Espers 5e

Gain Background, Feat, and a Race.

From there on you may junction an esper and change your physical appearence and gain new abilities.

Your saving throws is based off your background. One saving throw gains your full proficiency bonus and the other two gain half your proficiency bonus.

Your background will give you half prof or full prof to your AC. Your AC, when junctioned, is equal to your Prime Esper's AC plus any proficiency bonus you may add to your AC. Otherwise it is based on your background.

You gain prof bonus on any weapon attack you are proficient with and with any spells you cast. Your Spell DC always adds your prof bonus.

An Esper may be junctioned to only one creature at a time. If you have an esper junctioned and you junction a new one, you gain both aspects but you don't gain the feature of the second esper. You may switch out your bonus feat, your special actions, and your Limit Break during a long rest.

Unjuctioning an esper causes exhaustion.

To gain access to new espers you must locate them and defeat their challenges. Fighting an Esper that is going full force, without the aid of other espers, is close to suicide. However some espers wish to see your combat ability without aid of an esper.

You do not automatically gain access to your bonus feat from your Esper. You must choose a feat you know and replace it with the bonus feat. You may rearrange your feats during a long rest.

If you are vunerable to a damage type, when attacked by that damage type the attacker has advantage. If you must make a saving throw against that type then you have disadvantage.

External Threats and Features target AC, internal effects and features target Con, Int, or Wis saving throws.


Level Chart
Level Proficiency Bonus Feature Number of Possible Junctions
1 +2 Bonus Feat 1
2 +2 Bonus Feat 1
3 +3 1
4 +3 Bonus Feat 1
5 +4 Improved Actions 2
6 +4 Bonus Feat 2
7 +5 2
8 +5 Bonus Feat 2
9 +6 3
10 +6 Bonus Feat 3
11 +7 Greater Actions 4

Junctioning

It takes a short or long rest to junction an esper. You may only junction an esper with their permission.

Removing a junction takes a long rest and causes you to be exhausted until the end of your next short or long rest.

You may junction to a number of Espers as shown on your Level Up Chart, however if you junction to a second or third Esper you mix their aspects in some way and may switch out Condition Immunities, Damage Resistances, Damage Vulnerabilities, Bonus Feat, and Special Actions.

Example: If you have both Ifrit and Shiva junctioned, you don't have a condition immunity to both Burn and Frost, but one or the other.

You can not mix and match weapon att, spell att, spell DC, con save, int save, and wis save. You must keep them from one of your junctioned espers.

You may switch out these features only during a long rest.

An esper may only be junctioned to one creature at a time.

Races

Dwarf


  • HP at First Level: +6
  • HP at Each Level: +4
  • Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  • Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  • Speed: Your base walking speed is 25 feet. Your speed is not reduced due to carrying capacity.
  • Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Stout: Effects that force you to move are rolled with disadvantage.
  • Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Elf

  • HP at First Level: +4
  • HP at Each Level: +2
  • Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Halfling

  • HP at First Level: +4
  • HP at Each Level: +2
  • Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
  • Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
  • Speed: Your base walking speed is 25 feet.
  • Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  • Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Languages: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Human

  • HP at First Level: +5
  • HP at Each Level: +3
  • Age: Humans reach adulthood in their late teens and live less than a century.
  • Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Able Learner: You may choose one additional background skill to be proficient in.
  • Bonus Feat: You gain one feat of your choice.
  • Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Backgrounds & Skill Checks

Whenever you aren't junction your abilities are based around your background and your proficiency bonus.

Choose one saving throw from Constitution or Wisdom. You add your proficiency bonnus to this saving throw. You add half your proficiency bonus to any non-proficienct saving throw your attempt.

Whenever you roll a skill check, your background modifies the roll.

Whenever you roll an attack with a weapon that you are proficienct with, you may add your proficiency bonus to the roll. Whenever you cast a spell you add your proficiency bonus to the spell dc or spell attack roll.

While junctioned your Base Weapon Attack, Base Spell Attack, Spell DC, and Saving Throws are replaced by the Esper. Combine your background HP with your Esper HP to determine your maximum HP.

Urchin


  • Armor Prof: Proficiency Bonus
  • Background Skills: Choose four (4) skills from Climb, Jump, Balance, Escape Artist, Hide, Sleight of Hand, Tinker, History, Nature, Deception, Intimidation, Performance, and Persuasion. You may add your proficiency bonus to the 4 you chose and half your proficiency bonus to the ones you did not.
  • Weapon Prof: Any Two Weapon Groups
  • Tools: Choose one (1) of the following tools, you gain proficiency in that tool and you may add it to your starting gear. You may choose from any Three Musical Instruments, a set of Thieves Tools, or a set of Navigational Tools.

Examples: Bards, Rangers, and Rogues are all types of Urchins.

Sage


  • Armor Prof: Half Proficiency Bonus
  • Background Skills: Choose four (4) skills from Crafting, History, Medicine, Nature, Occult, Religion, Spellcraft, Animal Handling, Intimidation, or Persuasion. You may add your proficiency bonus to the 4 you chose and half your proficiency bonus to the ones you did not.
  • Spell Known: Druidcraft, Prestidigitation, or Thaumaturgy
  • Tools: Choose one (1) of the following tools, you gain proficiency in that tool and you may add it to your starting gear. You may choose from an Alchemist Kit, Healer's Kit, or a Hearbal Kit.

Examples: Clerics, Druids, and Wizards are all types of Sages.

Soldier


  • Armor Prof: Proficiency Bonus
  • Background Skills: Choose four (4) skills from Break, Climb, Jump, Lift, Wrestle, Crafting, Engineering, History, Animal Handling, Intimidation, and Persuasion. You may add your proficiency bonus to the 4 you chose and half your proficiency bonus to the ones you did not.
  • Weapon Prof: All Weapon Groups
  • Tools: Choose one (1) of the following tools, you gain proficiency in that tool and you may add it to your starting gear. You may choose from

Examples: Barbarians, Fighters, and Monks are all types of Soldiers.

Retraining

You may retrain a background skill you are proficient with and train yourself with another background skill you aren't proficient with as part of a long rest.

Whenever you have extended downtime, you may lose access to one background skill that you are proficient with and one that you are not in order to become proficient with a non-background skill.

Skill Checks


Ifrit, Esper of Fire

Medium, Prime Esper


  • Armor Class 14
  • Hit Points +6 per level
  • Speed +0ft.

Attack Bonus Spell DC
+3 9

Fortitude Save Will Save
+3 +1

  • Condition Immunities Burn
  • Damage Resistances Fire
  • Damage Vunerability Ice

Aspect: Your hair grows out and turns red and becomes a wild mess. You gain two large horns that grow from your forehead. Additionally your finger nails sharpen and your muscles bulk up.

Bonus Feat: You gain Power Attack as a bonus feat.

Special Actions

Elem-Att-J (Attack)(Fire): Make an attack versus a creature within reach of your weapon, on a hit your damage is fire damage instead of its normal type.

Fire 1 (Spell)(Fire): You blast forth a 15' cone of fire. You cause each creature in the cone to have the "Burn" condition. A Fortitude save negates this condition. A burned creature makes a save at the end of their turn to attempt to shake off the burn condition.

Improved Actions

Starting at level 5 you may attack twice when you use the attack action. Additionally whenever you use an action to use your Special Actions, you may use them twice instead of once.

Greater Actions

Starting at level 11 you may attack three times when you use the attack action. Additionally whenever you use an action to use your Special Actions, you may use them twice instead of once.

Credit: FF VIII


Shiva, Esper of Ice

Medium, Prime Esper


  • Armor Class 12
  • Hit Points +4 per level
  • Speed +0ft.

Weapon Attack Spell Attack Spell DC
+1 +3 11

Fortitude Save Will Save
+2 +1

  • Condition Immunities Frost
  • Damage Resistances Ice
  • Damage Vunerability Fire

Aspect: Your hair turns blue and grows out and is always perfect. Additionally, your skin pales and is always cold to the touch.

Bonus Feat: You gain Frost Bite as a bonus feat.

Special Actions

Icy Terrain (Balance Negates): As an action, ice covers the ground in a 10-foot square centered on a point within 60' and turns it into difficult terrain for 1 minute. You may cast this spell again once your icy terrain ends or your end it as an action.

When the ice appears each creature in the area, or one that ends their turn in the area, must make a Balance Check versus your spell DC. On a failure, they fall prone.

Ice 1 (Fortitude Negates): Choose a point within 100'. Each target within 5' of that point takes 1d6 ice damage and has their speed halved.

Improved Actions

Starting at level 5 you may attack twice when you use the attack action. Additionally your Ice 1 spell becomes Ice 2 which allows you to cast it twice with the Cast a Spell Action.

Greater Actions

Starting at level 11 you may attack three times when you use the attack action. Additionally your Ice 2 spell becomes Ice 3 which allows you to cast it three times with the Cast a Spell Action.

Credit: FF X


Adrammelech, Esper of Lightning

Medium, Prime Esper


  • Armor Class 13
  • Hit Points +4 per level
  • Speed +5ft.

Weapon Attack Spell Attack Spell DC
+2 +2 10

Fortitude Save Will Save
+2 +3

  • Condition Immunities Shock
  • Damage Resistances Lightning
  • Damage Vunerability Earth

Aspect: Your skin turns green and looks almost mechanical. You grow a pair of gazelle antlers.

Bonus Feat: You gain the High Voltage feat as a bonus feat.

Special Actions

Storm Cloud (Spell): As an action, choose a point in space. You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. It lasts until a wind (10 mph or higher) dispearses it. A creature can use an action to dispearse a 5' cube of the fog.

Lightning 1 (Spell Attack): You create a 30' lightning bolt that is 5' wide. Make a spell attack and compare to each target in the line, starting with the closest target. The first target you hit takes 1d10 lightning damage and the lightning bolt stops.

Improved Actions

Starting at level 5 you may attack twice when you use the attack action. Additionally your Lightning 1 spell becomes Lightning 2 which allows you to cast it twice with the Cast a Spell Action.

Greater Actions

Starting at level 11 you may attack three times when you use the attack action. Additionally your Lightning 2 spell becomes Lightning 3 which allows you to cast it three times with the Cast a Spell Action.


Credit: FF XII


Fenrir, Esper of Earth

Medium, Prime Esper


  • Armor Class 15
  • Hit Points +6 per level
  • Speed +0ft.

Weapon Attack Spell Attack Spell DC
+3 +1 9

Con Save Int Save Wis Save
+3 +1 +2

  • Condition Immunities Slow
  • Damage Resistances Earth
  • Damage Vunerability Lightning

Aspect: Your hair becomes light purple and your skin becomes dark purple. Your canines enlongate and your eyes have a feral glint.

Bonus Feat: You gain Stat-Att-J (Slow) as a bonus feat.

Special Actions

Elem-Att-J (Earth): As a bonus action, you cause your weapon attack to deal earth damage.

Earth 1 (Spell Attack): As an action, you cause the ground within 5' of you to produce spikes. Make a spell attack roll and compare it against all creature's within 5' of you. On a hit, you deal 1d6 earth damage.

Improved Actions

Starting at level 5 you may attack twice when you use the attack action. Additionally your Earth 1 spell becomes Earth 2 which allows you to cast it twice with the Cast a Spell Action.

Greater Actions

Starting at level 11 you may attack three times when you use the attack action. Additionally your Earth 2 spell becomes Earth 3 which allows you to cast it three times with the Cast a Spell Action.


Credit: FF XI

Feats

Feats improve your base abilities and give new options. Feats do not stack.

Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Tool Proficiency:

You gain proficiency a tool of your choice. Additionally, choose a tool that you are proficient with, you now have advantage whenever rolling a check using that tool.

Flash Fire

Your fire damage deals half damage on a miss.

Frost Bite

As a bonus action, you gain a bonus to damage rolls equal to your proficiency bonus when you deal ice damage.

High Voltage

As a bonus action, you gain a bonus to damage rolls equal to your proficiency bonus when you deal lightning damage.

Spell Sniper

You ignore partial cover when making a spell attack.

Fleet Footed

Choose the Dash or Disengage Action. Once you make this choice, you can't change it. You may use your bonus action to take the action of your choice from this feat.

Power Attack

As a bonus action you lose your Prof Bonus to AC until the start of your next turn. However, until the start of your next turn you gain a bonus to weapon damage rolls equal to your Proficiency Bonus to AC.

Sta-Att-J

Choose one of the following status effects, once you make this choice you can't change it. As a bonus action you may apply one of the following effects to your next weapon attack. This effect last until it is cured. Whenever you level up, you may switch which status is junctioned to your attack.


  • Burn
  • Shock
  • Frost
  • Sleep
  • Slow
  • Silence
  • Poison

Sta-Def-J

Choose one of the following status effects, once you make this choice you can't change it. You have advantage on rolls defending against the status effect..


  • Burn
  • Shock
  • Frost
  • Sleep
  • Slow
  • Silence
  • Poison

Quick Item

As a bonus action, you may use a restorative item.

Skillfull

You gain training in three additional background skills.

Magic-J

During a short or long rest you may choose to ready a different spell or spell attack that your esper grants you.

To gain additional magic, you

Example Character

Xell, Human Soldier


  • Level: 1
  • Proficiency Bonus: +2
  • Primary Junction: Ifrit, Esper of Fire
  • Secondary Junction: NA

  • HP: 10
  • Armor Class: 16
  • Speed: 30'
  • Condition Immunities Burn
  • Damage Resistances Fire
  • Damage Vunerability Ice

  • Weapon Attack: +5
  • Spell Attack: +3
  • Spell DC: 11

  • Con Save: +5
  • Int Save: +3
  • Wis Save: +2

  • Feats: Power Attack (Bonus Feat), Fleet Footed (Disengage), and Skillfull
  • Active Feats: Power Attack and Fleet Footed

  • Special Actions: Elem-Att-J (Fire) and Fire 1.
  • Active Special Actions: Elem-Att-J (Fire) and Fire 1.

  • Racial Features: Able Learner and Bonus Feat

Xell, Human Soldier


  • Level: 11
  • Proficiency Bonus: +7
  • Primary Junction: Ifrit, Esper of Fire
  • Secondary Junction: Shiva, Adrammelech, and Finrir

  • HP: 110
  • Armor Class: 21
  • Speed: 30'
  • Condition Immunities Burn
  • Damage Resistances Fire
  • Damage Vunerability Ice

  • Weapon Attack: +10
  • Spell Attack: +8
  • Spell DC: 16

  • Con Save: +10
  • Int Save: +6
  • Wis Save: +5

  • Feats: Power Attack (Bonus Feat), Frost Bite (Bonus Feat), High Voltage (Bonus Feat), Statt-Att-J (Slow), Fleet Footed (Disengage), Skillfull, Quick Item, Spell Sniper, Flash Fire.
  • Active Feats: Fleet Footed (Disengage), Power Attack, Flash Fire, Statt-Att-J (Slow), Quick Item, and Frost Bite.

  • Special Actions: Elem-Att-J (Fire), Fire 3, Icy Terrain, Ice 3, Storm Cloud, Lightning 3, Entangle, Earth 3.
  • Active Special Actions: Elem-Att-J (Fire), Ice 3

  • Racial Features: Able Learner and Bonus Feat