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The Esper Class


A class that uses souls to fuel their abilities.

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Some fight using their wits or physical prowess. The Esper
Esper does these things but they use the souls of the dead to power
their abilities. Even when not powered by the souls of the
dead some of the departed surround the Esper and guide
them. The Esper indead finds that they possess the ability to
use their raw willpower to force effects into being that seem
to cause spell like effects.

The Berserker-Typist
Level Proficiency Bonus Features Harrow Points Talents Spells Known
1st +2 Spellcasting, Talents 11 1 3
2nd +2 Soul Armor 11 1 3
3rd +2 Harrowing Strike 33 2 4
4th +2 Ability Score Improvement 33 2 5
5th +3 - 66 3 6
6th +3 Esper Archetype 66 3 7
7th +3 - 110 3 8
8th +3 Ability Score Improvement 110 3 8
9th +4 - 165 3 9
10th +4 Esper Archetype 165 4 9
11th +4 - 165 4 10
12th +4 Ability Score Improvement 165 4 10
13th +5 - 165 4 11
14th +5 Esper Archetype 165 4 11
15th +5 - 165 4 12
16th +5 Ability Score Improvement 165 4 12
17th +6 - 165 4 13
18th +6 Esper Archetype 165 4 13
19th +6 Ability Score Improvement 165 4 13
20th +6 Strong Soul 165 5 13

Hit Points Equipment


Hit Dice: 1d6 per Esper level You start with the following equipment, in addition to the
Hit Points at 1st level: 6 + Constitution modifier equipment granted by your background:
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per esper level after 1st. any two simple or martial weapons
Any simple or martial weapon and 20 of the appropriate
Proficiencies ammo
Armor: None (a) dungeoneer's pouch or (b) arcane focus
Weapons: simple and martial weapons a material component for a spell not worth more than 100
Tools: None gp.
Saving Throws: Constitution, Charisma Or aternatively you can start with 5d4 X10 gold pieces and
Skills: Choose two from Arcana, Deception, Insight, you can buy your gear.
Intimidation, Persuasion, and Religion
Multiclass
To multiclass to and from this class you must have at least 13
charisma.

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Spell Casting Spell attack modifier = your proficiency bonus + you


charisma modifier
You have always had a close connection with spirits and
sometimes you can see them when no one else can. The Spellcasting Focus
strength of souls around you fuels your spells. See chapter 10 You can use an arcane focus or holy symbol as a spellcasting
of phb for the general rules of spellcasting. focus for your esper spells.
Harrow Points Talents
Unlike other spell casters you use a point system to cast At level 1, you gain talents which allow you to spend harrow
spells. The spell progression will be explained later but when points to get near supernatural abilities. The number of
you cast a spell you expend 1d10 harrow points per level of Talents you can possess are shown on the Talents column of
the spell per casting. Harrow points replenish on a long rest. the Esper class table.
If you end up spending more points than you have, double the You learn a new talent at levels 1, 3, 5, 10, and 20. When
remainder is dealt to you in unblockable force damage that you level up you can switch out a talent that you knew before
bypasses all resistances and immunities. Once you have 0 for another one.
you can't cast esper spells until they replenish.
Spell levels available and learning spells Brawny
When you learn spell it is comparable to a full caster and is This talent lets you spend harrow points to increase your
shown of the following table. strength for 8 hours. This increase in strength is equal to a
+2 for 5 harrow points at level 1, +4 for 10 harrow points at
Casting Level Possible level 6, +6 for 15 harrow points at level 12, and +8 for 20
Class Level Highest spell level you can learn harrow points at level 18. You may only have one effect of this
talent active at a time. This effect can take your strength
1 1 above 20. Just having this talent gives you advantage on
3 2 strength saving throws and ability checks.
5 3
Agility
7 4 This talent lets you spend harrow points to affect your
9 5 movement speed for one hour. When activated your
movement speed increases by 10 at level 1, 20 at level 6, 30 at
11 6 level 12, and 40 at level 18. While this is active you do not
13 7 trigger opportunity attacks with your movement. This ability
15 8 costs 20 Harrow Points. Just having this talent gives you
advantage on dexterity saving throws.
17 9
Soul Shield
The number of spells known are shown in the spells This talent shields you from damage when you spend harrow
known column of the Esper class table. When you level up points to activate it once per day after you take a long rest.
and can learn a spell you pick a spell from the Esper spell list. When you activate this ability you can spend any number of
Each spell you pick must be of a level that you can cast harrow points to get 2 temporary hit points per harrow point
shown on the prior table. spent. Just having this talent gives you advantage on
Additionally, when you gain a level in this class, you can constitution saving throws.
choose one of the Esper spells you know and replace it with
another spell from the Esper spell list, which also must be of Blooded
a level that you can cast. This talent lets you spend harrow points to increase your
initiative for the day when you finish a long rest. You can
Upcasting Spells choose to spend 10 harrow points for a +5 increase to your
If you wish to cast a spell at a higher level you simply need to initiative, you can spend 40 harrow points for a +10 increase
spend 1d10 Harrow points for each level above which you are to your initiative, or you can spend 100 harrow points for a
casting it. This cannot be above the highest spell level which +20 to your initiative. Just having this talent gives you
you can learn as is shown on the table. advantage on initiative rolls.
Spellcasting Ability Puppeted Body
Charisma is your spellcasting ability for your esper spells, This talent lets you spend harrow points to remove certain
since the power of your magic relies on your ability to project status effects. For the low cost of 20 harrow points you can
your will into the world and your connection with dead souls. remove the conditions of paralyzed, stunned, charmed,
You use your Charisma whenever a spell refers to your frightened, or petrified.
spellcasting ability. In addition, you use your charisma
modifier when setting the saving throw DC for a sorcerer
spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your
charisma modifier

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Council of Voices Soul Armor


This talent lets you spend harrow points to increase your Starting at level 2, you can choose to spend a number of
wisdom attribute score for 8 hours. For 5 harrow points you harrow points that are described on the following table. Your
can increase your wisdom by +2 at level 1, for 10 harrow AC changes to the amount shown until you take a long rest.
points you can increase your wisdom by +4 at level 6, for 20 While soul armor is active you take half necrotic and radiant
harrow points you can increase you wisdom by +6 at level 12, damage.
and for 40 harrow points you can increase your wisdom by
+8 at level 18. Just having this talent gives you advantage on Soul Armor Table
wisdom saving throws. Harrow
Points
Soul Thief Spent AC
Whenever a creature dies within 60 feet of you, you may gain 5 15 + dexterity modifier
power from their departing soul. Each creature reduced to 0
hit points within 60 feet of you gives you harrow points equal 20 16 + dexterity modifier
to their cr or level whichever is what they have. 35 17 + dexterity modifier
Soul Blessing 50 18 + dexterity modifier
When you take this talent you may choose to increase an 65 19 + dexterity modifier, physical damage to
attribute score by 2. This can cause attributes to increase you from weapons is reduced by 3
over 20 and it increases you maximum for that attribute 80 20 + dexterity modifier, physical damage to
score by 2. You may take this talent more than once. you from weapons is reduced by 3

Soul Burst 95 21 + dexterity modifier, physical damage to


you from weapons is reduced by 6
When you attack with a weapon attack you may expend
Harrow points to deal additional radiant or necrotic damage. 110 22 + dexterity modifier, physical damage to
The damage type is chosen when you get this talent. You may you from weapons is reduced by 6
choose to use up to 50 harrow points. For every increment of 125 23 + dexterity modifier, physical damage to
5 harrow points after 5 you deal an additional 1d8 damage on you from weapons is reduced by 9
a strike. Just having this talent lets you do an additional 1d8
damage on a weapon strike. Harrowing Strike
Sanctity of Soul At level 3, Your strikes deal additional damage of either
When you take this talent its effects are actually passive. radiant or necrotic which you choose upon reaching level 3 in
Whenever you complete a short rest you regain 50 harrow this class. The damage they deal is equal to an extra 1d4
points. Additionally whenever you spend hit points to regain damage. At level 7 this increases to 2d4, at level 11 this
health you also regain a number of harrow points equal to increases to 3d4, at level 15 this increases to 4d4, and at level
your constitution modifier. 20 this increases to 5d4 damage.
Ability Score Improvement
When you reach level 4, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1 . As normal, you can't increase an ability score above 20
using this feature.
Esper Archetype
When you reach level 6, Choose an esper archtype, which
describes how you use souls which you collect. Your choice
grants you features at level 6, 10, 14, and 18.
Stong Soul
At level 20, your harrow points increase from your sheer
strength of your soul. This also allows for you to have more
talents.

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Esper Archetypes The Kem


The following are the esper archetypes which explain how This archetype is centered around using the souls of
you use the souls which you gather. departed victums to fuel their attacks giving them power to
cast more spells than before.
The Kell Soul Battery
This archetype is centered around using the souls of At level 6, whenever the Kem kills a creature they absorb a
departed victims to fuel their attacks giving their physical portion of their soul essence. Not enough to consume or
strikes a little bit more of an impact. destroy the soul but enough power that the Kem can use it to
power their abilities.
Trained for combat Whenever a living creature dies within 30 feet of the Kem
At level 6, you gain proficiency in all armor and shields. they increase their number of soul fragments by 1. There is
no maximum for this ability but abilities powered by souls
Soul Battery consume one.
At level 6, whenever the Kell kills a creature they absorb a
portion of their soul essence. Not enough to consume or Soul Fuel
destroy the soul but enough power that the Kell can use it to At level 6, with a bonus action you can draw energy from the
power their abilities. Whenever a living creature dies within soul fragments that you possess. When you use this ability
30 feet of the Kell they increase their number of soul you roll 2d10 and replenish that many harrow points. Use of
fragments by 1. There is no maximum for this ability but this ability consumes one soul fragment.
abilities powered by souls consume one.
Soul Versatility
Soul Shaker At level 10, you can expend 70 harrow points to allow the
At level 6, whenever you hit a creature with a melee weapon next spell that you cast to come from any spell list even if it is
strike you can deal extra radiant or necrotic damage(you not a spell that you know. The spell still costs harrow points
choose). The extra damage equals 3d8 damage. Use of this as usual and you spend this on top of the 70 harrow points.
ability consumes one soul fragment. The spell must be of a level that you can learn from this class
however. Use of this ability consumes one soul fragment.
Soul Movement
At level 10, with a free action on your turn you can teleport 60 Soul Resonance
feet to an area that you can see or that you know exists. If you At level 14, whenever you cast a spell from this cast you can
teleport into a space you cannot occupy you are shunted out choose to remove its verbal or somatic components. Doing
and take 2d10 force damage. Use of this ability consumes this causes 2d10 necrotic damage to you. Use of this ability
one soul fragment. consumes one soul fragment.
Ghostly Sight Improved Soul Fuel
At level 14, with a bonus action you can see with undead At level 18, When you use the Soul Fuel ability you can now
sight. This allows you to negate the effects of blindness while replenish 4d10 harrow points instead of 2d10.
this is in effect. Also you gain dark vision for 60 feet while
this affect is active. This effect remains active for 1 hour. Use
of this ability consumes one soul fragment.
Improved Soul Shaker
At level 18, now when you use soul shaker the damage you do
is 5d8 damage.

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The Kenp
This archetype is centered around using their souls of
departed victims to fuel their impact on fate itself.
Soul Battery
At level 6, whenever the Kenp kills a creature they absorb a
portion of their soul essence. Not enough to consume or
destroy the soul but enough power that the Kem can use it to
power their abilities.
Whenever a living creature dies within 30 feet of the Kem
they increase their number of soul fragments by 1. There is
no maximum for this ability but abilities powered by souls
consume one.
Soul of Chance
At level 6, whenever a creature roll an attack roll, saving
throw, or ability check within 60 feet of you; you can decide to
have them reroll if you do not like the reseult. Use of this
ability consumes one soul fragment.
Soul of Coin
At level 10, whenever you find gold for the first time you can
twist fate. You can use one soul fragment to double the gold
that you would initially find. You can only use this once each
time you find gold.
Soul of the body
At level 14, you are the best specimen that you can be.
Whenever you roll for hit points you instead take the
maximum as your result. This even works retroactively
maximizing your hp rolls from the past.
Improved Soul of Chance
At level 18, when you use soul of chance you reroll 2 times
and take the result that you want.

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Esper Spell List


1st level Find Traps Compulsion Mass Suggestion
Absorb Elements Invisibility Confusion Scatter
Animal Friendship Lesser Restoration Death Ward True Seeing
Charm Person Locate Animals or Plants Dimension Door
Comprehend Languages Locate Object Freedom of Movement 7th Level
Cure wounds Misty Step Greater Invisibility Etherealness
Detect Good and Evil See Invisibility Hallucinatory Terrain Mirage Arcane
Detect Magic Shadow Blade Locate Creature Plane Shift
Detect Poison and Disease Silence Power Word Pain
False Life Suggestion 5th Level Regenerate
Feather Fall Zone of Truth Animate Object Resurrection
Healing Word Awaken Teleport
Identify 3rd Level Dispel Evil and Good
Jump Catnap Dominate Person 8th Level
Protection from evil and Clairvoyance Dream Antipathy/Sympathy
good Dispel Magic Farstep Dominate Monster
Sanctuary Hypnotic Pattern Geas Glibness
Silent Image Mass Healing Word Greater Restoration Maddening Darkness
Sleep Non detection Hold Monster Mind Blank
Speak with animals Protection from Energy Legend Lore Powerword Stun
Sending Modify Memory
2nd Level Speak with dead Raise Dead 9th Level
Augury Speak with plants Skill Empowerment Astral Projection
Blindness Deafness Tongues Foresight
Blur Water walk 6th Level Imprisonment
Calm Emotions Contingency Power word Kill
Detect Thoughts 4th Level Eyebite
Enhance Ability Arcane Eye Find the path
Charm Monster Heal

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