Telekinetic (Psychokinesis)

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Espers use psionic powers to inflict damage or assist allies



Creating a Esper[edit]

Quick Build

You can make an Esper quickly by following these suggestions. First, wisdom should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background.

Class Features

As a you gain the following class features.

Hit Points

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


Armor: none
Weapons: simple weapons, Martial Ranged Weapons, shortswords, and Glaives
Tools: any one type of artisan's tools
Saving Throws: dex and wis
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth


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

  • (a) 25 darts or (b) any simple weapon
  • (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • If you are using starting wealth, you have 3 gold in funds.

Table: The

Level Proficiency
Esper's strength unarmored flight speed Psy points Features
1st +2 1d4 - - mental defense, Esper's Power
2nd +2 1d4 20 2 Psy points, mental flight
3rd +2 1d4 20 3 Elemental focus, Projectile protection
4th +2 1d4 20 4 Ability Score Improvement
5th +3 1d6 20 5 extra attack, Esper's strength improvment
6th +3 1d6 25 6 Elemental focus feature, Psionic Healing
7th +3 1d6 25 7 Foresight
8th +3 1d6 25 8 Ability Score Improvement
9th +4 1d6 25 9 Elemental focus feature
10th +4 1d8 30 10 Esper's strength improvment
11th +4 1d8 30 11 psionic mastery
12th +4 1d8 30 12 Ability Score Improvement
13th +5 1d8 30 13 Blind sense
14th +5 1d8 35 14 Telekinetic Teleportation
15th +5 1d10 35 15 Esper's strength improvment
16th +5 1d10 35 16 Ability Score Improvement
17th +6 1d10 35 17 Elemental focus feature
18th +6 1d10 40 18 Dimensional Shift
19th +6 1d10 40 19 Ability Score Improvement
20th +6 1d10 40 20 Perfect Mind

mental defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Esper's Power[edit]

Your practice with your Psionic Abilities gives you knowledge of Combat styles that use basic weapons which are Shortswords, Glaives, Halberds, and any simple Melee Weapons that don't have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding a basic weapon and you aren't wearing armor.

• You can use Wisdom instead of Strength for the Attack and Damage Rolls of your unarmed strikes and Basic weapons. • You can roll a d4 in place of the normal damage of your Unarmed Strike and Basic Weapons. • you can fire ammunition with out a weapon. if you do the damage for this weapon is 1d4 and has a range of 60 ft • as an action, you can move objects or willing creatures up to 10 lbs from 20 ft away

unarmored flight[edit]

Starting at 2nd level, your psionic abilities allow you to fly up to 20 feet while you are not wearing armor. Your fly speed increases when you reach certain Esper levels, as shown in the Esper table.

Psy points[edit]

At 2nd level, you psychokinetic ability starts to bloom allowing you to preform amazing feats. Your energy to use these abilities is represented but Psy points. Your Esper lvl determines the amount of energy you have, as shown but the Psy points column of the Esper table.

When you spend a Psy point, it is unavailable until you finish a short or Long Rest.You must spend at least 30 minutes of the rest meditating to regain your Psy points.

Some of your psychic features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Psy save DC = 8 + your proficiency bonus + your Wisdom modifier

psychic strike

Immediately after you take the Attack action on Your Turn, you can spend 1 Psy point to make an unarmed strike as a Bonus Action.

psychic speed

You can spend 1 Psy point to take the Disengage, Dodge, or Dash action as a Bonus Action on Your Turn

Psionic Healing
you can spend 2 Psy points to heal any creature within 20 ft of you for 1d4 + your wisdom modifier.

Elemental focus[edit]

At 3rd level, you chose a Elemental focus. Choose between Gravity, Wind, and Light, All are detailed at the end of the class description. Your choice grants you features at 3rd Level and again at the 6th, 11th, and 17th levels.

Projectile protection[edit]

Starting at 3rd level, you can use your reaction to deflect or catch a projectile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Wisdom modifier + your Esper level.

If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can spend 1 Psy point to make a ranged Attack (range 60 feet) with the weapon or piece of Ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and you can use you Esper's strength for the attack.

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]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Esper's strength improvment[edit]

at 5th Level, your proficiency with your psionic ability has grown, you're able to move heavier objects and hit with more force. • your Esper's strength increases to a 1d6. • you are able to wield basic weapons without using you hands, but it takes a lot of concentration so you can't attack with any weapons in your hands. all weapons used this way have the reach property. • when you fire ammunition without a weapon, the range is 80 ft. • you can move an object or willing creature up to 20 lbs from 30 feet away.

Psionic Healing[edit]

By 6th level, you have mastered the control over cellular regeneration, you are able to force the division of cells to speed healing. you can spend 4 Psy points to heal any creature within 20 ft of you.


Beginning at 7th level, you can spend nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

psionic mastery[edit]

By 9th level, you have refined your mental Skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Esper's strength improvment[edit]

by 10 level, you have learned how to continue momentum with your psionic ability. • your Esper's strength increases to a 1d8. • when you fire ammunition without a weapon, the Damage is now a d6. • you can move an object or willing creature up to 30 lbs from 40 feet away.

Blind sense[edit]

by 13th Level, your Abilities make you subconsciously aware of your surroundings. you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Telekinetic Teleportation[edit]

at the 14th level, as a bonus action you can spend 5 Psy points to teleport up to a range of 30 + (your Esper Level x 2) to an unoccupied space that you can see.

Esper's strength improvment[edit]

By the 15th Level, you have mastered combat with your psychic abilities • You can now wield up to two weapons with your ability • You can roll a d10 for your Unarmed Strike and Basic Weapons. • when you fire ammunition with out a weapon, the damage is now a d8 and has a range of 100 ft • you can move objects or willing creatures up to 40 lbs from 50 ft away

Dimensional Shift[edit]

You can spend 10 Psy points to cast plane shift with out the material components. Once you use this feature you must finish a long rest before you can use it again

Perfect Mind[edit]

At 20th level, you embody raw power. Your wisdom and (dexterity or strength) scores increase by 4. Your maximum for those scores is now 24.


The gravity element is focused on supporting their team mates with utilitys

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Prerequisites. To qualify for multiclassing into the Esper class, you must meet these prerequisites: wisdom 15

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

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