now +2, and it can pierce the pycho barrier (in the event that you are battling another esper). You can also add your Intelligence modifier to the duration twice instead of once.

Improved Psycho-Barrier[edit]

Your mental defensive mechanisms are vital to your survival. Beginning at 11th level, you may add your proficiency bonus to your Armor Class whenever you use your Psycho-Barrier feature. You can now also activate the barrier when you are targeted by an AOE spell to grant you total cover against the spell.

Improved Dispel[edit]

Curses mean nothing to you, and neither should it to your allies. At 13th level, you and any friendly creature within 15 feet gain advantage on saving throws that causes them to be charmed or frightened.

Advanced Spiritsight[edit]

Spirits and other tricks cannot escape your sight. At 14th level, you may spend 1 point of Psychic Power to gain 20 feet of Truesight for 1 minute.

Improved Psychokinesis[edit]

Your mind grows stronger, and with it, your psychokinesis. At 17th level, your Psychokinesis damage die increases by 1 (d4<d6<d8<d10<d12<d20. Along with this, any creature that makes a Dexterity saving throw to escape from your psychic grasp now does so with disadvantage.


You have advantage on any roll as long as it is affected by your power and any enemy has disadvantage on any roll as long as it is affected by your power.


Naturals are espers, having already obtained their psychic abilities upon birth. No doubt, Naturals are one of the strongest types of espers with their raw psychic power, having an incredible amount of time to hone them.

Enhanced Psychokinesis

You have had time to hone your psychokinesis. Your range for psychokinesis is increased by 5 x your level, and the weight in lbs for how much you can carry is multiplied by 2.

Enhanced Psycho Barrier

Your barrier is stronger than others. You can now use your barrier on others as well as your self (use the same rules as if you where using it on yourself, except that the temporary hit points don't regenerate), and your barrier provides 3/4 cover when you use it.


You are an extremely skilled esper, doing a feat most deem near impossible. You can use your psycho barrier and either psychokenisis or psycho weapon features.


Your psychic abilities are not natural. They were never there. However, through experimentation, your powers have been awakened, giving you the very obvious moniker: "Awakened".

Mental Side-Effects

The experiments have taken a toll on you mentally. You're not the same as you were before. You're hardened. Upon selecting this Psychic Upbringing, you have advantage on saving throws against being charmed or frightened.

However, if you fail any Intelligence saving throw by rolling a 1, you become insane for just a moment. The DM controls your actions until then. You coan continue making the saving throw at the start of each of your turns, the save DC now becoming your psychic save DC, or until the DM decides.

Brutal Psychokenisis

Your psychokenisis is more brutal than others. when you attack with an object you are holding with psychokenisis or your psycho weapon, you can choose to spend 2 Psychic Power Points to deal an additional dice of damage.

Special Powers

Due to you having being experimented, not having your powers natural or gifted by a spirit, choose one of the following to be your special ability:

- Air whip: As an action you spend 2 Psychic Power Point to create a whip of psychic air that shoves and pulls a creature to unbalance it. A creature that you can see that is within 200 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional Psychic Power Points point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. if the creature fails the saving throw they are also grappled.

- Familiar master: you bind a spirit(s) of a creature(s) to your service. choose a creature(s) under the DMs discretion equal to half you level in CR. you can have multiple familiar(s) as long as the total CR is half your level(e.g CR 3 and 2 for a level 10, 1 CR 1/2, 2 CR 1/4 and 1 CR 4). you can use your bonus action to command your familiar(s) to do an action, and if you are attacked as a reaction your pet can take it for you. you have to find a creature before you can make it your familiar in this way.

- Illusion master: you can cast any spell that is of the illusion school equal to its spell level in Psychic Power Points.

- Psionic blast: You can create a blast of compressed energy that strikes like a mighty fist. As an action, you can spend 2 Psychic Power Points and choose a creature within 200 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional Psychic Power Point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

- Ethereal body: you can cast the etherealness spell for 4 Psychic Power Points. you can also make clones out of yourself, similar to the simulacrum spell. each clone costs 2 Psychic Power Points. they have 1/4 of your max hp, and have the same items and equipment as you except for items that are the only version of themselves. they have the exact same spells/features as you, and each have 4 Psychic Power Points. they each roll initiative like any other creature. you can only have an amount of clones equal to your level halved.

- Puppeteer: similar to the familiar master, you control puppets. the puppets each have 10 hp, AC equal to 10 + your proficiency bonus + your intelligence modifier. it has 30 ft of walking movement. as your bonus action you can control them to do an action. for the attack action they make 1 attack with a weapon you are proficient (you must provide the weapons) or unarmed strike. it has 16 dexterity, strength and constitution. its intelligence, wisdom and charisma are all 10. you can see and hear through the puppets but cant speak through them. you can have an amount of puppets equal to your level plus intelligence. If the puppets are destroyed, you can make a new one for 4 Psychic Power Points.

- Gravitational orbs: you can create orbs of pure gravity: you can create an orb for 4 Psychic Power Points. each orb is tiny, has 15 AC and 20 hp. as an action you can attack with them (you benefit from extra attack). the creature you are attacking must make a dexterity saving throw or get hit. when an orb hits a creature, they take an amount of dice equal to the (psychokenisis dice table)d10 force damage, and the creature is grappled. you can move it with the speed of your psychokenisis. whenever a creature other than you goes within 10 feet of it, they must make a strength saving throw or be pulled towards it. anyone stuck in it takes 3d10 force damage. anyone that gets reduced to 0 hit points is obliterated.


You are an esper, and your abilities have always been inside you unlike an Awakened, though not as potent as a Natural's. So, you needed a little help; specifically, that of a spirit.

Weakened Psychokinesis

While you do have psychokinesis, it is significantly weaker than those of an Awakened or a Natural. Upon selecting this Psychic Upbringing, while using the Psychokinesis feature, you use the following table when attacking with instead. Along with this, you can only carry a maximum weight of 5 x your Esper level using this feature.

Size Damage
Tiny 1
Small 1d4
Medium 1d6
Large 1d8
Spiritual Ally

A weak enough spirit can rely on a weak enough esper. Starting at 1st level, you are accompanied by a small spirit that you and possibly other espers can see and speak to. This spirit acts as a familiar to you, with a challenge rating of 0. The score of all of its physical abilities (Strength, Dexterity, Constitution) are 0, gaining no bonuses whatsoever. You may roll for the ability score of its mental abilities (Intelligence, Wisdom, Charisma). It has a number of hit points equal to half of your esper hit points rounded down.

This spirit acts as its own creature, obeying your whims, with traits, ideals, bonds, and flaws of its own. However, without any means of fighting, it will not engage in combat. The spirit can also go through walls, become invisible, posses Tiny or Small objects as an action, and has a movement speed of 30 feet. However, this spirit can also become exorcised or defeated. Once its hit points drops to 0, the spirit dissipates, and you cannot use any of the Possessed subclass features until you find and befriend another spirit.

Ritsu, an esper being possessed by a spirit named Dimple.

An esper and a spirit can team up to enhance their abilities. Starting at 1st level, as an action, you may spend 3 points of Psychic Power to have your spirit enter your body. Usually, a physical trait of the spirit is shown on your appearance, such as large red dimples on one's cheeks, as shown on the example on the right.

While you are possessed, your psychokinesis is enhanced, using the standard Psychokinesis table instead.

On the other hand, your spirit may want to possess others instead. As an action, if there is any creature that has fallen to 0 hit points, you may spend 3 points of Psychic Power. That creature must make a Wisdom saving throw against your Psychic Save DC in order to not be possessed. If the creature fails, the spirit has total physical control over

Possession lasts for a number of rounds equal to your Intelligence modifier. Spirits cannot possess other psychics, for they have a mental barrier that prevents spirits from possession.

Jack of Non-Psychic Trades

You learned to live without your psychic abilities, honing other skills instead. Starting at 5th level, you may select two of the following and gain proficiency in them:

  • Any skill
  • Any tool
  • Any language
  • Martial weapons
  • Medium armor
  • Heavy armor (prerequisite: Medium armor proficiency)

you benefit from extra attack if you choose proficiency in martial weapons, and you can hold 10 x your esper lvl for how much weight in lbs you can hold with your Psychokenisis, and you can now hold huge objects

Huge d10
Practice Makes Perfect

you can choose one more option from the list above, and you now can hold 15 x your esper lvl for how much weight in lbs you can hold with your Psychokenisis. You can also now hold gargantuan objects

Gargantuan d12


Prerequisites. To qualify for multiclassing into the Esper class, you must meet these prerequisites: 15 Intelligence and 13 Wisdom

Proficiencies. When you multiclass into the Esper class, you gain the following proficiencies: Arcana

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