My Documents
Become a Patron!
Esper
\pagebreak ## 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 + your Intelligence - **Hit Points at Higher Levels:** 1d6 (or 3) + your Intelligence modifier per esper level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows - **Tools:** Alchemist's tools ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* A Great Sword or *(b)* two simple weapons - Alchemist's supplies
##### Esper | Level | Proficiency Bonus | Features | Psi Points | |:---:|:---:|:-:|:---:| | 1st | +2 | Barrier, Overdose, Psychic Powers|—| | 2nd | +2 | Ultra perception | 2 | | 3rd | +2 | Path |3| | 4rd | +2 | Ability Score Improvement | 4| | 5th | +3 | Mental Strength |5| | 6th | +3 | Path feature | 6| | 7th | +3 | Grab |7 | | 8th | +3 | Ability Score Improvement |8| | 9th | +4 | Astral Projection |9| | 10th | +4 | Guided Attack | 10| | 11th | +4 | Path feature | 11| | 12th | +4 | Ability Score Improvement |12| | 13th | +5 | — — — — — — | 13| | 14th | +5 | Invincible | 14| | 15th | +5 | — — — — — — |15| | 16th | +5 | Ability Score Improvement |16| | 17th | +6 | Path feature |17| | 18th | +6 |War strees| 18| | 19th | +6 | Ability Score Improvement | 19| | 20th | +6 | True Esper | 20|
\pagebreak
### Barrier you create a force field that prevents anything from touching you unless you allow it, this barrier is invisible before being hit by an attack and has a personal range and hit points equal to three times your Esper's level. He has an AC of 13 + your Intelligence modifier. any direct attack hits the barrier instead of you, and it regains hit points equal to your proficiency bonus at the start of your turn. If the barrier's hit points reach 0, it shatters and cannot recover until you finish a long rest. ### Overdose From the 1st level onwards, your psychic powers go beyond the boundary between your body and your power, however, you must take some type of strong drug to maintain them, such as: ingest healing potions, medicines twice each time you rest. short or long. Otherwise, using your psionic abilities incurs the penalty on the table below. you have an advantage if you've satiated half of your addiction. When using the Psychic Powers feature as an action, roll 1d20 and perform an effect: | d20 | Effect | |:---:|:-----------:| | 1-5 | You lose your turn and cause an explosion in a radius equal to your level in yards, dealing radiant or necrotic damage equal to your psychotic level | | 6-10 | you can't use your bonus action, and nearby objects lose hit points equal to your level + your Intelligence modifier | | 11-15 | you can't use reactions until the start of your next turn | | 16-20 | just a headache | You are also immune to being poisoned and magic cannot put you to sleep, and you can satisfy your desires from the overdose resource by ingesting poison as a reaction. When taking damage directly from the poison, you take half the damage and quench one level of your drug craving. You only need to satisfy your addiction twice at 6th level and once at 13th level. And you will be free of this feature at 17th level. ### Psychic Powers Starting at 1st level, you learn to manipulate the matter and space around you while conscious: * **Manipulate.** You can use your action to lift or manipulate objects around you, moving them, using them as a platform, or throwing them at a creature such as You may carry any number of objects or structures you wish that you can see within 60 feet, but the sum of the weight of these objects must not exceed: 22 pounds multiplied by your Intelligence modifier and your Esper level. * **Attack.** After manipulating an object, as part of the same action, you can throw an object and perform a ranged attack. On a hit, the creature suffers force, slash, or bludgeoning equal to 1d6 + your Esper level + your Intelligence modifier. You can use the object's original damage if it is a weapon, but it loses all the properties it had and becomes a projectile. The die increases as you advance in this class. | Level | Psychic Dice | |:---:|:-----------:| | 1st | d6's | | 5th | d8's | | 11th | d10's | | 17th | d12's | * At 18th level, your attacks made with psychic power are considered magical. To set the DC of a saving throw or attack, you use your Intelligence modifier + your proficiency bonus.
\pagebreak ### Ultra perception At 2nd level, you create effects on a target with your psychic powers, you have a number of psi points equal to your level, and you regain all expended points after finishing a short or long rest. You learn two psychic abilities of your choice listed at the end of this class, you must meet the prerequisites to use them, otherwise you will not be able to use them. you learn an additional one in the 4th, 6th, 10th, 12th, 16th, 18th. Intelligence is your Esper psychic ability, as your ability depends on your extraordinary intelligence. You use your intelligence whenever an ability refers to your psychic ability. Additionally, you use your Intelligence modifier when setting a saving throw DC for an Esper ability you cast and when making an attack roll with one. ### Path Upon reaching 3rd level, you commit to a path, you can choose from Exorcist, Akira-28, Sorcerer. Your path grants you features at 3rd level and again at 6th, 11th, and 17th level. ### Mental strength At 5th level, you can use your Intelligence or Wisdom score on a saving throw instead of your original score. Choose between Strength, Dexterity or Constitution. ### Grab At 7th level, you can now grapple creatures, when making an attack with your Psychic Powers feature, you can spend 1 psi point to grapple a creature, it must make a strength saving throw, or it will become trapped and can be easily manipulated. ### Astral projection At 9th level, you can spend 1 psi point to leave your body and travel between planes for one minute, while in this state, your barrier lowers and you can have a 1000 feet view of where you are, knowing the position of each creature present within the area for 1 turn. ### Guided attack At 10th level, when you make a ranged attack and miss, you can spend 2 psi points and reroll the die with advantage, making the projectile turn around. ### Invincible At 14th level, you now become resistant to cold and fire damage and no longer need to breathe. ### War Stress At 18th level, you are able to create a big bang with your own hands. If your hit points reach 0, you can create a 330-foot spherical explosion. Anyone in this area must make a Constitution saving throw against your wizard DC or take 10d6+20 damage, or half as much on a success. You are immune to this blast and if your Mental Shield was not destroyed, you can sacrifice it to return with 1 health. When using this feature, your character will return with two levels of exasperation and will not be able to use this feature again until the next dawn. ### true Esper finally at 20th level, you recover 1 psi point every time you start your turn without taking damage and your shield is intact. Additionally, If your Barrier is below your hit point total you can use your bonus action to negate the restoration of your Barrier and regain 1 psi point. ## Path The Path you choose for your Esper will be the unique specialization suited to it, offering psychic practitioners a specific path to hone their abilities, both mental and physical, choose between exorcist and Akira-28. ## Akira-28 This esper subclass is focused on advanced psychic abilities. The Akira-28s are capable of performing impressive feats such as telekinesis and mind reading. ### Mind Invader Starting at 3rd level, you have learned to possess information by force. You can cast the detect thoughts spell a number of times equal to your proficiency bonus. The creature has disadvantage on saving throws against this spell if it has a lower wisdom and intelligence score than yours. ### Barrier Durability At 6th level, the barrier is enhanced, your barrier now has a number of hit points equal to 4 times your Esper level. ### Intangible At 11th level, you can use your action to cast invisible magic for one minute, without needing to use any components, and in addition you can pass through non-dense walls. You can only use this feature again after finishing a long rest. ### Akira Protocol At 17th level, your body becomes unstable and thus drives everything living around you into a state of deterioration. As an action, you can activate rage mode for one minute.While in this state you gain the following benefits. * You regain 1d4 hit points at the start of the turn and creatures within 30 feet of you lose 1d4 hit points. * You can use your reaction to succeed on the first saving throw against you outside of your turn. * Once per turn, you transform your arms into vines of flesh and iron and make an attack at a distance of 60 feet and 20 feet wide. Once Creatures in this location take damage equal to their Psychic powers dice and cannot use their proficiency bonuses until the end of the next turn. You can only use this feature again after finishing a long rest. \pagebreak
## Exorcist Esper Exorcists are individuals with the rare ability to channel psychic powers to confront and banish spiritual entities and supernatural creatures. They stand out as guardians against the forces of evil that threaten the balance of the spiritual and material world. ### Exorcism You can use your Intelligence score instead of your Charisma score on saving throws. Additionally, you deal 2 extra points of damage against evil-aligned creatures. ### Supernatural Sense In the 6th You cannot be surprised while you are conscious, and other creatures do not gain advantage on attack rolls against you because they cannot be seen by you. Additionally, you can sense objects around you. You no longer need to see an object to manipulate it with the Psychic Powers feature. \columnbreak
### Dodge At 6th level,you were blessed with the gift of seeing the supernatural, you can sense and see any demons, undead, and ghosts that attempt to turn invisible within 30 feet of you. ### ??? % Finally at 17th level, your emotions reach the battlefield, you may enter a state of frustration for a minute. While in this state you gain the following benefits. * you gain magic resistance and cannot be charmed. * You can't be knocked down or pushed, and you have advantage on saving throws against being grabbed. * you get a bonus of 3 to your AC and CD. You can only use this feature again after finishing a long rest.
\pagebreak
## Psychic Skills #### Bio line *prerequisite: None*
When you hit one with your Psychic Powers feature, as a bonus action, you can spend 1 psi point to have it become trapped in lines of flesh made from your body. It must succeed on a Constitution saving throw, on a failure the lines of flesh have hit points equal to the damage dealt and attach themselves to the target leaving them incapacitated, a trapped creature cannot move and can only climb out. . using your action to attack the line. #### Energy Ball *prerequisite: None*
You can spend 2 psi point to create a sphere of energy (necrotic, radiant or electric of your choice) at the tip of your finger towards a point you choose, within range, and then erupts with a low pop, exploding into flames. Each creature in a 20-foot-radius sphere centered on the dot must make a Dexterity saving throw. A target takes 1d6 + your Esper level of the chosen damage on a failed save, or half as much damage on a successful one. #### Hallucination *prerequisite: 4th level*
You can spend 1 psi point to plant ideas in a creature, such as saying there is a rat in its pants, or saying there are guards behind it. The effect ends when he touches the figure or someone touches it, revealing its false existence. When she comes out of this state, she doesn't remember where or who the idea came from. #### Awakened *prerequisite: 4th level*
You can spend 1 psi point to cast *Produce Flame*, *Fire Bolt*, *Ray Of Frost*, *Shocking Grasp* or *Eldritch Blast* At 10th level, You can spend 2 additional points to cast them as they reach your next level. #### Regeneration *prerequisite: 6th level*
You can spend 2 psi points and use your bonus action to regain 1d6 + your Esper level in hit points. \columnbreak
#### Evasive *prerequisite: 6th level*
you can spend 2 psi points to cast *Misty Step*, without needing components. Additionally, when receiving an attack you can spend 1 extra psi point to use it as a reaction and thus avoid damage. #### Deny Magic *prerequisite: 8th level*
You can spend 3 points to cast Counterspel without needing components. #### Extra Vision *prerequisite: 8th level*
If you are blind you can spend 1 psi point to gain blindsight out to 30 feet for 1 minute. #### bow *prerequisite: 10th level*
You can spend 1 psi point and use action to throw a target of the same size or smaller, the target must succeed on an Intelligence test or will be pulled or thrown in the direction you want within 9 feets and receive force damage to your Esper level. #### Shield *prerequisite: 10th level*
When you are the target of a ranged attack, you spend 1 psi points and use your reaction to reduce the damage equal to 1d10 + your Esper level. #### interception *prerequisite: 12th level*
You can spend 3 psi points to have an extra reaction. #### Low blow *prerequisite: 12th level*
You can spend 2 psi points and use your bonus action to make an unarmed attack, this attack deals damage equal to your psychic index + your intelligence modifier.
\pagebreak
Practice Safe Homebrewing
None of the images used in this homebrew are mine. I will make the source code available so that everyone knows who the owners of the images are