1. Notes

Esper

The mind is a dangerous thing. Your powers have enhanced your brain as much as your body, allowing you to exert powerful influence on those around you.

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Mental Prowess

When you choose this manifestation at 3rd level, the power of your mind is unlocked. You can cast the Mage Hand and Message cantrips without using components. Your mage hand is invisible when cast this way.

Additionally, you can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes. Any Empowered feature that applies to unarmed strikes you make using Strength also applies to unarmed strikes you make Intelligence.

Psychokinesis

Also at 3rd level, you can use your psychic abilities to attempt to shove creatures at a distance if you can see them and they are unobstructed. Whenever you successfully shove a creature this way, they take bludgeoning damage equal to a roll of your Pure Strength Die if they are pushed into an obstacle or knocked prone.

Shoving a creature with your mind requires you to make an Intelligence (Athletics) check rather than a Strength (Athletics) check you would normally make.

You can only attempt to shove creatures this way if their distance from you is less than or equal to your Kinetic Range, which is calculated as follows:

Kinetic Range + 5 feet + a number of feet equal to 5 times your Intelligence modifier (minimum of 10 feet total).

Force Field

At 7th level, you can project fields of energy to hinder your foes. Whenever a creature you can see within your Kinetic Range starts its turn, you can use a reaction to force them to make a Strength saving throw against your Power Save DC. On a failed save, the creature's movement speed is halved until the start of their next turn and they take psychic damage equal to a roll of your Pure Strength Die.

Kinetic Grip

Starting at 14th level, you can cast the Telekinesis spell at will without using components, using Intelligence as your spellcasting ability. When you cast Telekinesis this way, you can target objects that aren't being worn or carried.

Cognitive Overdrive

At 18th level, you can now release the full power of your perfect intellect for a short time. You can use a bonus action to grant yourself the following benefits for 1 minute:

  • Your Kinetic Range is doubled.
  • You gain 30 feet of flying speed and can hover.
  • Your Force Field reduces the target's movement speed to 0 until the start of their next turn on a failed save.

Your overdrive ends early if you are incapacitated, or if you use a bonus action on your turn to end it early. Once you use this feature, you must complete a long rest to use it again.