
Depending on the object's size and its composition, it could become two objects of smaller size upon breaking or it could be rendered useless.

Upon repeated impacts, objects may also break, also at the GM's discretion.The damage type depends on the object used, at the GM’s discretion.The damage die increases at certain levels, as shown in the esper’s table.On a hit, the damage is 1d4 + your Intelligence modifier.The attack modifier for this is your proficiency bonus + your Intelligence modifier.Note that an attack cannot be made when you use your bonus action to move objects. For example, a 3rd level esper with a 16 in Intelligence could lift up to 96 lbs in objects, meaning they could lift a single 96 lbs object, two 48 lbs objects, etc.Īs an attack, you can strike your foes with a single object as part of the same action used to make it move. The number of objects you can lift is equal to your esper level (rounded down) and the carrying capacity in lbs of your telekinesis is equal to your esper level x twice your Intelligence score. The controlled object must stay within your range or it will fall to the ground. Using an action that can be part of the one made to lift them, you can then move the objects 20ft in any direction and 10ft if you use a bonus action. At a range of 40ft, you can lift any Small object that’s not affixed to the ground into the air as an action. Starting at 1st level, you gain the ability to control the world around you with a simple thought, on a limited scale. Improved Telekinesis, Telekinetic GrappleĮsper Specialization Feature, Improved Telekinesis


As such, Esper's need to learn the rules of the world such as physics in order to operate efficiently. It isn’t like simply creating an effect using their internal psychic energy, it is about changing the world around them by manipulating reality. However, most of them are able to develop their powers in their own ways, creating a vast amount of different kinds of Esper's.Įven though their powers come from the Esper's ‘willing’ them into existence, the use of psionic abilities requires a keen mind and the ability to properly analyze the environment. They also develop a barrier using their psychic powers, coating their bodies with a protective layer of pure mental energy. The most common ability an Esper shows is telekinesis, the power to move objects and even other people with the power of their minds alone. The last thing he remembered was the old gnome’s punch to his stomach, which bore way more power than a simple fist.Īn Esper is someone who has been born with powerful psionic abilities or have received them from an external source, such as an unknown, higher being or through experiments. Taken by panic, the assassin had nowhere to run as he was held in place by an unknown power, completely unable to move. Letting out a cry, he released a massive wave of energy, pushing away the enemies that were previously in front of him.Īs the assassin was about to stab his target, an elderly gnome, in the back, a dense barrier made of pure energy formed around the target’s body, nullifying the attack. When he opened them, a massive surge of energy swirled around him as he began to levitate into the air, which was cackling with pure power. Out of breath and wounded, a young human man closed his eyes to concentrate, gathering his focus. As they fell like dolls, the woman put her hood back on and resumed her walk. Letting out a soft sigh, she extended her arms, watching as numerous rocks levitated into the air, crashing into the bandits’ chests at high speeds. An elven woman stopped in her tracks, glancing over at the group of bandits surrounding her.
