Telekinetic (5e Class)
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Telekinetic[edit]
An elven woman stopped in her tracks, glancing over at the group of bandits surrounding her. Letting out a soft sigh, she extended her arms, watching as numerous rocks levitated into the air, crashing into the bandits’ chests at high speeds. As they fell like dolls, the woman put her hood back on and resumed her walk.
Out of breath and wounded, a young human man closed his eyes to concentrate, gathering his focus. When he opened them, a massive surge of energy swirled around him as he began to levitate into the air, which was cackling with pure power. Letting out a cry, he released a massive wave of energy, pushing away the enemies that were previously in front of him.
As the assassin was about to stab his target, an elderly gnome, in the back, a dense barrier made of pure energy formed around the target’s body, nullifying the attack. Taken by panic, the assassin had nowhere to run as he was held in place by an unknown power, completely unable to move. The last thing he remembered was the old gnome’s punch to his stomach, which bore way more power than a simple fist.
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 the life, 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 Constitution. Second, choose a background.
Class Features
As a Telekinetic you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Telekinetic level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Telekinetic level after 1st
- Proficiencies
Armor: none
Weapons: none
Tools: a game
Saving Throws: Wisdom, Intelligence
Skills: Choose four from History, Insight, Perception, Nature, Intimidate, Religion, Deception, and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scholar’s Pack or (b) Diplomat’s Pack
- .
Level | Proficiency Bonus |
psychic points | Features |
---|---|---|---|
1st | +2 | 2 | Telekinetic Grasp, Invisible Barrier |
2nd | +2 | 4 | Psionic Energy,Extended Grasp |
3rd | +2 | 6 | Psionic Path, Psionic Surge |
4th | +2 | 8 | Ability Score Improvement |
5th | +3 | 10 | Psionic Path Feature |
6th | +3 | 12 | Psi-Deflection |
7th | +3 | 14 | Freedom of Movement |
8th | +3 | 16 | Ability Score Improvement |
9th | +4 | 18 | Hovering Step |
10th | +4 | 20 | Invisible Shield |
11th | +4 | 22 | Psionic Path Feature |
12th | +4 | 24 | Ability Score Improvement |
13th | +5 | 26 | Levitation |
14th | +5 | 28 | Telekinetic Empowerment |
15th | +5 | 30 | Mind Over Body |
16th | +5 | 32 | Ability Score Improvement |
17th | +6 | 34 | Psionic Path Feature |
18th | +6 | 36 | Telekinetic Apotheosis |
19th | +6 | 38 | Ability Score Improvement |
20th | +6 | 40 | Mind Replenishment |
Telekinetic Grasp[edit]
Starting at 1st level, you can use your powers. You know and can use the "mage hand" cantrip at will but with the following variations: -it is invisible and cannot be perceived even magic ways (ex. perception of magic) -as an action you can make unarmed attacks with it, using your intelligence modifier and causing 1d6 psychic damage+your Intelligence modifier. (The damage of the hand becomes 1d8 from the 5th level, 1d10 from the 10th level and 1d12 from the 15th level. When you take the attack action, as a bonus action you can make another attack with your mage hand.
Invisible Barrier[edit]
At 1st level, while wearing no armor, your AC is equal to 14 + your Intelligence modifier. Furthermore, around you, the barrier has its own HP equal to double your level. When you are hit by an attack, you can choose to have the damage go to the barrier. As long as the barrier has at least 1 hp, it recovers equal to my competence bonus at the start of each of my turns. If the barrier drops to 0 hp, it is destroyed and I get it back after a short/long rest.
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. Some skills require an attack modifier and a DC. Your attack modifier is equal to your proficiency bonus + your intelligence modifier. The DC of saving throws is equal to 8 + your Intelligence modifier + your proficiency bonus.
- Force Field
You can use your bonus action and spend 2 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 mage hand damage die + your Intelligence modifier.
- Stroke
You can use your Action to make a creature within 15 feet make a saving throw on Constitution against your CD by spending 2 psychic points. You use your power to concentrate the air around a creature's throat. The enemy, on a failure,become incapacitated, cannot move and take 1d10 + your Intelligence Modifier force damage at the end of each of your turns (up to 3 rounds), on a success, nothing happens. At the end of the target turn,it can reroll the Saving Throw. For every extra 2 points used, you can increase the damage by 1d10 (max 3d10). You can use this attack as long as your hands can move into the shape of a choking grip. At level 16, you can use this power without the hand movement.
- Repulse
As an action/reaction, you can spend 5 points to release your power in a fit of rage to push every creature in a 15-foot radius away from you. All creatures in a 15-foot radius must roll a Strength Saving Throw against your Save DC, on a failure, they take 1d12 + your intelligence Modifier psychic damage and are pushed back 10 feet. On a successful saving throw, the damage is halved, and they are not pushed back. For every 4 extra points used, the damage is increased by 1d12 (max 3d12), and the creatures are pushed an additional 10 feet. If a creature is grappling you, you only do half damage, but you break the grapple and force them to be prone for intelligence Modifier rounds. When used as a Reaction, you negate oncoming Melee Attacks, while deflecting Ranged attacks for half damage back at their users. For an extra 3 points, you may make this Reaction Deflect Magical Ranged Attacks.
Extended movement[edit]
At 2nd level, you can move your body thanks to the telekinetic power even further than a normal person. You gain 10 feet of extra movement,. This movement increases as you gain levels in this class: 20 feet from level 7, 30 feet from level 11 and 40 feet from level 15.
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, Psychic master. 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]
Psychic master Those who choose this pact prefer versatility over pure power. Although less effective in combat, psychic masters can be frightening opponents in every field.
- magic gift
Starting at level 3 when you choose this subclass, your superior mind allows you to learn 3 tricks from any list (only one). The modifier and DC of the cantrips is the same as your psychic points.
- deceitful mind
From level 5, your mind its so powerful that it overrides the need for food and water.
- mind against mind
From level 11, you have advantage on intuition and investigation rolls against other creatures
- physical death
From level 17, your mind has reached such a high level, that when you die, you are reincarnated in the body of a humanoid in the world. As a reincarnated person, you retain every ability and memory except this last one
Telekinetic Warrior[edit]
You have chosen to be a mix of fighting with weapons and your telekinetic powers.
- superior ability
Starting at level 3 when you choose this subclass, your mage hand attacks are considered critical with a result of 19-20
- mental support
From level 5, you can help yourself in times of difficulty with your power. When you make a saving throw, add a bonus equal to your Intelligence modifier to your roll.
- extra attack
From level 5, when you take the attack action, you make two attacks.
- final superior ability
From level 11, your magic hand attacks are considered critical with a result of 18-20
- last stand
From level 17, as an action you can release all your power and cast the "psychic scream" spell. Use your psychic points modifier and DC.
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
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