Esper (5e Class)

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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. Becoming 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

Proficiencies

Armor: none
Weapons: Simple weapons
Tools: one of your choice
Saving Throws: Intelligence, Wisdom
Skills: Arcana Then Choose two from Insight, Investigation, Perception, or Survival

Equipment

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

Table: The Esper

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

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

You have a reserve of points to use certain features called Psychic Power Points. You have an amount of Psychic Power Points equal to 4 times your level plus your intelligence modifier. You regain expended points after taking a long rest. Additionally, over a short rest, you can regain half of your Psychic Power Points. Once you do this, you regain this ability after you finish a long rest.

Psychokinesis[edit]

Starting at 1st level, you gain the power to manipulate objects and people with your mind: Psychokinesis. You know the magic hand cantrip, but it is invisible (even to spells or abilities that can sense magic) with which you can also lift objects and creatures.

As an Action, you make a ranged psychic attack by tossing the lifted 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 d6
Small d8
Medium d10
Large d12
Huge 2d8
Gargantuan 2d10

You must spend an Action in order to maintain your Psychic Grip on the targeted objects and/or creatures by doing an Intelligence Saving Throw of DC 8+Proficiency Bonus+Intelligence Modifier. You may also spend a Bonus Action moving them at a maximum distance of Nth feet according to your level's capability of distance(15 ft. on Levels 1-5, 25 ft. on Levels 6-10, 40 ft. on Levels 11-15, and 60 feet on Levels 16-20). 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 Strength 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.

Psycho-Barrier[edit]

The best defence for espers is their very mind. At 1st level, While wearing no armor you have an AC equal to 14 + your Intelligence modifier. 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.

Psychic Specialty[edit]

There are as many types of psychics as there are blades of grass. Beginning at 1st level, you select your Psychic Specialty, between Psychokinetic Master and Technique Prodigy. These give you abilities at 1st, 5th, 11th, and 17th levels.

Psycho-Sense[edit]

At 2nd level, you can spend 1 point of Psychic Power as a free action to sense any undead or aberration within 60 feet of you. this lasts until the end of your turn.

Physical Strengthening[edit]

At 3rd level, as long as you have at least 1 point of psychic speed, your walking speed increases by 10 feet and you can levitate up to 1 feet. Additionally,all damage you take from falling is halved.

At 7th level your speed increases by 20 feet. This increases again by 30 feet at 11th level, and by 40 feet at 15th level.

Psychic Techniques[edit]

Psychokinesis isn't the only technique you know. Upon reaching 3rd level, you decide to expand your horizons. You learn a number of Psychic Techniques equal to half your proficiency bonus (rounded up). You learn another at 7th level, 11th level, 14th, another at level 18 and the final at level 20.

The techniques are listed at the end of this class.

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

Psycho-Weapon[edit]

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.

Dispel[edit]

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. Starting at 11th level, when you use make a 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 (intelligence modifier)minute.

Improved Psychokinesis[edit]

Your mind grows stronger, and with it, your psychokinesis. At 17th level, your Psychokinesis damage die increases by 1 (d6<d8<d10<d12<2d8<2d10. Along with this, any creature that makes a Dexterity saving throw to escape from your psychic grasp now does so with disadvantage.

100%[edit]

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.

Psychokinetic Master[edit]

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. At first level your range for psychokinesis is doubled.

Enhanced Psycho Barrier

When you are not wearing any armor, you have an additional +1 to AC

Multi-Tasker

You are an extremely skilled esper, doing a feat most deem near impossible. At 7th level you can use your psycho barrier and either psychokenisis or psycho weapon features.

Awakened[edit]

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 at 1st level, 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 can 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

At 5th level 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.


Psychic Techniques List:[edit]

- 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 50 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 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.

- Familiar master: You bind a spirit or magical creature to your service. Choose a creature equal to half you level in CR or less. This creature must be within 30ft of you, and must succeed on a charisma saving throw equal to your Esper DC. The DM has final say on what creature can be affected by this feature. On a failure, it is permanently charmed by you and regards you as it's closest friend and master. You can have multiple familiar as long as the total CR is equal to your level plus your proficiency bonus. you can use your bonus action to command your familiar to do an action. If you are attacked, you can use your reaction to have one of your pets move up to its speed. If it ends its speed within 5ft of you or the attacker, it becomes the target of the attack. You can store all of your spirits or creatures in a tiny sized vessel of your choice, carrying them around with you unnoticed.

- Illusionist: you can cast any spell that is of the illusion school of a level equal to your proficiency bonus. To cast a spell, you must spend Psychic Power Points equal to twice its level. No matter what, Ilussion spells cast this way are purely mental; they only exist in the minds of the effected targets and cannot be perceived by others without some sort of supernatural sense like Truesight, or via a spell like Detect Magic or See Invisibility. Casting Illusion spells this way does not take components of any kind.

- 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 50 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 2d10 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 7 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. If they take the attack action, they make 1 attack with a weapon you are proficient (you must provide the weapons) or an 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, but can only command a number equal to your proficiency bonus at once in combat. If a puppet is 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 take an amount of dice equal to (proficiency bonus)d10 force damage, and the creature is grappled on a failure. They take half as much on a success and are not 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 10ft towards it. anyone stuck in it takes (proficiency bonus)d10 force damage. anyone that gets reduced to 0 hit points is instantly killed, disinterested.

- Psycho-Healing: As an action, you can touch a creature and restore 1d8+your Intelligence modifier HP for 1 Psychic Power Point. You can spend up to your proficiency bonus in extra Psychic Power Points to heal an additional 1d8 per point spent.

- Super Muscle Growth: You can spend 4 Psychic Power Points as a bonus action to cause your muscles to undergo temporary explosive growth. For 1 minute, you gain advantage on Strength checks and saves, add +5 to your movement speed, and add 1d6 to all melee weapon or unarmed attacks.

- Pyrokinesis: As an action, you can spend 1 Psychic Power Point to launch a blast of fire at a target within 50 feet. Use your psychic attack modifier to hit. On a successful attack, take 1d10+ your Intelligence modifier Fire damage. If you have the Extra Attack feature, you can replace your second attack with another fire blast. In addition, you can cast Control Flames without spending Psychic Power Points or using any components.

- Cryokinesis: As an action, you can spend 3 Psychic Power Points to launch a blast of ice at a target within 40 feet. Use your psychic attack modifier to hit. On a successful attack, take 1d10+ your Intelligence modifier Cold damage. If you have the Extra Attack feature, you can forgo your m the second attack to force the target to make a Constitution Save vs your Esper DC or be restrained until the end of your next turn.

- Electrokinesis: As an action, you can spend 1 Psychic Power Point to launch a blast of electricity at a target within 50 feet. Use your psychic attack modifier to hit. On a successful attack, they take 1d10+ your Intelligence modifie Lightning damage. If you have the Extra Attack feature, you can replace your second attack with another electric blast. In addition, you can cast Shocking Grasp without spending any Psychic Power Points or using any components.

- Teleportation: As long as you have at least 1 Psychic Power Point, when you use your walking speed, you can teleport rather than walk, so long as you can see the location. In addition, as an action, you can touch a creature and force it to make a Charisma saving throw or be teleported to a spot you can see within 60ft for 2 Psychic Power Points.

Multiclassing[edit]

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

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


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