Wisard: Esper Psionic variant Espers are beings who can shape reality in their favor, in addition to creating, moving and destroying things with the power of their own mind. Your perception of the world is different from others since your senses transcend the material plane. Creatures that follow this path must carry the weight of the world in their thoughts and prepare for the worst of nightmares: their own mind. mind shield Your mental ability creates a force field around you. Starting at 2nd level, a spherical invisible field surrounds and protects you. The shield gives you temporary hit points equal to five times your level. And regain hit points equal to your proficiency bonus at the start of each of your turns. This shield's Ac uses your Intelligence modifier instead of your Dexterity modifier no creature can physically touch you unless you allow it, you have advantage on saving throws made by touch against you. Direct attacks affect your shield and you can sense any creature within your force field. When your mental shield is destroyed, you can regain it when you finish a short or long rest. psychic power Now you can move anything non-living with the power of your mind. As an action, you can attempt to lift any objects you like if you can see or feel them with your force field, the sum of those objects' weights cannot exceed the sum of 22 pounds multiplied by your Intelligence modifier and your level of sage. You will have disadvantage if you try to move a nonwilling creature with this resource. Additionally, if you are able to lift yourself up, you can fly and move in the air as a bonus action. You only count as half the total weight when you do this. You must concentrate on what you are moving, and if you are attacked while lifting something and you don't have your mind shield active, you must make an Intelligence saving throw with a DC equal to half damage with the advantage. You can also attempt to grab a creature your size or smaller, in doing so, the creature weighs 3 times its original size, and gains an additional 2 weight for every 30 feet. In addition, the creature has advantages against being grabbed this way if its Intelligence score is higher than yours. You can make a targeted attack at one or more creatures, your ranged attacks with the lifted objects deal a total of d4s damage (bludgeoning, slashing, or piercing depending on the lifted object) and you have no disadvantage on the attempt. attack at close range using this feature. you have a number of d4s equal to your level. When using large or massive objects, the GM can give bonuses to attack rolls, advantage, or any other effect. To calculate the damage and DC of your attacks and saving throws using this feature, you use your Intelligence score. Spell Save DC = 8 + your proficiency bonus + your intelligence modifier psychic attack modifier = your proficiency bonus + your intelligence modifier Mold At 6th level, you can use your bonus action to enter Defense Position. While in this position, you can use your Intelligence modifier in place of your Strength, Dexterity, and Constitution. Also, if your shield is up, you can decrease any damage to it equal to its level, if the damage is reduced to zero it can be redirected to another creature of your choice. When using this feature, you have disadvantage on the first attack roll you make. exorcist At 10th level, you emanate incredible divine power from within you. You gain proficiency on Charisma saving throws and are resistant to psychic and strength damage. Also, when making an attack with the Psychic power resource, you can choose to have radiant damage. You can only use this feature 3 times, and you can only use it again after finishing a short or long rest. Protocol 28 At 14th level, you are able to create a big bang with your bare hands. If your hit points reach 0, you can create a 330-foot spherical blast. Anyone in this area must make a Constitution saving throw against your wizard DC or take 10d8+20 damage equal to your level, or half as much on a success. You are immune to this burst, and if your Mind Shield was not destroyed, you may sacrifice it to return with 1 hit point. Upon 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. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.