Wizard
Base Class: Wizard

Most wizards must study for years in order to hone their craft. The Esper finds this easier than most, as their mind is able to craft magic of it's own, in the form of psychic abilities. It is unknown how these wizards came about their abilities, but nonetheless, a fully trained Esper is a formidable opponent.

Psychic abilities can take many different forms. Some Espers are adept at mind reading, where as some can move objects using their minds. Others can see into the future as well, making them great seers who many seek counsel from.

As an anomaly of sorts, Espers have been regarded as a great subject of study for many scholars, as well as those who would wish to imitate their abilities. Some wizards have worked out these secrets and gained Esper powers themselves, but these hidden nuggets of information are kept closely guarded.

Psychic Communication

At level 2, you gain the ability to communicate telepathically with any creature you can see, provided you share a common language.

Esper Powers

At 2nd level, you can choose two Esper powers from the list below. You can choose one additional power at levels 5, 9, and 14 respectively.

All Esper powers can be used once per short rest. Any spells you cast using this feature do not require components.

Aura Reading

You can cast the detect magic spell as an action.

Bilocation

As an action, you create a copy of yourself in an unoccupied space 10ft from you, which has the same AC as you, but only one hit point. Any creature which attacks you must first roll a d4. If the creature rolls a 1 or a 2, they will attack the duplicate instead. Once your copy takes damage, it dissipates. Your copy is considered as another creature for flanking purposes.

Mediumship

You can cast speak with dead as an action.

Precognition

As a reaction, when an enemy makes an attack roll against you, you can force them to re-roll the attack. The creature must use the next roll.

Psychic Healing

You can cast mass healing word as a bonus action.

Psychokinesis

When an enemy makes an attack roll against you, you can spend your reaction to push them back 5 x your intelligence modifier feet.

The creature can pass an intelligence saving throw in order to half the effect.

Pyrokinesis

When you hit with an attack (physical or spell), you can spend your reaction to add 2d4 fire damage on top of any other spell effects.

Mental Barrier

Your mind becomes shielded towards negative influences and attacks on your person. Starting at level 6, you gain +1 to AC, and advantage on intelligence saving throws.

Mighty Mind

At level 10, you are now immune to psychic damage, and you have advantage on saving throws against becoming charmed.

Astral Defence

At level 10, when you are reduced to 0 hit points, your soul withdraws to the astral plane for two turns, and your body stays in a state of stasis. For these next two turns, you do not have to make death saving throws.

Potential Realised

At level 14, you gain the spells below. They are always prepared, and as psychic spells, they do not use components as they are powered by your mind.

Detect Thoughts

Levitate

Hallucinatory Terrain

Telekinesis

 

 

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