TEXT:  
  Sorcerous Origins 
  Different sorcerers claim different origins for their innate 
  magic. Although many variations exist, most of these 
  origins fall into two categories: an eldritch bloodline and 
  the influence of wild magic. 
  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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Esper Bloodline.pdf