School of Telekinesis (5e Subclass)

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School of Telekinesis[edit]

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.

Unseen Hand

Starting at 2nd level, you learn the mage hand cantrip. When you cast mage hand, you can make the spectral hand invisible. In addition, you gain the following benefits when casting mage hand:

  • When you cast mage hand, you create two hands, instead of one.
  • As a bonus action in each of your turns, you can control one of the hands.
Repulsion Field

Also at 2nd level, you can use your telekinetic powers to repel enemies. Whenever you cast a spell of 1st-level or higher, you can force all creatures of your choice within 10 feet to make a Strength saving throw against your spell save DC, or be pushed 10 feet back.

Telekinetic Wielder

Starting at 6th level, you increase your control over your mage hand. You can use it to interact with objects and creatures within 5 feet of the hand as if you were on that space. When doing so, you use your Intelligence , instead of Strength, to calculate how much weight you can lift with the hand.

In addition, you can also attack, shove and grapple a creature. When you shove or grapple a creature using the hand, the creature makes a Strength (Athletics) check contested by your spellcasting ability.

When you make an attack with the hand, you make a melee spell attack. You deal damage equal to 1 + Intelligence modifier, and the damage is force. You can wield a one handed melee weapon you are proficient with using the hand, and make attacks using your spell attack bonus. You add your Intelligence modifier to the damage, instead of the ability modifier for the chosen weapon.

Telekinetic Master

Starting at 10th level, you add the telekinesis spell to your spellbook. You no longer needs to keep concentration on this spell and it lasts for 1 hour, or until you dismiss it, as an action, but you can't keep concentration on spells while telekinesis is active.

In addition, you can cast telekinesis using spell slots of different levels, changing the duration depending on the level you cast it: 10 minutes with a 4th-level spell slot, 8 hours with a 6th or 7th-level spell slot or 24-hours with a spell slot of 8th-level or higher.

Telekinetic Flight

At 14th level, you can move yourself with your telekinesis. While telekinesis is active, you gain a flight speed of 30 feet (hover).

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