Psychokinetic (5e Subclass)

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Psychokinetic Origin[edit]

Born with the innate ability to move objects and creatures by only using the power of their mind, psychokinetic sorcerers manifest since young age this particular psionic power. Sometimes also called telekinetic sorcerers, these creatures are capable of hurling heavy objects upon their enemies at great speeds and with powerful might, levitate themselves and others, and even held, restrained on the air, crushing their bones with this invisible force.

Psychokinetic Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psychokinetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st catapult, mage armor, mage hand
3rd levitate, hold person
5th fly, slow
7th resilient sphere, control water
9th telekinesis, wall of force
Psychokinetic Aura

Starting when you choose this origin at 1st level, your body is constantly surrounded by an aura of psychic energy, that enhances your body strength and protects you. You can use your Charisma modifier, instead of Strength, for Strength checks and saving throws.

In addition, you use your Charisma modifier, rather than your Dexterity, to calculate your AC, and you are resistant to force damage.

Psychokinetic Sorcery

Beginning at 6th level, when you cast any spell of 1st level or higher from your Psychokinetic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Telekinetic Movement

Starting at 6th level, you gain the ability to move heavy objects with the power of your mind. Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the sorcery points spent on this ability: 25 lbs. (1 point), 50 lbs. (2 points), 250 lbs. (3 points), 500 lbs. (4 points) and 1000 lbs. (5 points).

As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage equal to 1d6, plus 1d6 per point spent.

Telekinetic Wall

When you reach the 14th level, as an action, you can spend 3 sorcery points to create a transparent wall of telekinetic energy, that lasts for 10 minutes, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

Invisible Grasp

When you reach the 18th level, you can attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend sorcery points to boost your check, up to a maximum of 6 points. You gain a +1 bonus per sorcery point spent.

While a target is grappled in this manner, you create one of the following effects as an action:

Crush (1–7 sorcery points). The target takes 1d6 bludgeoning damage per sorcery point spent.
Move (1–7 sorcery points). You move the target up to 5 feet per sorcery point spent. You can move it in the air and hold it there. It falls if the grapple ends.

This ability lasts for 1 minute, and once you use it, you can't do it again until you finish a long rest, unless you spend 3 sorcery points to do so again.

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