September 4, 2018

Esper

Sorcerer Origin
Comments from the Palm: Akira is totally a sorcerer, right?

Esper Bloodline

It is whispered that deep in the underground compound of the Fujinara City Medical Complex, top government officials have been conducting secret experiments attempting to combine the blood of kaiju with human hosts, granting them powers capable of taking on the massive beasts. These experiments, dubbed “Espers” due to their latent ability to read minds, demonstrate outstanding telekinetic powers, capable of untold levels of destruction.

Extra Sensory Perception
Starting at 1st level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand you, but the creature must be able to understand at least one language.

Cerebral Barrier
Also at 1st level, your mind begins to expand its influence outside of your body, subconsciously shielding you from harm. Following a short or long rest, you gain a buffering shield of force that has a number of hit points equal to your sorcerer level. Whenever you take damage, the shield takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
     Additionally, your mind also creates a deflecting aura around your body. As long as you are not wearing armor or wielding a shield, your AC equals 13 + your Dexterity modifier.

Fine Manipulation
Starting at 6th level, you can manifest your latent psychic abilities to influence the world. You learn the mage hand cantrip, which does not count against your total number of cantrips known. When you cast mage hand, you can choose for the hand to be invisible. Additionally, as an action, you can spend one or more sorcery points to perform one of the following actions:
     Grasp. You can spend 1 sorcery point to attempt to grapple a creature you can see that is within 30 feet of you. When you do so, you make a Charisma ability check and add your proficiency bonus instead of making a Strength (Athletics) check. On a success, you can maintain the grapple by concentrating on this effect, as if you were concentrating a spell.
     Push. You can spend one or more sorcery points, up to a maximum of your Charisma modifier, to shove a creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be pushed 10 feet directly away from you for each sorcery point spent.
     Toss. You can spend one or more sorcery points, up to a maximum of your Charisma modifier, to fling a nearby object or chunk of ground at a creature you can see within 60 feet. Make a ranged spell attack. On a hit, you deal 1d10 damage for each sorcery point spent + your Charisma modifier. The damage type is bludgeoning, piercing, or slashing damage, as appropriate for the item thrown.

Telekinetic Flight
At 14th level, you learn to levitate yourself passively, almost as an afterthought. As long as you are not wearing armor, you gain a fly speed equal to your movement speed.

Psychic Detonation
Beginning at 18th level, as an action, you can spend any number of sorcery points, up to your sorcerer level, to create a blast of magical energy. This blast is an invisible sphere of magical force, centered on yourself, with a radius of 5 feet per sorcery point spent. Each creature within that area other than yourself must make a Dexterity saving throw against your spell save DC or take 2d8 points of force damage per sorcery point spent, or half as much on a successful save.



12 comments:

  1. So, just to be clear, you do 1d10 damage, equal to the number sorcery points spent, plus your charisma modifier? Ex. If you spent three points, and had a modifier of 4, you'd do 7d10 damage?

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    1. No if you spend three points and have a modifier of 4, you do 3d10+4 damage.

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  2. I like how Cerebral Barrier is worded as a magical shield even though it's pretty much temp HP. Probably looks cooler than eating a big breakfast (heroes feast) :P

    Question, if this is all mind-manipulation based, should Psychic Detonation deal psychic damage? Or maybe both psychic and force?

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    1. it's not mind-manipulation though, it's telekinesis.

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    2. Sorry, should have said "manipulation of physical things using ones mind". If you've played SW: The Force Unleashed, I imagine the force/telekinesis like maelstrom. But in the case of only hurting creature and not send stuff flying, a blast of "ow, my head hurts" seems more likely. I'd probably do it like Brown Owl 2 then vvv. Minus the hole in the ground. Of course, that would probably kill all their allies too.

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  4. I feel like the range on Psychic Detonation is too short. As it is, the largest it can possibly be is a hundred feet, and that feels kind of weak. It's the level 18 ability, why _not_ make it a psychic nuke? That's what it is in the movie, right?

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    1. Factor in the damage it does. A hudred feet radius Psychic Detonation would deal 40d8 points of force damage. Note exactly something to scoff at.

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    2. Does force damage affects objects thou? Since the ability is worded towards as "every creature" and the fact there are enough spells entries that deals no damage to the environment, this nuke would be not only small sized but lame if everyone dies (the damage is super ok, 40d8 at max kills a lot of stuff), but not a single glass window shatter.

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    3. I'd rule out this ability as the old reality maelstrom from 3.5 where it is a perfect sphere of destruction: Everything inside the range (minus the caster and his gear ofc) takes the damage, creatures, objects, landscape. And since the range goes in all directions, we now have a 100ft deep crater where the floor once was ^^.

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    4. I Woulnd't go so far as to make a crater, but I would say that yes, objects in the radius would take damage. Trapping this guy in a prison cell would be a bad day.

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