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View Full Version : D&D 5e/Next 5e Psychic Class - The Esper



Leuku
2015-03-31, 11:58 PM
Didn't gain much examination the first time I posted this a few weeks ago. Thought I'd try again and this time reproduce it here rather than simply link it to the google doc. I'll leave the google doc (https://docs.google.com/document/d/1HyEG6Rv3WUky-5pYRRF3rvl2LfWjv4p9meaj9ec5aaI/edit?usp=sharing) here, though, for those interested in that kind of formatting.

Esper

http://i.imgur.com/FQI7LVH.png

“Even if you have psychic power, you won’t be popular.” - Mob from Mob Psycho 100

Sitting alone in your room, you clench the small spoon stolen from dinner. You close your eyes and grit your teeth, concentrating on a specific shape in your mind. When you open your eyes, you see the spoon has bent into the shape of the letter G.

As the ancient temple collapses around the dragonborn and her comrades, she releases her latent power, forcing the massive rubble back from crushing them. As the dome of broken stone stabilizes around them, she collapses into an exhausted heap.

Surrounded by hostile thugs, the halfling briefly touches each one. As if struck with a hammer, the thugs double over in pain,. In a fit of rage, they strike. But their fists hit air, as the halfling moves out of the way with supernatural speed.

Floating near the ceiling, the gnome looks down at her sleeping form. Then up and up she flies away through the ceiling and into the night sky. Watching the passing of a city guard she thinks to herself that he would do, and then descends upon him, taking control.

Espers are born, not made, although there may be imitators. Whether you attune to your power at an early age or discover it late in life, psychic power flows from you like a wellspring. Some espers discover their power overflowing, turning them into engines of force and destruction. Others direct their power inward, seeking to master control over their latent energy. And yet more others can be wildly unpredictable, manifesting their power in unforeseeable ways. Whatever your gift, you all share the basic gift of telekinetic energy.



Level
Proficiency Bonus
Psychic
Reservoir Points
Features


1
+2
--
Telekinetic Powers, Psychic Barrier, and Dead Language


2
+2
1
Psychic Reservoir, Psychokinesis and Psychic Overload


3
+2
1
Archetype


4
+2
2
Ability Score Improvement


5
+3
2
Telekinetic Power Improvement and Greater Psychokinesis


6
+3
3
Telekinetic Wave


7
+3
3
Archetype Feature


8
+3
4
Ability Score Improvement


9
+4
4
Psychobiosis and Inured Mind


10
+4
5
Archetype Feature


11
+4
5
Telekinetic Power Improvement and Psychic Overload Improvement


12
+4
6
Ability Score Improvement


13
+5
6
Empowered Telekinetic Wave


14
+5
7
Improved Psychobiosis and


15
+5
7
Archetype Feature


16
+5
8
Ability Score Improvement


17
+6
8
Telekinetic Power Improvement and Psychic Overload Improvement


18
+6
9
Font of Power


19
+6
9
Ability Score Improvement


20
+6
10
Archetype Capstone



Class Features
As an Esper, you gain the following class features.

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


Proficiencies
Armor: None
Weapons: Daggers, clubs, darts, slings
Tools: One gaming set of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Investigation, Perception, Persuasion

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


(a) a dagger or (b) a club
(a) five darts or (b) a sling
(a) an entertainer’s pack or (b) an explorer’s pack
one gaming set of your choice


Telekinetic Power
You gain the Mage Hand cantrip, except for the following changes: their range is increased to 60 feet, they are invisible, you can make attacks with them, you can control them using the same action you used to conjure them, and you can conjure up to two at a time.

Making an attack with Mage Hand

When making an attack with Mage Hand, you must use them to lift actual, physical objects, which will move within a 60 ft. range at high speeds to strike your targets. They are considered ranged weapon attacks, allowing for feats like Sharpshooter.
The objects can be loose stones, books, weapons, or anything else within 60 feet of you so long as they are non-living, not being held by anyone other than yourself, and under 10 lbs. You can target different things with each Mage Hand attack or have them target the same creature. You can dispel a Mage Hand at any time. You can also combine Mage Hand attacks, which will be described a bit later.
You use your Charisma modifier to determine your Mage Hand attack modifier.

Mage Hand attack modifier = your proficiency bonus + your charisma modifier

The damage die for each of the two mage hand attacks is 1d4. This damage die increases at certain levels. The damage type changes depending on the objects you use. For example, a stone or book would deal bludgeoning, whereas a shortsword would deal piercing and a longsword would deal slashing. Alternatively, you can combine a number of Mage Hands to lift heavier objects and deal more damage with a single strike. Combined Mage Hands can lift up to a weight equal to the combined weight each individual Mage Hand can lift, and any attack made with it, no matter the actual weight of the object it is moving, will deal their combined damage dice in damage. Combined Mage Hand attacks use a single attack roll.

At 5th level, each Mage Hand can lift up to 30 lbs, their damage die increases to 1d6, and you can conjure a third Mage Hand.
At 11th level, each Mage Hand can lift up to 60 lbs and their damage dice increase to 2d4.
At 17th level, each Mage Hand can lift up to 100 lbs and their damage dice increase to 2d6.

For example, a 17th level Esper can conjure and attack with three Mage Hands. Each Mage Hand can lift up to 100 lbs, and any attack with each deals 2d6 damage. The Esper can combine two of the Mage Hands, increasing the weight it can lift to 200 lbs and dealing 4d6 on an attack with it. Three Mage Hands together can lift up to 300 lbs, and deals 6d6 on an attack.

Psychic Barrier
An Esper is usually wrapped in a thin, dense layer of psychic power. While wearing no armor, you can use the following calculation to determine your armor class: 10 + Dexterity modifier + Charisma modifier.

Dead Language
You acquire the ability to understand and be understood by ghosts and the undead, though they will not necessarily feel positively towards you as a result of that.

Saving Throws
Some Esper features require your target(s) to make a saving throw to avoid the brunt of their effects. The saving throw DC is calculated as follows:

Esper save DC = 8 + your proficiency bonus + your Charisma modifier

Starting at 2nd level, you gain the features Psychic Reservoir, Psychokinesis and Psychic Overload.
Psychic Reservoir
Your psychic reservoir represents a pool of your untapped psychic energy. The pool has a number of points equal to half your Esper level. Some of your features will require you to expend these points. You recover lost psychic reservoir points at the end of any short or long rest.

Psychokinesis
Starting at 2nd level, you can use your psychic power to hold creatures from a distance and move your own body.
Whenever you make a Strength (Athletics) check, you can substitute the Strength modifier with your Charisma modifier. Whenever you attempt to Shove or Grapple a target, you can choose to use yourpsychic power to do so. If you do, you make an Athletics check with your Charisma modifier + proficiency bonus, i.e. Charisma (Athletics), contested by their strength check. In this way, you can Shove or Grapple a target up to 30 ft. away from you, and shoving and grappling in this way uses your entire Action rather than using an attack from the Attack action.
When grappling in this way, your speed is reduced to 0, you must maintain concentration, and you can sustain the grapple by using your action on subsequent turns to repeat the contest. Targets one size category larger than you have advantage on their rolls to resist and escape your Shove and Grapple attempts, and targets larger than that are unaffected by your Shove and Grapple attempts.

Psychic Overload
Starting at 2nd level, you can pour more power into your psychic abilities for short periods of time, though at an incredible cost. When you use a psychic ability on your turn, you can use a bonus action to spend Psychic Reservoir points to Overload that ability. At 2nd level, you can only spend one point in this way. At 11th level, you can spend up to two. At 17th, up to three.
Each point spent increases one aspect of the psychic ability you overload. Each increase equals the original value. But for Telekinetic Power, you can only Overload a Mage Hand Attack when all Mage Hands are combined.
For example, at 5th level your Telekinetic Power grants you three 60 ft. range Mage Hands that, combined, can lift up to 90lbs and deal 3d6 damage on a successful hit. Spending one Psychic Reservoir Point would allow you to increase the range by an additional 60 ft. to 120 ft., or increase the weight you can lift by an additional 90 lbs to 180 lbs, or increase the damage dealt by an additional 3d6 to 6d6. Using two reservoir points when available at 11th level could increase the total range to 180 ft., or increase the weight limit, or increase the damage. You can spread points around once you reach 11th level, such as spending the first point to increase the range to 120 ft. and the second point to increase the damage dealt.

When you spend any number of Psychic Reservoir Points, you gain a number of levels of Exhaustion equal to the number of points spent at the start of your next turn. If you are to gain a level of exhaustion at the start of your current turn because of this, you can stave off this level of exhaustion until the start of your next turn by immediately spending one Psychic Reservoir point, no bonus action, as the turn begins. Points spent in this way do not increase the number of levels of exhaustion you will eventually suffer.

Esper Classification
At 3rd level, you discover how your psychic power materializes itself. They fall under the classifications of Exorcist, Virtuoso, Spiritualist, and Psy-Warrior, defined at the end of the class description. Your Classification reveals features at 3rd level and then again at 7th, 10th, 15th, and 20th level.

Ability Score Improvement
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.

Boosted Psychokinesis
Starting at 5th level, you can Overload your Psychokinesis. Doing so allows you to gain advantage on your Charisma (Athletics) Shove checks or, when spent on Grappling, a successful Grapple attempt restrains the target instead of simply reducing their speed to zero. You can also spend points to increase the category size you can affect. When you spend Psychic Reservoir points to stave off levels of Exhaustion due to having spent a point overloading your grapple attempt, you can maintain the restraining grapple on targets that are currently grappled by you.

Telekinetic Wave
Starting at 6th level, you gain the Telekinetic Wave psychic attack ability. You can use this ability a number of times equal to your Wisdom modifier per long rest, minimum 1. (considering changing this to once per short rest... i dunno...)
Telekinetic Wave
Psychic attack
Casting Time: 1 action
Range: Self (15-foot cone)
Components: S
Duration: Instantaneous
A wave of psychic energy bursts forth from your hand. Each creature in a 15 foot cone originating from you must make a Strength saving throw against your Esper save DC. On a failed save, they take 3d6 force damage and are pushed back 10 feet. On a successful save, they take half damage and are not pushed back. Overloading Telekinetic Wave's damage also boosts its push distance.

At 9th level, you gain the features Psychobiosis and Inured Mind.
Psychobiosis
Once per day during a short rest, you can enter an unconscious, catatonic state at the end of which you can remove one level of Exhaustion. You must spend the entire short rest in this state, at the end of which you wake up feeling rested. You may spend hit dice to heal yourself as you normally would during a short rest while in this state. If you take damage from any source while in this state, you immediately wake up after all damage has been applied, and you do not gain the benefit of this feature. At 14th level, you can recover up to two levels of Exhaustion when you use this feature.

Inured Mind
Your mind becomes tempered by using psychic power, granting you resistance to psychic damage and immunity to becoming charmed.

Empowered Telekinetic Wave
At 13th level, your Telekinetic Wave ability increases its range to a 30 ft cone, deals an additional 3d6 force damage and pushes an additional 10 feet. And on a successful save, targets are pushed half the normal distance instead of not being pushed back at all.

Psychic Lockdown
At 14th level, your psychic power grows to form physical barriers, allowing you to trap any creature within your grasp. You can cast Wall of Force once between short rests and Forcecage once between long rests without material components. Overloading them allows you to increase their size by an amount equal to the original size.

Font of Power
When you reach 18th level, you unlock the full capacity of your psychic power. If you have fewer than 2 Psychic Reservoir points when you roll initiative, you gain 2 points.

Subclasses to be described in subsequent posts.

Leuku
2015-04-01, 12:00 AM
Esper Classifications
All espers share in their ability to bend spoons and levitate small stones, but there is no telling what unique way an esper will fully manifest their powers. But they do tend to fall under broad strokes, which we can classify. Some espers grow in pure power. Others learn to balance their power through techniques and careful utilization. And for others still there is no telling how their power will manifest, running the gamut from an Out of Body Experience to conjuring fire.

Exorcist

Greater Psychokinesis
Starting when you choose this classification at 3rd level, when using Charisma (Athletics)to Shove or Grapple, you can shove or grapple a number of creatures equal to your Wisdom modifier. Additionally, you can attempt to Shove and Grapple targets one size category larger than before. Targets that are one size category larger than you no longer gain advantage for their attempts to resist your Shoves and Grapples, while targets two size categories larger than you do gain advantage. If you are grappling a number of creatures in this way, and one or more of them escapes the grapple, your concentration on the remaining grappled creature(s) is unaffected.
When at 5th level you are able to spend psychic reservoir points on your Shove and Grapple attempts, each target of your Shove and Grapple attempts requires its own psychic reservoir point. If you choose not to spend a psychic reservoir point on a target, then that target is subjected to your non-augmented Shove or Grapple. No matter how many psychic reservoir points you spend in this way, you only accrue one level of exhaustion at the start of your next turn. When you use a psychic reservoir point to stave off the level of exhaustion until the start of your next turn, you can maintain the restraining effect of a boosted Grapple when using your action to sustain the grapple, assuming you succeed the contest.

Raw Power
Starting at 7th level, the range of your Mage Hands increases to 90 feet and the amount of weight they can lift is doubled, although there is no change in their damage die. Additionally, the range you can Shove and Grapple targets increases to 45 feet.

Psychic Devastation
At 10th level, your psychic abilities acquire a destructive boost. You can add your Charisma modifier to the damage rolls of psychic attacks and on your successful Shove and Grapple attempts, but you can only add this bonus to a Mage Hand attack when you make a fully combined Mage Hand attack. When you use your action on your turn to sustain a grapple made through Psychokinesis and succeed, you can repeat the damage. The damage type of your Shove and Grapple attempts is bludgeoning.
https://lh3.googleusercontent.com/WmlyUQF_0JOTqO2kyXASTvFGLKkhauuAJdvx1VWJacXg5RwjdK BcdpmlneIinnG1Via1j6c7cDYrPccMtflC9CUH2ZBoLJHKkRJz bNPjbiNZxGI_OpECyTIy_PRrQ1x0k3idicA
Tremendous Power
At 15th level, the range of your Mage Hands increases to 120 feet and the amount they can lift is triple their original, although there is no change in their damage dice. Additionally, the range you can Shove and Grapple targets increases to 60 ft.

???%!!! (or Power Beyond Measure)
https://lh3.googleusercontent.com/68wpIYc1I9PxtT7G5CySlifpKlPoanBJqJJZlur7SkrtUH_T9x S3x6MZ7AchbdE-btHkt6WyLF9OmlDuFLpJwoOA2dFHHyqCVUWOVetYxfU7aCIe3-WGJqjM_I0ph---ObzL4xk
At 20th level, as an action, you can release the limiter on your psychic power. For 1 minute, you gain the following benefits:


You can hover in the air above solid ground anywhere from 5 feet above to 30 feet above solid ground
You can fly your movement speed, never exceeding the hover height maximum
You can ignore any levels of exhaustion and status conditions acquired prior to activation.
You can have all non-living objects within 60 feet of you not tied down, held, or affixed to the ground in some way float in the air. The act of these objects floating will not bring any physical harm to any creatures, although you can use these objects in your Mage Hand attacks.
You replace however many Psychic Reservoir points you currently have with a pool of 10 new points. For the duration of this minute, you do not gain any levels of exhaustion for using any of the points in this new pool on your psychic abilities. At the end of this minute or when you use a bonus action to end this state, whichever comes first, you remove your new pool and any points in it and return to your original pool of reservoir points.

When your state ends, you reacquire all levels of exhaustion and status conditions you may have had prior to activating this ability.
Alternatively, if you are reduced to 0 hitpoints at some time within the duration of this ability, you lose your pool of new points and immediately reacquire any levels of exhaustion and status conditions you had prior to activating this ability. If you were in the air, you fall to the ground normally rather than safely floating down.

Leuku
2015-04-01, 12:01 AM
Virtuoso
Starting when you take this archetype at 3rd level, you gain the features telekinetic embodiment and telekinetic movement.

Telekinetic Embodiment
You gain proficiency in making melee attacks with psychic power. You use your Mage Hand Attack bonus and damage dice for attack rolls and damage rolls for your melee attacks. When you take the attack action, instead of doing what you could normally do during an attack action, you can make a number of melee attacks equal to the number of Mage Hands you can conjure at any given time. For example, if you have 3 Mage Hands, and you are using 1 to hold a torch, then with your attack action you can make 2 melee attacks with your 2 remaining Mage Hands. You can combine your psychic melee attacks like you can with your Mage Hand attacks.
You can also use a bonus action to make an uncombined psychic melee attack independent of
how many Mage Hands you have available. Whenever you make a psychic melee attack, you can use the Shove action instead. And lastly, whenever you make an opportunity attack, you can make one uncombined psychic melee attack instead. Your psychic melee attack is a type of unarmed strike.

Telekinetic Movement
You can use your psychic power to disengage or dash as a bonus action. Alternatively, when a creature makes an attack against you, you can spend a psychic reservoir point to take the Dodge action using your reaction. You do not gain levels of exhaustion when you spend a point in this way.

Redirective Barrier (Evasion)
At 7th level, you acquire more subtle control over your psychic power, having attacks flow around you rather than forcefully resisting them. 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.

Psychic Restoration
Starting at 10th level, you can expend psychic power to tap into your life force. As an action, you can spend one psychic reservoir point to expend a number of hit die up to your Wisdom modifier and recover that much in hit points. Alternatively, you can use a bonus action to spend one psychic reservoir point to expend a number of hit die up to your Wisdom modifier and gain that much in temporary hit points. These temporary hit points disappear after 1 minute and do not stack. You add your Constitution modifier to all of these rolls. Psychic reservoir points spent in this way do not cause you to gain levels of Exhaustion.

Psychic Needle
At 15th level, you learn to needle your power into the crevices of undefended minds, dealing damage and exposing their vulnerabilities. As an action on your turn, target a creature within 60 feet of you that you can see. The target makes a Wisdom saving throw against your Esper save DC. On a failed save, they take 4d10 psychic damage and the target becomes Stunned until the end of your next turn. On a success, they take half damage and are not stunned. When you Overload this ability, psychic reservoir points can be spent on increasing the range, damage, and alternatively you can make your target have disadvantage on its saving throw. You can use this feature once per short rest. Targets with psychic/psionic ability have advantage on their saving throws against this ability.

Supermode
https://lh5.googleusercontent.com/Xksgb2DqBL4BFat7zhj5DVg_SDHtqVsX3mvEtyx7yo3Pc0Csly At1Y1jKVbYKnvfrvdW74Xsvj5voHJ38YlgX9kIhXL14M5EGekq TvddPW7miCcDvQAylZ6jmbKkqp93F_DT6JA
At 20th level, you can draw in all of your psychic energy into your body, transforming you into a hyper-efficient vessel of psychic power. When you use this feature, an aura of energy will emanate from you, giving off bright light within 15 feet of you and dim light 15 feet beyond that. Your clothes and hair will rise and flutter, as if there were an updraft beneath your feet. Your appearance may slightly change, such as your hair may turn to a bright, glowing, yellowish color, and your eye color may change to a bright, pale blue.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:


At the start of each of your turns, you regain 1 psychic reservoir point, never exceeding the maximum you can have.
Your base movement speed doubles and you can hover above solid ground a maximum of 5 feet.
As a bonus action on your turn, you can spend 3 psychic reservoir points to remove a level of exhaustion from yourself.

Leuku
2015-04-01, 12:02 AM
Spiritualist
When you take this archetype at 3rd level, you gain the Poltergeist Phenomena cantrip and two Psychic Manifestations of your choice. When you reach levels 7 and 15, you can choose another psychic manifestation. When you reach level 10, choose two.
Poltergeist Phenomena
Psychic cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Up to 1 minute
You trigger a display of ghostly behavior, a tumult of spiritual interferences, within range. You create one of the following psychic effects within range:


You bend small metal cutlery
You can make ghastly moans emanate from different sources within range
Lights of magic, natural, and artificial origin flicker on and off
You can cause picture frames and small furniture to rattle, flip over and fall, and window shutters and doors to open and slam shut repeatedly
You can cause a goosepimply chill to climb up the spines of creatures you can see.
You can conjure up to two orbs of harmless blue flames that each give off dim light in a 10 feet radius.


Psychic Manifestations
If a psychic manifestation has prerequisites, you must meet them to learn it. You can learn the manifestation at the same time you meet its prerequisites.

Air Whip
You gain the Thorn Whip cantrip, except for the following changes: the whip is made out of psychic power rather than vines, it deals force damage rather than piercing, and you do not need material components. The whips are visible to the naked eye and give off a dim glow in space it occupies.

Cursed Tool: Weapon
https://lh3.googleusercontent.com/lYWuymz2AMk8VtfVz9jabjTuNrwlVBMWHoUUnz-Lfo_nQL6yQgA4EWTAFqmQmyOuZvM_-hXAmiJu7-v1h7YrqCPrLCNs_5RdsfWiustqTZ1yoTufXd0PTJGlz1R9RnsS on0G6mM
You learn to imbue a curse into a handheld object, transforming it into a malevolent weapon. You gain the Shillelagh cantrip and can apply it to any mundane object lighter than 5 lbs that allows you to strike targets at least and no more than 5 feet away. You use your Charisma modifier to determine its attack and damage bonus. While active, you can spend a psychic reservoir point to cast Wrathful Smite once per short rest, only applying it to an attack made with your Cursed Tool: Weapon. You do not gain levels of Exhaustion for spending points in this way.

Minor Telepathy
You can cast Detect Thoughts once per short rest without any material components. Unwilling creatures with psychic/psionic power are immune.

Out of Body Experience
You learn to take a spiritual form from your earthly body. As an action, you can transform into an ethereal version of yourself. When you do so, your body becomes helpless and catatonic until you return to it. Your ethereal form acquires a pool of hit points equal to your body’s current hit points. You are intangible, have phasing, a fly speed of 60 feet, and cannot be seen except via True Sight or by a creature with psychic/psionic power. Beasts are sensitive to your presence, although they cannot see you, and will typically become alarmed and agitated in your presence.

You cannot interact with the world in any way other than seeing and hearing except through Poltergeist Phenomena, unless what you’re interacting with is ethereal, too. While in this state, you are vulnerable to force damage. You can be in this state for a number of hours equal to your wisdom modifier, after which you are forcefully returned to your body. If you are reduced to 0 hit points while in your ethereal form, you are immediately shunted back to your original body and gain a level of Exhaustion. You are not considered in the Ethereal Plane while using this feature; you are merely in your ethereal form in whichever plane your body is in.

You can also use this while sleeping during a long rest, although if you exceed your two hours of light activity, you won’t get the benefit of your rest.

Psychic Vigor
You gain proficiency in the Athletics and Acrobatics skills.

Pyrokinesis - Novice
You gain the Produce Flame cantrip and you can spend 1 psychic reservoir point to cast Burning Hands at 1st level. Spending points in this way does not cause you to gain levels of exhaustion. Additionally, you can Overload Burning Hands, increasing its range or damage dice appropriately. You cannot Overload Produce Flame.

Jinxing
Prerequisite: 7th level
Once per short rest, you can cast the Bestow Curse spell at 3rd level. If you are wielding an object the target of your Bestow Curse has owned and cared for at least one year, you can cast Bestow Curse on the target at a range of 120 feet, although you must be able to see your target. Such objects do not include any form of the target's flesh. If you are no longer wielding the object at any time during the duration of the spell, you immediately lose concentration and the spell ends. If you have a strand of hair from your target, you can cast the spell at 4th level against the target. If you have a drop of blood, you can cast the spell at 5th level. Casting the spell using these biological material components consumes them. You cannot Overload Bestow Curse.

Cursed Tool: Sleep Spray
Prerequisite: 7th level
You learn to imbue a curse into a container of ordinary liquid, transforming it into a mischievous, pressurized sleep spray. Once between long rests you can make a Cursed Tool: Sleep Spray. Cursing the object takes 10 minutes, and involves verbal and somatic components alongside the obvious material component. While wielding the cursed object, you can use an action to target one creature within 10 feet of you with the spell Sleep. When you finish cursing the object, roll 5d8 and record the result. The result is the pool of hitpoints you draw from for using the Sleep spell.
Anytime while holding the cursed tool you can use a bonus action to spend a number of Psychic Reservoir points to roll 2d8 times the number of points you spent and add the result to the pool of hitpoints currently in your sleep spray. Spending points in this way does not cause you to gain levels of Exhaustion. You can only ever have one Sleep Spray active at any time; imbuing a new object causes the previous one to return to normal, permanently losing any points it may have had.

Hypnosis
Prerequisite: 7th level
You can cast Suggestion at-will through a material component like a pendulum, a coin with a hole in it, a tinkling bell, or a small flame you are wielding, except for the following restrictions: The target must be looking at the material component and must be able to see you and hear your voice when you cast it. A target that succeeds its saving throw cannot be the target of your Suggestion again for the next 24 hours.

Hallucinatory Trauma
Prerequisite: 7th level
You can penetrate the depths of a creature’s mind with a touch and shower it with visions and trauma. You can cast the spell Phantasmal Force at-will without material components, except for the following restriction: The target must be within 10 feet of you when you cast it. A creature that successfully saves against this feature cannot be targeted by it again for the next 24 hours.

Pyrokinesis - Adept
Prerequisite: 7th level, Pyrokinesis - Novice
Once between short rests, you can cast Fireball at 3rd level without material components. You cannot Overload Fireball.

Spiritual Pets
Prerequisite: 7th level
You gain the ability to summon spirits. You can cast Spirit Guardians at 3rd level once between short rests without material components. You can Overload it but only to increase its range.

Crystalline Skin
Prerequisite: 10th level
You acquire the ability to coat the surface of your skin with a protective, reflective layer of crystal. You can use a bonus action to gain resistance to spell damage. You must spend a bonus action on subsequent turns to maintain this protection, otherwise it ends at the end of that turn. It also requires concentration. If you take any spell damage you roll the concentration saving throw after you resolve the damage. If your concentration is broken, you can’t use this feature again until the end of your next short or long rest.

Hallucinatory Demon
Prerequisite: 10th level, Hallucinatory Trauma
You can cast the spell Phantasmal Killer once between short rests. You can Overload it to cause the target to make its first saving throw against it at disadvantage.

Lesser Possession
Prerequisite: 10th level, Out of Body Experience
While in your out of body experience form, you can spend a psychic reservoir point to attempt to temporarily take control over the body of an adjacent creature. Spending points in this way does not cause you to gain levels of Exhaustion. Using your action, your spirit invades the body of another creature. The target makes a charisma saving throw against your esper save DC. Unconscious creatures automatically fail this saving throw, but you cannot possess a creature with 0 hitpoints. On a failed save, you can control over that creature's movements and actions, although the target's mind will fight you every step of the way.

You use all physical characteristics of the creature, except mental stats. You do not have access to any special features like spellcasting and legendary resistances, if any. Whenever you take an action, bonus action, or reaction with the creature’s body, the creature can make a charisma saving throw against your esper save DC. On a successful save, the action, bonus action, or reaction is negated, resulting in the creature doing nothing instead. If you use the creature’s movement to put the creature in harms way, then the creature can making a charisma saving throw to stop just short of moving into danger. On the creature’s own turn, the only thing it can do is use its own action to try and repel you from its body through a charisma saving throw. On a successful save, your spiritual form is forced out, materializing in a space adjacent to the creature, and you take necrotic damage equal to the creature’s Challenge Rating times 1d12, minimum 1d12.
You can leave the creature’s body by simply using your movement to leave it. Otherwise, you remain in control of the creature’s body until you are forced out by the creature’s action or until 1 minute has passed, after which you automatically leave the body, taking no damage. Creatures with psychic/psionic power are immune to this feature. Any spell or ability that targets a mental stat used against the creature targets you rather than the possessed.

Lesser Teleport
Prerequisite: 10th level
You can cast the spell Dimension Door once between short rests.

Psychic Feedback Shield
Prerequisite: 10th level
You can cast the 2nd level spell Warding Bond at-will without material components. You cannot Overload it.

Pyrokinesis - Expert
Prerequisite: 10th level, Pyrokinesis - Adept
Once between short rests, you can spend a psychic reservoir point to cast Fire Shield without material components. Spending points in this way does not cause you to gain any levels of Exhaustion. Once between long rests, you can cast Flame Strike at 5th level without material components. You cannot Overload Fire Shield and Flame Strike.

Stupefaction
Prerequisite: 10th level
Once per short rest, you can spend a psychic reservoir point to cast the spell Modify Memory at 5th level. Spending points in this way does not cause you to gain any levels of Exhaustion.

Grand Hypnosis
Prerequisite: 15th level, Hypnosis
Once per long rest, when you use hypnosis, you can target all creatures that can hear your voice and see the material component you use to cast Suggestion. Material components used in this way must still resemble the same shapes, but can be of any size. You must be adjacent to the material component. Examples: a disco ball = pendulum; clock tower bell = tinkling bell; a burning tree = small flame. Regarding fire: The fire must be localized. One can use a burning tree, but not a burning forest.

Greater Possession
Prerequisite: 15th level, Lesser Possession
Once between short rests, whenever you use lesser possession, you can choose to spend 3 psychic reservoir points instead of 1. If you do so, then if the creature succeeds with its saving throw against your esper save DC, then it comes under the effect of lesser possession. But on a failed save, the creature comes under the effect of your greater possession, which is described as follows:

The creature no longer makes saving throws whenever you take an action, bonus action, or reaction, or move its body into danger.
If the creature has any spellcasting, you gain access to it.
The creature makes a saving throw to repel your spirit out at the end of every minute rather than during its turn.
You can maintain control over the body for up to 10 minutes rather than 1 minute.


Greater Teleport
Prerequisite: 15th level, Lesser Teleport
You can cast the spell Teleport once between long rests.

Pyrokinesis - Master
Prerequisite: 15th level, Pyrokinesis - Expert
Once between long rests, you can cast Fire Storm. You cannot overload Fire Storm.

Malevolent Transformation
https://lh3.googleusercontent.com/lnkmQkQlpuuU51dCIOCnR7SUlQT-s3KOsGpSO_yO2ehACxGb8VrDNoJGjQdzmDY6p4eTfA2LiH1D4c yr1xdAcS9Ew54hv_T5tXipRVrOFH_iBhikrjcLAsRl_mr_CBW5 asOjX5Q
At 20th level, you can transform into a great and terrible ethereal being. Once between long rests, as an action on your turn, you can morph your body into a black, visible ethereal form for up to 1 minute. While in this state you are immune to non-magical weapon damage and resistant to magical weapon damage, yet vulnerable to force damage. Your size increases to huge, and you can phase through objects. If you end your turn phased in an object, you take 1d6 force damage. And you gain proficiency in a special melee attack, Spirit Crush, a multiattack, and a beam weapon. You can revert back to your normal form using a bonus action on your turn. You automatically revert back to normal if your hitpoints drop to 0.

Spirit Crush
Melee attack
Attack Bonus: Proficiency bonus + charisma mod
Range: Reach 15 feet.
Damage: 2d8 + charisma modifier force damage.

Multiattack
When you take the attack action, you can make two Spirit Crush attacks.

Beam Weapon
Psychic attack

Casting Time: 1 action
Special: When you use this feature, you cannot use it on the following turn.
Range: Self (60 foot cone or 120 foot line with a 15 foot width or 360 foot line with a 5 foot width)
Components: S
Duration: Instantaneous
Creatures within the range make a dexterity save. On a failed save, they take 6d8 + 10 force damage and half as much on a success.
You can Overload Beam Weapon, but each point spent Overloading it increases the number of turns you must wait before you can use your Beam Weapon again by an equal number.
https://lh3.googleusercontent.com/biJAvwWuElgFQQi90hYk6QS_dp8xdoAaZ9Ga3hht9MHzr-_1Y50wVdljY_P4ba1TKrutcxEcCEZEaOf3gc3uLNol-foaYtnJ2t2avUW27oHYHMY8XM1smk67ADKgFryuig5zJK0

Giant2005
2015-04-01, 10:26 AM
I have seen a lot of extremely OP homebrew classes but this is the first that I have seen that was severely UP.
I love the flavour andthis class is pretty exciting yet I'm not sure I'd be willing to play it as it is. It is just far too weak.
Mage Hand seems to be the primary means of attack, yet the damage is noticeably worse than that of every other class. That would be okay if the class brought a lot of utility to the table to compensate but most of its abilities are combat-related and not really competitive with anything else the game has to offer.
Compare it to a Warlock and you will see some striking disparities. The Warlock's damage absolutely overwhelms the Esper (average of 31.5 at level 11 compared to an average of 15), and it also brings more utility to the table. Interestingly enough it also seems to have the equivalent of two subclasses compared to the Esper: The Warlock gets the equivalent to the Spiritualist subclass for free while choosing an actual subclass.

I love the class's concept, I love the name and I even kind of love the refreshing level of restraint you used when designing it, however I think you got a little too carried away with that restraint and caused the opposite issue.

P.S. Psychokinesis is really terrible. Using an action and lowering your movement to 0 in order to lower the enemy's movement to 0 is a losing proposition. It is like using hold person on yourself and any enemy would be grateful for any Esper that chose to handicap himself in that way.

M Placeholder
2015-04-02, 04:28 AM
I have seen a lot of extremely OP homebrew classes but this is the first that I have seen that was severely UP.
I love the flavour andthis class is pretty exciting yet I'm not sure I'd be willing to play it as it is. It is just far too weak.
.

If its UP as it is, then one course of action would be to take aspects of the Ranger or fighter class martial mechanics, and mix them with the features seen here. Get it right, and you could come up with a really good Psychic Warrior class. :smallsmile:

CmdrNemo
2015-07-19, 06:50 PM
This is a pretty cool concept. I'd reword the Psychic Overload to "When you spend more than one Psychic Reservoir Point, at the start of your next turn you gain a number of levels of Exhaustion equal to the number of points spent." To give the player more options in enhancing their abilities while still having that higher level pull out all the stops and collapse afterward thing going on. I'd also suggest clarifying exactly when the reservoir points are restored. From the number and way they are used I'd expect them to be a short encounter recovery mechanic. Actually I'd suggest a lot of changes there. Probably a list of specific things it can do regardless or where it is used. E.g. Choose one of *Increase the damage to one target by 3d6 per point, *Increase the range by 30ft per point, *Increase the lift capacity by 30 lbs per point, *Increase push distance by 10 ft per point... Save DCs?, increase damage to each target by 1d6?

Then at higher levels add some cool bits. Like spend a point to use your reaction to give an ally a shield of +Cha mod to a saving throw or AC. With more points for more allies.

I'd also suggest adding the Charisma modifier to most damage rolls with a straight 15 added to the combined mage hand damage roll. Bring the DPR up a little.

Sorry if this is a little bit of thread necromancy. I just found this and rather liked it.