Wizard
Base Class: Wizard

Long ago, lived Marina Tempest, a fabled Warlock. Her name is now nearly lost to history, and in the minds of none. Her power was bestowed upon her by three Ancient Gem dragons. She worked from the shadows and kept her presence undetected, yet she influenced many wars. In her later life, as her power weakened and the dragons vanished, she cast her final spell. With all of her power and might, she bound the boons and blessings of the Emerald dragon to her bloodline, creating generations of Esper children.

Third Eye Sense

Starting at LvL 2 your psionic ability's allow you to to create a brief pulse of psionic energy, like a bat using its echolocation. While using this sight you are able to learn there, alignment,  other Psychics and the location of any creature within a 60ft radius that doesn't have psionic shielding or behind total cover. Within the same radius, you also detect the presence of any place or object that has been been effected by psionic spells, though you dont know the spells name you will know the school of magic its from.

Foretelling

Starting at 2nd level, you gain the ability to foretell futures using your psionic energies into game related objects such as tarot cards, bones, or rune dice. After focusing your energy into the object, you are able to predict possible futures. Focusing your energies into Game objects will foretell your odds in your favor in minor ways, when you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Psionic Shield

Psionic Shield Starting at 6th LvL, The Esper's mind becomes warded from mind based manipulation and attacks, you gain Resistance in Psychic damage. In addition, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. If an opponent deals psychic damage to you, you can use your reaction to return half of the damage back to them.

Dominate Mind

Starting at 10th level, you can use your action to cast certain spells with your increased Psychic abilities. When you do so, choose one of the following spells, Dream, Geas, and Modify Memory. You can cast these spells without using any spell slots, verbal, or material components. Once you use all three you can’t use this feature again until you finish a long rest. While you use these spells, if the caster is required to make any rolls, they will do so at advantage. If a creature is already subdued by one of these spells and requires the creature to reroll the saving throw at disadvantage.

Greater Foretelling

Starting at 14th level, the visions in your foretelling intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. You also are able to predict things further into the future, this feature allows you to give your foretelling's to your ally's. They are allowed a max of 2 foretelling rolls at a time and can keep them only for a total of 7 days.

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