Telekinetic (5e Class)

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Telekinetic

Recommendation:

I would recommend making two character sheets when playing this class. One is your characters stats, proficiencies, etc. without orbs, and the other is with the help of orbs. This allows you to see what your own body can do on its own in the event where you cannot use your orbs to perform a task for you. I would also recommend only putting the trait of weakened body on your physical character sheet, but that is up to your discretion.

Backstory

Not everyone can be a Telekinetic. The only way to be chosen for this great gift is to first endure great suffering. For one to have the gifts of a Telekinetic, they must be born with the mark of Altren, god of the mind. He will rarely give someone his mark, but it is not a blessing. 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 when their child is born because it means a life of hardship. These children’s bodies are extremely weak and they have trouble picking up even the lightest objects and their legs shake after a simple flight of stairs. Most children with this mark will grow up resentful of Altren, and as such, will never receive his blessing. Children who do not resent him will know to grow up studying all that they can. Controlling orbs using solely your mind is extremely taxing and only individuals with extreme mental capacity can handle such a complex task. If Altren is pleased with your mental capacity, your birthmark will eventually stand out against your skin as a proud and defining factor, and once it takes on a blueish hue, you know you are ready for his ritual. Once this happens you will be taken into your own head and see Altren. He is different for every person based off of what they think intelligence looks like, and he will take all the strength that he withheld from your body, and place it in two floating orbs that you have control of.


Creating a Telekinetic


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: None
Tools: None
Saving Throws: Intelligence, Charisma, and Wisdom
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

LevelProficiency
Bonus
Features
1st+2Telekinesis, Constant Studying, Weakened Body
2nd+2Telekinetic Proficiency
3rd+2Third Orb
4th+2Ability Score Improvement, Better Orbs, Telekinetic Subclass
5th+3Orb Control
6th+3Solidified Orbs
7th+3Around the Corner
8th+3Ability Score Improvement, Fourth Orb
9th+4Telekinetic Subclass
10th+4Orb Formation
11th+4Intangible Orbs
12th+4Ability Score Improvement, Fifth Orb
13th+5Orb Sense
14th+5Telekinetic Subclass
15th+5Weapon Study
16th+5Ability Score Improvement, Orb Window
17th+6Better Weapons
18th+6Telekinetic Subclass
19th+6Ability Score Improvement, Orb Teleport
20th+6Mental Capacity

Telekinetic Grasp

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 crushing it. A creature grappled by you take damage equal to your psi die + your Intelligence modifier. The damage is bludgeoning.

Invisible Barrier

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

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 ammount 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

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

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.

Deflective Field

Starting at 4th level, you can use your bonus action to create a powerful deflective field around you. For 1 minute, all attacks against you are made at disadvantage and gain resistance to all piercing, slashing or bludgeoning damage caused by ranged attacks.

Any creature trying to approach you must make a Strength check with a DC equal to your telekinetic save DC.

At the end of this feature, you suffer a level of exhaustion.

Psi-Deflection

Starting at 7th 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

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

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

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

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

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

Starting at 15th level, you use your Intelligence modifier, instead of your Strength and dex for any ability checks you make.

Telekinetic Apotheosis

Starting at 18th level, you can spend 5 psi points to cast telekinesis and bigby's 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.

Mind Replenishment

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.

Multiclassing

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

Proficiencies. When you multiclass into the telekinetic class, you gain the following proficiencies:


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