Esper, Variant (5e Class)

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Esper, Variant[edit]

An elven woman stopped in her tracks, glancing over at the group of bandits surrounding her. Letting out a soft sigh, she extended her arms, watching as numerous rocks levitated into the air, crashing into the bandits’ chests at high speeds. As they fell like dolls, the woman put her hood back on and resumed her walk.

Out of breath and wounded, a young human man closed his eyes to concentrate, gathering his focus. When he opened them, a massive surge of energy swirled around him as he began to levitate into the air, which was cackling with pure power. Letting out a cry, he released a massive wave of energy, pushing away the enemies that were previously in front of him.

As the assassin was about to stab his target, an elderly gnome, in the back, a dense barrier made of pure energy formed around the target’s body, nullifying the attack. Taken by panic, the assassin had nowhere to run as he was held in place by an unknown power, completely unable to move. The last thing he remembered was the old gnome’s punch to his stomach, which bore way more power than a simple fist.

Masters of the Mind[edit]

An Esper is someone who has been born with powerful psionic abilities or have received them from an external source, such as an unknown, higher being or through experiments.

The most common ability an Esper shows is telekinesis, the power to move objects and even other people with the power of their minds alone. They also develop a barrier using their psychic powers, coating their bodies with a protective layer of pure mental energy. However, most of them are able to develop their powers in their own ways, creating a vast amount of different kinds of Esper's.

Even though their powers come from the Esper's ‘willing’ them into existence, the use of psionic abilities requires a keen mind and the ability to properly analyze the environment. It isn’t like simply creating an effect using their internal psychic energy, it is about changing the world around them by manipulating reality. As such, Esper's need to learn the rules of the world such as physics in order to operate efficiently.

Creating an Esper[edit]

When creating an Esper, think about your abilities’ origin. Were you born with the ability to move things with your mind or were you experimented on by some crazy researcher? And how exactly did your powers manifest? Do you simply possess high amounts of raw power or are you able to shape your psionic energy into creating weapons or magic? Esper's are extremely varied in nature but they all possess one thing in common: a highly calculating mind.

Quick Build

You can make an Esper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Sage background. Third, choose a dagger, a sling and a explorer's pack.

Class Features

As a Esper you gain the following class features.

Hit Points

Hit Dice: 1d6 per Esper level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Esper level after 1st

Proficiencies

Armor: None
Weapons: Clubs, daggers, darts, quarterstaffs, sling
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Investigation and Perception.

Equipment

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

Table: The Esper

Level Proficiency
Bonus
Features Telekinesis Damage Die Barrier Strength Powers Known
1st +2 Telekinesis, Psychic Barrier 1d4 5 -
2nd +2 Psionic Powers 1d4 10 2
3rd +2 Esper Specialization 1d4 15 3
4th +2 Ability Score Improvement 1d4 20 3
5th +3 Improved Telekinesis, Telekinetic Grapple 1d6 25 4
6th +3 Reactive Defense 1d6 30 4
7th +3 Telekinetic Flight 1d6 35 5
8th +3 Ability Score Improvement 1d6 40 5
9th +4 Brain Processing, Improved Telekinesis 1d8 45 6
10th +4 Esper Specialization Feature 1d8 50 6
11th +4 Absolute Focus 1d8 55 7
12th +4 Ability Score Improvement 1d8 60 7
13th +5 Esper Specialization Feature, Improved Telekinesis 1d10 65 8
14th +5 Meditation 1d10 70 8
15th +5 Telekinetic Detection 1d10 75 9
16th +5 Ability Score Improvement 1d10 80 9
17th +6 Esper Specialization Feature, Improved Telekinesis 1d12 85 10
18th +6 Brain Processing Improvement 1d12 90 11
19th +6 Ability Score Improvement 1d12 95 11
20th +6 Esper Specialization Feature 1d12 100 12

Telekinesis[edit]

Starting at 1st level, you gain the ability to control the world around you with a simple thought, on a limited scale. At a range of 40ft, you can lift any Small object that’s not affixed to the ground into the air as an action. Using an action that can be part of the one made to lift them, you can then move the objects 20ft in any direction and 10ft if you use a bonus action. The controlled object must stay within your range or it will fall to the ground. The number of objects you can lift is equal to your esper level (rounded down) and the carrying capacity in kg of your telekinesis is equal to your esper level x twice your Intelligence score. For example, a 3rd level esper with a 16 in Intelligence could lift up to 96 kg in objects, meaning they could lift a single 96 lbs object, two 48 lbs objects, etc...

As an attack, you can strike your foes with a single object as part of the same action used to make it move. Note that an attack can be made when you use your bonus action to move objects.

  • The attack modifier for this is your proficiency bonus + your Intelligence modifier.
  • On a hit, the damage is 1d4 + your Intelligence modifier.
  • The damage die increases at certain levels, as shown in the esper’s 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.
  • 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 and any additional effects on weapons get applied.
  • 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.

Alternatively you can directly attack a creature within range with your telekinesis, this attack deals damage as if it were an object, but the damage type is force.

Starting at 5th level, you can now lift Medium objects at a range of 60ft. Your telekinesis speed is also heightened (15ft when using your bonus action and 30ft when using your action).

  • You can now attack twice with your telekinesis on your turn.
  • Your attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beginning at 9th level, you can now lift Large objects at a range of 120ft. Your telekinesis speed is also heightened (30ft when using your bonus action and 60ft when using your action).

  • Your maximum carrying capacity via telekinesis is now equal to twice your esper level x twice your Intelligence score.

Starting at 13th level, you can now lift Huge objects at a range of 180ft. Your telekinesis speed is also heightened (45ft when using your bonus action and 90ft when using your action).

  • You can now attack three times with your telekinesis on your turn.
  • Your maximum carrying capacity via telekinesis is now equal to three times your esper level x twice your Intelligence score.

Beginning at 17th level, you can now lift Gargantuan objects at a range of 200ft. Your telekinesis speed is also heightened (60ft when using your bonus action and 120ft when using your action).

  • Your maximum carrying capacity via telekinesis is now equal to three times your esper level x triple your Intelligence score.
  • You can now attack four times with your telekinesis on your turn.

Psychic Barrier[edit]

Starting at 1st level, you gain the ability to raise a dense, yet thin barrier of psychic energy around you, shielding your body from attacks.

  • You gain a number of special temporary hit points equal to five times your Esper level, protecting you from incoming damaging effects.
  • The barrier protects you from all damage types except psychic damage, which bypass the barrier. When this barrier is up, you are resistant to poison damage and your hit points maximum cannot be reduced except from self-induced ways or if the effect doesn't come from a direct attack.
  • 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 the barrier is reduced to 0, the barrier is broken and doesn’t regenerate until you finish a short or long rest, at which time you will regain the ability to put it back up.

Psionic Powers[edit]

Starting at 2nd level, your practice with your psychic abilities have led you to develop and learn unique techniques of your own. You can choose two options from the list of Psionic Powers, which are detailed at the end of the class’ description. When you gain certain esper levels, you gain additional powers of your choice, as shown in the Powers Known column of the esper table.

Esper Specialization[edit]

At 3rd level, you choose an Esper Specialization. Choose between the Manipulator, Psionic Guardian or Telepath, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 10th, 13th, 17th and 20th level.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Telekinetic Grapple[edit]

Starting at 5th level, your telekinesis becomes strong enough to be able to deal with moving targets. As part of your attack action, when using a thrown object, you can attempt to grab a creature within your telekinesis range.

  • The target must make a Strength saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus, on a failure the creature is grappled and restrained. A grappled creature can use an action to repeat the check, ending the grapple on a success.
  • A grappled creature can then be moved like any other object.
  • A grappled creature can be used as a projectile. If moved as an action, a grappled creature that makes contact with an object (or the ground) takes damage equal to your telekinesis damage. If a thrown creature makes contact with another creature, both of them take its telekinesis damage.
  • Alternatively, you can use an action to force a number of targets of your choice within your telekinesis range to make a Constitution saving throw. On a failure, the targets suffer force damage equal to 3x their telekinetic die + your Intelligence modifier and are knocked prone, on a success they suffer half the damage and are not knocked down. The maximum number of creatures that can be grappled is equal to your proficiency bonuses.

    Reactive Defense[edit]

    At 6th level, with enough reaction time, your powers are quick enough to activate in order to save you from incoming projectiles. Starting at 6th level, you can use your reaction when you or a creature within range of your telekinesis are hit with a ranged attack to catch any missile with your telekinesis, stopping it in its movement. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your Esper level. The object is then able to be controlled on your turn as per the other objects in your telekinetic grasp.

    Telekinetic Flight[edit]

    Beginning at 7th level, you learn to lift yourself in the air with your telekinesis, giving you the ability to hover up to 5ft above the ground, potentially allowing you to ignore the effects of difficult terrain, at the GM's discretion. Furthermore, you can spend a charge of this ability to give yourself a flying speed equal to your walking speed for 1 minute. You have a number of charges equal to half your level, which you regain at the end of a long rest.

    Brain Processing[edit]

    At 9th level, using psychic powers constantly trains your brain to work faster and more efficiently.

    • When you reach 9th level, your Intelligence score and its maximum increases by 2.
    • At 18th level, your Intelligence increases by another 2.

    Absolute Focus[edit]

    Starting at 11th level, you learn how to ignore the noise of battle and completely focus on your psychic abilities, unleashing the entirety of your current potential. As a bonus action, you can enter the Absolute Focus state, which lasts for 1 minute, until you choose to end the state as a bonus action or fall unconscious.
  • While in this state, you gain the following:
    • You ignore any concentration requirement or limits.
    • The number of objects you can have in your telekinetic grip is doubled.
    • Any damage you deal receives a bonus equal to your proficiency bonus.
    • You gain a bonus to your AC equal to your proficiency bonus.
    • The restoration of your barrier is increased by your proficiency bonus per turn.
    You cannot use this feature again until you complete a long rest.

    Meditation[edit]

    Having a clear mind is something very important for a powerful esper. At 14th level, Once on your turn, you can use a bonus action to reroll a saving throw against an effect causing you to be charmed or frightened.

    Telekinetic Detection[edit]

    Starting at 15th level, you have trained your telekinesis so much that you’re able to ‘feel’ your surroundings by sending waves of telekinetic power. You gain blindsight for up to 10ft around you.

    List of Psionic Powers[edit]

    Psionic Bolt
    • You can concentrate your psychic energy and fire it forth as a bolt from your hand. This attack works like a cantrip with a range of 120ft and deals 2d4 + Intelligence modifier force damage. It only has a somatic component.

    This attack also ignores half cover and three-quarters cover. Psionic Bolt's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

    Psionic Defense
    • Subconsciously using your telekinesis on yourself allows you to evade or resist attacks more easily than using your natural agility. While you are not wearing any armor, your AC equals 10 + your Intelligence modifier + your Dexterity modifier.
    Psionic Enhancement
    • You are able to use your psychic powers on yourself to heighten your strength and agility. When using Athletics or Acrobatics, you may instead use your Intelligence modifier. You also gain proficiency in these skills.
    Focused Precision
    • By briefly enhancing your focus and power, you are able to hit your opponents with more precision and put more force behind your attack to penetrate even the toughest of armors. You can use this power as part of an attack to gain advantage on an attack roll. You can use this power a number of times equal to your Intelligence modifier per long rest.
    Mind's Eye
    • You can briefly heighten your mental powers, allowing you to quickly analyze your surroundings and react accordingly. Proficiency times per short rest or long rest, you may use this power whenever you make a Dexterity check or saving throw to give yourself advantage on the roll.
    Esoteric Detection
    • With your unique psionic powers, you are able to concentrate to sense magical and other unusual auras. By dispensing a use of this power, you are able to cast either Detect Magic or Detect Evil and Good without any component, chosen when the power is used. You have a number of uses equal to your Intelligence modifier, which all come back after finishing a long rest.
    Mind Over Body
    • Instead of using your physical capabilities to avoid harmful effects, you can use your telekinesis on your own body instead. When making Strength Constitution or Dexterity saving throws, you may add your Intelligence modifier.
    Neural Invasion

    prerequisite: 3rd level

    • You can cast the detect thoughts spell at will without requiring spell components.
    Synaptic Manipulation

    prerequisite: 5th level

    • You can manipulate a creature's mind, proficiency times per day you can cast suggestion on a creature, the creature doesn't have to be humanoid but remains immune if it has immunity to the enchanted condition.
    Mind Out Of Body

    prerequisite: 5th level

    • You can extend your senses and your consciousness to some point in reality, you can cast the clairvoyance spell without the need for components. You can use this power a number of times per long rest equal to half your Intelligence modifier.
    Disturb The Magic Plot

    prerequisite: 5th level

    • You can disrupt the magic plot, you can use counterspell spells or dispel magic without the need for components, you can use this feature a number of times equal to your Intelligence modifier. You regain all uses on a long rest.
    Complex Countermeasure

    Prerequisite: 5th level

    • By taking a moment to think and focus, you can briefly heighten the power of your psionic abilities. You can raise the DC of your next spell or feature that targets an enemy by an amount equal to your proficiency bonus. You can use this power a number of times per long rest equal to your Intelligence modifier.
    Energy Resistance

    Prerequisite: 5th level

    • Over time, your barrier has developed better defenses against particular types of damage. Choose one between fire, lightning, acid, necrotic, radiant, tunder, poisoned and cold. You now have resistance to the chosen damage type as long as your barrier is active. You may choose this Psionic Power more than once, though you must choose a different damage type each time.
    Esper's Intelligence

    Prerequisite: 5th level

    • As you learn how to properly use your powers, you begin to delve into a specific field in order to heighten your brain's power. Choose two skills between Arcana, History, Investigation, Nature and Religion. You gain proficiency in those skills. If you already have proficiency in the chosen skill, double your proficiency bonus on this skill.
    Magic Deflection

    Prerequisite: 5th level

    • While difficult, you learned to use your telekinesis to briefly manipulate magical attacks headed towards you. When subjected to a Dexterity saving throw in order to take half damage from a spell, you may choose to give yourself the effects of the Evasion class feature from the Rogue or Monk classes. You may use this power a number of times per long rest equal to your Intelligence modifier.
    Mind Shield

    Prerequisite: 5th level

    • Your psychic barrier has more reserves than other espers, allowing you to give yourself more protection in dire situations. When you get hit by an attack, you may use your reaction to increase your AC equal to your intelligence modifier until the start of your next turn, potentially causing the attack to miss. You can use this feature a number of times per long rest equal to your Intelligence modifier.
    Telekinetic Crush

    Prerequisite: 5th level

    • As your bonus action, if you have creatures or objects in your telekinetic hold, you can psychically crush them, the targegt taking magical bludgeoning damage equal to a number of d8’s equal to your Intelligence modifier. This power deals double damage if used on non-living objects. For example, an esper with an 18 in Intelligence would deal 4d8 magical bludgeoning damage.
    Puppetry

    Prerequisite: 7th level

    • Instead of grabbing a creature's entire body with your telekinesis, you learned to be precise enough to target only certain parts such as the legs or arms. As an action, you may target an enemy inside your telekinesis range and force them to either move up to their movement speed or drop an item if they fail a Constitution saving throw. You may use this power a number of times per long rest equal to half your Intelligence modifier.
    Telekinetic Wave

    Prerequisite: 7th level

    • As an action, you can send a wave of psychic energy in a 30ft cone in front of you. All creatures in this cone must succeed a Strength saving throw or take 3d6 bludgeoning damage and be pushed back 15ft. A creature succeeding on the saving throw takes half damage and isn't pushed back. Creatures that hit walls take 1d6 additional bludgeoning damage per 10ft that passed.
    • At 12th level, this power now deals 6d6 damage and the range and push distance double to 60ft and 30ft, respectively.
    • You may use this power a number of times per long rest equal to your Intelligence modifier.
    Translocation

    Prerequisite: 7th level

    • Delving into the secrets of psionic abilities gave you access to a unique power. Using a bonus action, you can teleport yourself from your location to any other spot within 30ft that you can see. If you were in a spot already occupied by an object or creature, you take 1d6 psychic damage and the power fails to teleport you.
    Psychic Spear

    prerequisite: 7th level

    • You create a spear of concentrated psychic energy and fire it at a creature, you can cast Raulothim's Psychic Lance spell. You can use this power a number of times per long rest equal to half your Intelligence modifier.
    Barrier Conversion

    Prerequisite: 9th level

    • You gained knowledge of a rare technique that allows you to sacrifice your barrier's strength in order to heal your wounds. As a bonus action, you can reduce a number of your barrier's hit points and gain back hit points equal to that number. However, your barrier's maximum hit points are reduced in accordance to the amount healed. Your barrier returns to normal at the end of a long rest and you cannot reduce your barrier's hit points below 1 using this feature.
    Enhanced Regeneration

    Prerequisite: 9th level

    • With enough focus, your barrier's regenerative capabilities are stronger than other espers. Your barrier regains 3 additional hit point per round.
    Overwhelming

    Prerequisite: 9th level

    • As your abilities grow, you learn to optimize the power you put behind your attacks. When you hit a creature with your Telekinesis, you can add a number of extra damage dice equal to your Intelligence modifier. You can do this a number of times equal to your proficiency modifier, and you regain all uses on a short or long rest.
    Far Vision

    Prerequisite: 9th level

    • Your ability to manipulate objects at long range got much better with practice. The range of your Telekinesis feature is doubled longer.
    Molecular Destruction

    prerequisite: 11th level You can use your telekinesis to destroy a creature's molecules, you can cast the disintegrate spell a number of times equal to half your Intelligence modifier (rounded down) without the need for components, you regain all uses when you finish a long rest.

    Mass Synaptic Manipulation

    prerequisite: 11th level

    • You can manipulate a creature's mind. You can cast mass suggestion spell, creatures don't have to be humanoid but remain immune if they have immunity to enchanted condition. You can use this power a number of times per long rest equal to half your Intelligence modifier (rounded down).
    Psychic Radar

    Prerequisite: 15th level

    • Your Telekinetic Detection ability is a little more potent than other espers'. The range of your blindsight increases to 15ft and you automatically succeed at any check required to locate a creature within that range, even if they used a mundane or magical effect to hide themselves.
    Superior Hold

    Prerequisite: 15th level

    • Training in telekinetically lifting squirming targets taught you how to keep them from moving when under your hold. When you successfully grab a creature using your telekinesis, they are now restrained instead of grappled.
    Psychic Tear

    prerequisite: 16th level

    • Once per long rest you can shatter a creature's mind while your psyche rips apart the creature's, you can cast the Feeblemind spell without the need for components.

    Esper Archetypes[edit]

    Manipulator[edit]


    Manipulators are Esper's who chose to focus on the raw strength of their psychic powers. A well-trained Manipulator could rip and lift entire houses into the air and fight giant beasts by throwing equally large boulders at them.

    Increased Power

    When you choose this Specialization at 3rd level, the amount of weight you can lift with your Telekinesis is double its base amount and you can lift an additional number of objects equal to your proficiency bonus. Furthermore, once per turn, you can gain a bonus to damage on one of your attacks based on the object’s size.

    • Small objects deal 1d6 bonus damage, Medium objects deal 2d6 bonus damage, Large objects deal 3d6 bonus damage, Huge objects deal 4d6 bonus damage and Gargantuan objects deal 5d6 bonus damage.
    • You may also choose to put more power in your attack. When dealing bonus damage via this feature, you can 'overload' your psychic powers' output and double the amount of bonus damage dice. You can use this ability in this way a number of times equal to your proficiency, and regain all uses on a long rest.
    Death Grip

    Starting at 10th level, you now have a much easier time in maintaining your enemies. The weight you can lift is triple its base value. Furthermore, creatures now have disadvantage on their saving throws against your Telekinetic Grapple, and grappled creatures take force damage equal to 2x your telekinetic die + your Intelligence modifier, at the start of each of your turns.

    Focused Destruction

    Beginning at 13th level, when you enter your Absolute Focus state, the ground around you starts vibrating and cracking from your sheer power. The area 30ft around you becomes difficult terrain and creatures of your choice in the area starting their turn, or to enter it in this area must succeed a Strength saving throw or fall prone and take 2d10 + your Intelligence modifier force damage from the pressure your body is emitting. Fragile objects are also immediately destroyed when you enter Absolute Focus.

    Earth Rip

    Starting at 17th level, the weight which you can lift with your telekinesis is equal to four times the original value. Furthermore, you have so much raw power that you can rip parts of the ground to be used as projectiles for your attacks. These can be any size you choose, providing there is enough material for you to lift. The locations where you took parts of the ground becomes difficult terrain.

    Absolute Destruction

    At 20th level, you unlock your true destructive potential. When you enter Absolute Focus, you can choose to emit powerful winds resulting from your sheer psychic power as a reaction when a creature approaches within 30ft of you. That creature must then succeed a Strength saving throw or be unable to move towards you until your next turn. Any creature in the range of this feature must also succeed a Strength saving throw or get pushed 30 feet. You also have resistance to any ranged attack as the wind lessens their momentum. Furthermore, any of your attacks and features deal 2 bonus damage and the range and damage of your Focused Destruction also doubles.

    Psionic Guardian[edit]


    While many Esper's focus on harmful effects with their powers, a Psionic Guardian puts all their time and energy into refining their barrier, eventually becoming a nigh unstoppable tank that rushes through their foes to help allies in need.

    Superior Barrier

    Starting at 3rd level, your barrier becomes a lot more efficient than other Esper's. You can add twice your Esper level to your barrier’s hit points in addition of its original value. Your barrier is now strong enough to protect you from weather effects and psychic damage. As long as your barrier is active you can survive in areas without air for 1 day x Esper Level.

    Shield Transfer

    Also beginning at 3rd level, you can give your allies a part of your psychic power, protecting them from damage. As a bonus action, you can reduce your barrier’s hit points and give a chosen allied target with 0 temporary hit points within 15ft of you temporary hit points equal to the hit points you deduced from your barrier. This number must be equal or less than twice your level. These temporary hit points last until they reach 0. The temporary hit points given to others do not restore themselves. You can use this feature a number of times equal to your Intelligence modifier (minimum of one) before needing to take a short or long rest.

    Sacrificial Protection

    Starting at 10th level, your will to protect your allies allow you to quickly rush to their aid. As a reaction to an ally getting attacked within 30ft of you, you can move in a space adjacent to your ally or between them and the attack to take the damage and additional effects in their place. Furthermore, you can take the dash action as a bonus action if you move towards an ally.

    Focused Protection

    Beginning at 13th level, when in your Absolute Focus state, the temporary hit points given to your allies will have the same effects as your barrier. The range in which you can give temporary hit points is also doubled.

    Psionic Cage

    Starting at 17th level, you learn to surround your enemies with parts of your barrier. As an action, you can use the Forcecage spell without requiring any material components.

    • You can use this feature a number of times equal to your Intelligence modifier per long rest.
    Absolute Protection

    When you reach 20th level, your barrier has become the ultimate defensive tool. You can add four times your Esper level to your barrier’s hit points in addition of its original value and it now restores 8 points each round. You can also ignore spell effects as long as your barrier is active, this doesn’t transfer to the barrier you give to others.

    Telepath[edit]


    Telepaths are special in the sense that most of their abilities work on the mind instead of manipulating the world around them. These Esper's can read and speak through minds as well as send powerful mental blasts to unsuspecting targets.

    Telepathic Link

    Beginning at 3rd level, you learn to link your brainwaves with someone else’s using psychic powers. As an action, you can link your mind up to a number of people equal to your Intelligence modifier. You may then communicate instantly with those people and they can communicate to each other as well. The range of this ability is equal to your telekinesis range.

    Mental Blast

    Also starting at 3rd level, you can forcefully send your mental energy directly into someone else’s mind. You can target someone inside your telekinesis range as an action and force them to make a Wisdom saving throw. On a failure, the target is dealt a number of d10's equal to half your Esper level (rounded down) in psychic damage as their mind gets invaded by sudden pain and takes half damage on a successful save. You can use this feature a number of times equal to your Intelligence modifier (minimum of one) before needing to take a long rest.

    Fake Senses

    When you reach 10th level, you are able to implant false images, sounds and even odors in your opponent’s mind. You can force a target to make a Wisdom saving throw. On a failure, you have complete control over what the target can see, hear, feel and even smell for 1 minute. The target can spend an action to do the saving throw once more.

    • A few example of usage of this ability would be to make the target see only darkness, blinding them, or making them feel nauseated, giving them the poisoned condition.

    You can use this ability a number of times per long rest equal to your proficiency bonus.

    Focused Telepathy

    Beginning at 13th level, when you are in your Absolute Focus state, the range of your Telepathic Link, Mental Blast and Fake Senses features triple. Furthermore, your experience in directly controlling brain waves gives you resistance to psychic damage.

    Mind Control

    Starting at 17th level, you can now use your telepathic powers to directly control the minds of others. You may now cast Dominate Monster as an 8th level spell a number of times per long rest equal to half your proficiency bonus.

    Absolute Telepathy

    When you reach 20th level, your amount of skill with manipulating the mind is surpassed by none. When in Absolute Focus, the reach of your Telepathic Link, Mental Blast and Fake Senses feature is now unlimited, though you must still be able to see your target to initiate these abilities. However, you don’t need to see your target once the effects have applied. These effects do not subside after leaving Absolute Focus.

    Multiclassing[edit]

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

    Proficiencies. When you multiclass into the Esper class, you gain the following proficiencies: None

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