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.
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.