School of Telekinesis (5e Subclass)
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School of Telekinesis
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Wizard Subclass
As a practitioner of the arcane you have focused on moving and manipulating the world around you. You have devoted years to studying the arcane web, and different ways to influence its movement. However, not content with learning for its own sake, your studies have involved years of practice, exercise, and physical exertion as you attempt to move object and people (sometimes against their will). Your study of the wonders and dangers of telekinesis can be used to bring about great good, or tremendous destruction.
Level 2
Helping Hands
In your solitary practice, you have learned to create spectral hands to aid your research. You learn the Mage Hand cantrip if you do not already know it. It does not count against the number of cantrips you know at each level. When you cast this cantrip, you can cause two hands to appear, rather than one. When cast this way, the hands are invisible. You can cast this cantrip as an action on your turn, and you can control the hands as a bonus action on subsequent turns. You gain the ability to create more hands at levels 6 and 10.
Weakened Body
Your continued study, testing, and reliance on your telekinetic skills has left your body weakened. Your strength score is reduced to 6 and cannot be raised except by magical means.
Limited Levitation
As your weakened state progresses, your movement significantly decreases. Your walking speed becomes 5. Delving into your research, however, you learn to move unaided. When using this feature, you hover a foot above the ground for 10 minutes, have a speed of 20ft, and cannot change your vertical elevation. Use may use this feature a number of times equal to your intelligence modifier.
Level 6
Helping Hands
You gain the ability to create a third hand when using the Helping Hands feature.
Telekinetic Whip
You have learned to use your telekinetic prowess as a weapon. As a bonus action, you can lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes 2d8 force damage and is telekinetically moved 10 feet directly toward or away from you (your choice). On a successful save, the target takes half damage and is not moved. Use may use this feature a number of times equal to your intelligence modifier. You regain all uses of this feature when you finish a long rest.
Level 10
Helping Hands
You gain the ability to create a fourth hand when using the Helping Hands feature.
Forceful Hands
Having learned to use your Helping Hands in combat, you can use a bonus action to do one of the following with the spectral hands created by your mage hand spell.
- Grasping Hands: You attempt to grapple a Large or smaller creature. The target must succeed on a Strength saving throw against your spell DC or be grappled. You must use your bonus action on subsequent turns to maintain the grapple, or the target is released.
- Pulling Hands: You attempt to move a Large or smaller creature of your choice against their will. The target makes a Strength saving throw against your spell DC. On a failed save you move the creature 15ft in any direction (your choice).
- Striking Hands: You control the hands to pummel a creature. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 4d4 (1d4 per hand) + your Intelligence modifier.
Level 14
Telekinetic Master
You can cast the telekinesis spell without expending spell slots. Use may use this feature a number of times equal to your intelligence modifier. You regain all uses of this feature when you finish a long rest.
You can expend 2 uses of this feature to cast telekinesis on yourself. When used this way, the spell does not require concentration, and lasts for 8 hours.
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