Telekinetic (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete subclasses.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Telekinetic[edit]

An elf is cornered by a group of bandits who jump her. She then kills them with their own weapons.

A dwarven bartender is moving drinks around with his mind to patrons.

Telekinetics tend to have some kind of positive relation with the mind god, Altren.

Creating a Telekinetic[edit]

Why would your character dedicate time to learn about telekinetic powers? How difficult was it for them to become a telekinetic? Did they receive a blessing from Altren, or was it just them practicing it?

Quick Build

You can make a telekinetic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Telekinetic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Telekinetic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Telekinetic level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose four from History, Insight, Medicine, Nature, Perception, Religion, Deception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Telekinetic

Level Proficiency
Bonus
Extended grasp Features
1st +2 - Telekinetic Grasp, Invisible Barrier
2nd +2 5 Psionic Energy,Extended Grasp
3rd +2 5 Psionic Path, Psionic Surge
4th +2 5 Ability Score Improvement
5th +3 10 Psionic Path Feature
6th +3 10 Psi-Deflection
7th +3 10 Freedom of Movement
8th +3 10 Ability Score Improvement
9th +4 10 Hovering Step
10th +4 15 Invisible Shield
11th +4 15 Psionic Path Feature
12th +4 15 Ability Score Improvement
13th +5 15 Levitation
14th +5 15 Telekinetic Empowerment
15th +5 20 Mind Over Body
16th +5 20 Ability Score Improvement
17th +6 20 Psionic Path Feature
18th +6 20 Telekinetic Apotheosis
19th +6 20 Ability Score Improvement
20th +6 25 Mind Replenishment

Telekinetic Grasp[edit]

Starting at 1st level, you can use your action on your turn to manipulate objects at distance. You can interact with any object or creature within 10 feet as if you were within touch range.

You can manipulate objects, and even weapons, at that distance. You can only manipulate weapons with the light property.

You use your Intelligence, instead of Strength, for any interactions that require physical interactions, like carrying, holding objects or shoving opponents, while using your telekinetic grasp.

You can use your hand to make a force attack against a creature within distance, dealing damage your Intelligence modifier force damage. Whenever you make this force attack, you can use your bonus action to try to shove or grapple a creature.

When you grapple a creature, you can start to crush it. A creature grappled by you take damage equal to your psi die + your Intelligence modifier. The damage is bludgeoning

Invisible Barrier[edit]

At 1st level, you can use your Intelligence, instead of your Dexterity, to your AC while wearing light armor and not using a shield.

Psionic Energy[edit]

Starting at 2nd level, your mind awakens to your true telekinetic powers. You gain access to the true power of your mind, represented by an amount of psi points. Your Telekinetic level determines the number of psi points you have, as shown on the Psi Points column on the Telekinetic table.

You can spend this points to fuel some of your telekinetic features.

Force Field

You can use your bonus action and spend 1 psi point to create an invisible barrier between you and an incoming attack. Any attack you take until the end of your next turn is reduced by an amount equal to your telekinetic die + your Intelligence modifier.

Invisible Hand

You can spend 1 psi point and use your bonus action to either grapple or shove a creature.

Mind Lift

You can spend 1 psi point to give you an extra boost in movement. You can add your Intelligence score and modifier (as applicable) to calculate your total jumping distance.

Extended Grasp[edit]

At 2nd level, you can move your telekinetic grasp even further. You gain 5 feet of extra range of movement for your telekinetic grasp. This range increases as you gain levels in this class, as shown on the Telekinetic table above.

Psionic Surge[edit]

Starting at 3rd level, you can use the tension of an almost death experience to draw from your inner psionic reserves. When you take damage that would reduce you to 0 hit points, you can use your reaction to deflect the attack and, at the same time, recovering your psionic energy. You reduce the damage taken by an amount equal to your telekinetic level + 1d10. If you reduce the damage to 0, you regain all expended psi points.

You cannot use this feature again until you finish a short or long rest.

Psionic Path[edit]

At 3rd level, you have finally learned how to control your powers enough to go down a path. Choose one of the following options: Telekinetic Warrior, Champion of Altren. You gain features at 3rd level, and again at 5th, 11th, and 17th levels.

Psi-Deflection[edit]

Starting at 6th level, whenever you would make a Dexterity saving throw to avoid damage from a certain area effect, you can make a Intelligence saving throw instead.

Freedom of Movement[edit]

At 7th level, your ability to move matter with your mind make you a hard target to immobilize. Whenever you are under the grappled, restrained or paralyzed conditions, you can use your action to automatically end the effect.

In addition, difficult terrain doesn't reduce your movement speed.

Hovering Step[edit]

Starting at 9th level, you can use your action to start to hover, and your bonus action to move 30 feet in any direction. At the start of each of your turns, you must use your action to keep floating, or else you fall. Doing so requires concentration (as if you were concentrating on a spell).

Invisible Shield[edit]

At 10th level, you can repeal physical attacks with ease. You can use your reaction to halve the damage from bludgeoning, piercing or slashing damage from nonmagical sources.

In addition, you have advantage in any checks you make against effects that would cause you to move against your will.

Levitation[edit]

Starting at 13th level, you can cast levitate at will, without spending a spell slot and without requiring material components. Intelligence is your spellcasting ability for this spell.

Telekinetic Empowerment[edit]

At 14th level, you can maintain your body empowered with your telekinetic ability. You have advantage on your Strength and Dexterity saving throws. In addition, whenever you fail one of these saving throws, you can use your reaction to reroll one of the dices.

Mind Over Body[edit]

Starting at 15th level, whenever you are asked to make an ability check using Strength or Dexterity, you can instead use Intelligence.

Telekinetic Apotheosis[edit]

Starting at 18th level, you can spend 5 psi points to cast telekinesis and arcane hand.

In addition, you can spend 7 psi points to cast reverse gravity once, being unable to do it again until you finish a long rest.

Intelligence is your spellcasting ability for these spells.

Mind Replenishment[edit]

At 20th level, your Intelligence ability score increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1.

In addition, finishing a short rest cause you to recover half your maximum psi points.

Psionic Path[edit]

Telekinetic Warrior Champion of Altren

Telekinetic Warrior[edit]

You have chosen to be a mix of fighting with weapons and your telekinetic powers.

3rd level feature
5th level feature
11th level feature
17th level feature

Master of the Unseen Hand[edit]

You have chosen to focus on your telekinetic powers.

3rd level feature
5th level feature
11th level feature
17th level feature

Champion of Altren[edit]

Champions of Altren are individuals chosen by the God of Mind, Altren, a mark given at birth to someone, and that is both a blessing and a curse to its bearer. The mark itself looks like a light birthmark on the back of the hand in the form of a small orb. Parents dread to see this mark when their child is born, because it means a life of suffering. The mark weakens the bodies of the children born with it, imposing difficulties to interact with objects or even to walk, as the kid's own weight is too much to bear. Most children with this mark will grow up resentful of Altren, and as such, will never receive his blessing.

Those, however, that come to understand the power hidden in this mark will be able to manifest the true power of this blessing. By studying the ways of Altren,they will manifest and control the telekinetic orbs, objects of great power that can only be manipulated by an extremely powerful mind, a complex task that only individuals with extreme mental capacity can handle.

If Altren is pleased with the bearer mental capacity, the birthmark will eventually stand out against its skin as a proud and defining factor, and once it takes on a bluish hue, they will know that the moment to the ritual of passage has come. Once this happens, the bearer of the mark will be taken into its own head and be visited by Altren. His appearance changes for every person, reflecting what appearance they think is proper for a being of supreme intellect; some see a scholar, while others see entities known for their vast intelligence. He will take all the strength that he withheld from your body, and place it in two floating orbs that the bearer can control, orbs of pure psychic power.

Altren's Mark

At the 3rd level, you bear the cursed and blessed mark of Altren's. See Altren's Mark for more details. You lose all benefits from this subclass if the curse is broken. While you are using any telekinetic abilities this mark glows dark-purple, representing psychic energy.

Telekinetic Orbs

At 3rd level, you can use a bonus action to conjure a telekinetic orb. The orb is a globe of psychic energy, in constant orbit around you, lasting either for 1 hour, or until you dismiss it as a bonus action, until you manifest another orb, or until you're incapacitated.

The orb has a number of hit points equal to your level x 5 and is immune to any type of damage, except for psychic. The orb is immune to all conditions, and if it has to make a saving throw, it uses your saving throw bonus for the roll. On your turn, you can cause the orb to move up to 30 feet in any direction (no action required).

If the orb is ever more than 60 feet away from you at the end of your turn, it is destroyed. The orb is amorphous, being able to move through a space narrow as 1 inch wide without squeezing.

You can use the orb in the following ways:

  • You can interact with any object, structure or creature within 5 feet of the orb as if you were the orb, but using your own senses. The orb's Strength score equals your Intelligence score for those tasks.
  • You can make melee attacks and ranged thrown attacks from the orbs location. The orb can hold a maximum of two objects that could be carried and manipulated by an individual using a single hand, or a single two-handed object.
  • You can use any of your Telekinetic features through the orb's location.
5th level feature
Weakening mark

At 10th level, you get the ability to fling a small orb like mark onto the back of a creatures hand/paw if you can see it, giving the creature Altren's Mark for 1 minute, exept they do not have the telekinetic feat.

17th level feature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the telekinetic class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the telekinetic class, you gain the following proficiencies: None


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: