Esper, 2nd Variant (5e Class)

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Esper, 2nd Variant[edit]

Flavor Text Here <---

What is an Esper[edit]

Describe What This Class is Here <---

Creating a Esper[edit]

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

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: None
Tools: None
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) An Explorers Pack or (b) a Dungeoneering Pack
  • If you are using starting wealth, you have 1d4 * 10 in funds.

Table: The Esper

Level Proficiency
Bonus
Features Barrier Strength
1st +2 Telekinesis, Barrier 5
2nd +2 Psychic Sense 10
3rd +2 Psychic Specialization 15
4th +2 Ability Score Improvement 20
5th +3 25
6th +3 30
7th +3 35
8th +3 Ability Score Improvement 40
9th +4 45
10th +4 50
11th +4 55
12th +4 Ability Score Improvement 60
13th +5 65
14th +5 70
15th +5 75
16th +5 Ability Score Improvement 80
17th +6 85
18th +6 90
19th +6 Ability Score Improvement 95
20th +6 100

Telekinesis[edit]

Starting at 1st level, you gain the ability to control the world around you with simple thoughts. Within a range of Speed * Proficiency Bonus, you can take control of a number of loose objects with a Weight Point Total of less than or equal to your Proficiency Bonus as an action. Immediately thereafter, you can move said object(s) up to your Speed in any direction, freely. For the purposes of maintaining control of objects affected by Telekinesis, all objects must stay within your max range and concentration must be held between turns in order to maintain control.

  • When taking damage, you must pass a DC(10 + 2 * number of objects) Constitution saving throw to maintain concentration.
  • When not taking damage, you must pass a DC10 Constitution saving throw to maintain concentration.
  • Note - Objects can be purposefully released to maintain control over other, more important objects.

When moving objects under the control of your Telekinesis, you can strike foes within your maximum range.

  • The attack rolls for Telekinesis are made with your proficiency bonus + Intelligence Modifier. Intelligence is not added to your damage rolls.
  • Damage is typically Bludgeoning, but may change at your DM's discretion.
  • While considered ranged attacks, attack rolls using Telekinesis do not suffer disadvantage on prone creatures.
  • If magic items are used to attack with Telekinesis, only static bonuses such as +1, +2 or +3 will get applied. Any additional effects are not applied unless the weapon is used in its intended use case (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 stones together to form a single, large boulder) or making a physical barrier using objects to provide cover. The GM has the final word whether or not an idea might work.
Size Weight Points Weight (lbs) Damage
Tiny 1 1 - 8 2d2
Small 2 8 - 60 3d4
Medium 3 60 - 500 4d6
Large 4 500 - 4,000 5d8
Huge 5 4,000 - 32,000 6d10
Gargantuan 6 32,000 - 250,000 8d12
Colossal 8 X > 250,000 10d20

Barrier[edit]

Starting at the 1st level, you gain the ability to maintain a thin, invisible Barrier of energy around yourself using your psychokinesis.

  • Your Armor Class is equal to 10 + your Wisdom Modifier.
  • You gain a number of special temporary hit points equal to the Barrier Strength column in the Table: The Esper. These temporary hit points stack with other sources of temporary hit points.
  • Your Barrier protects you from all damage types except for psychic, which bypasses the Barrier. When this barrier is up, you are resistant to poison damage and your hit points maximum cannot be reduced except from psychic damage or other, self-induced ways.
  • As long as you have at least one point in your Barrier, these temporary hit points automatically regenerate at a rate equal to you Proficiency Bonus at the beginning your turn.
  • When the Barrier is reduce to 0, the Barrier shatters and won't regenerate until you finish a short or long rest.
  • When you take damage that would break your Barrier, first your Barrier takes damage, then you take the remainder.

Psychic Sense[edit]

Starting at the 2nd level, you have gained the ability to sense the auras surrounding powerful magic creatures and objects.

  • By concentrating, you are able to detect the presence, strength, and general direction toward the different sources of magic near you.
  • This extrasensory perception is similar to that of the Detect Magic spell.
  • You can focus in on this perception a number of times equal to that of your Intelligence Modifier per long rest.

Ability Score Improvement[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.

Psychic Specialization[edit]

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Psycho[edit]

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Explosion[edit]

Starting at the 3rd level, a Psycho Espers mental state becomes fractured into a number of heightened emotional states; including but not limited too Fear, Anger, Joy, and Sadness.

  • Accumulated stress triggers your Explosion.
  • Once your accumulated stress becomes greater than or equal to your Max Stress, you explode into one of many possible emotional states.
  • Once you explode, you remain in your 100% state for roughly 10 min.

Note 1 - The specific emotional state is up to the player in order to enable better role play, all final judgements are up to your DM.

Stress is added to your Accumulated Stress Pool by taking damage to your Hit Point Maximum as well as each time one of your companions is downed. Damage taken to your Hit Point Maximum is added 1 to 1 to your Accumulated Stress Points while you gain a flat 20% of your max Stress each time a companion is downed. Examples, if your Barrier takes 10 damage, no stress is added to your Accumulated Stress Pool, but if your Barrier is broken and you take 10 damage or you take 10 psychic damage, you accumulate 10 stress points.

Note 2 - You or your DM may add amounts of stress at appropriate times to better follow your campaign, all additions must be run past your DM.

Level 3 - 8 9 - 14 15 - 20
Max Stress 200 350 500

After your Explosion you may choose 3 of the following:

  • Barrier Reuptake - Your Barrier is immediately restored to your Barrier maximum.
  • Barrier Reclamation - Your Barrier now regenerates at twice your Constitution Modifier.
  • Barrier Tuning - For the Duration, your Barrier gains resistance to one damage type of your choice.
  • Complex Countermeasures - You Armor Class in increased by your Dexterity Modifier.
  • Spiritual Awareness - As an action, you can sense the location, direction of movement, and nature of all powerful magical creatures within a 1 mile radius of yourself.
  • Focused Precision - For the duration, all your attack rolls are made with advantage.
  • Mindless Concentration - For the duration, you ignore the concentration requirements of Telekinesis.
  • Emotive Discipline - For the duration, you are immune to the Frightened and Charmed conditions.
  • Muscular Tuning - For the duration, your Weight Point Maximum is increased by 1.

Copycat[edit]

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Spell Cache[edit]

Starting at the 3rd level, a Copycat Esper is able to copy the magical abilities of other creatures simply by witnessing them (others) use them (spells).

  • You can only copy other characters spells, not race features or class abilities.
  • In order to copy a spell, you must both witness the entirety of the spell being cast as well as recognize that a spell had been cast. For example, if a creature casts Minor Illusion without you realizing, even though they cast it in front of you, you cannot copy that spell because you didn't recognize a spell was cast. However, if a companion casts Minor Illusion and you watch them cast it, knowing what they're doing, you can then copy that spell.
  • You can only copy spells at the level they were cast, not at the base spell level.
  • Copied spells are added to your character sheets spell list. If identical spells are copied (same spell at the same level), they do not stack and must be given separate lines for storage.
  • Each spell only has one charge, once you cast a spell from your spell list it is removed from your spell list (if duplicate spells exist, only one is removed).
Cantrip Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
8 12 13 13 13 9 9 9 7 7

Note - You may only copy a number of spells at each level equal to the table above (Numbers taken from the number of lines on the basic Character Sheet).

Director[edit]

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Psychic Energy Storage[edit]

Starting at the 3rd level, the Director Esper has decided that by reducing their average power output, they can accumulate a great quantity of energy to be released all at once.

  • At the beginning of each day, you are granted a number of Mana Points (provided below) that can be spent throughout the day, or saved.
  • All class abilities and subclass features are disabled once you choose this subclass and can only be re-enabled by expending the appropriate number of Mana Points.
  • During a long rest, unspent mana is added to your Mana Cache for storage.
Level 3 - 4 5 - 8 9 - 12 13 - 16 17 - 20
Mana Points 3
Max Mana Cache 3

When enabling the following features, you must follow all the rules and prerequisites provided.

Telekinesis -

  • Prerequisites: None
  • Cost: 1 MP to fully enable

Telekinesis Overcharge -

  • Prerequisites: Barrier and Telekinesis
  • Cost: 2 MP
  • Stackability: Each additional stack requires 1 additional MP. (2 -> 3 -> 4 -> etc)

Barrier - Barrier is one of the most versatile class features and typically must be enabled prior to that of others.

  • Prerequisites: None
  • Cost: 1 MP to fully enable



Psychic Sense -

Phantom[edit]

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Teleportation[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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