Telekinetic Adept (5e Class)

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Telekinetic Adept

Telekinesis, a rare talent that you are born with. Select few have this gift. Select few have this curse. Select few have this raw, untainted power. A power entirely separate from the weave.

Mind Over Matter

Telekinesis is the ability to move objects with your mind, but that is not the only thing you can do. You can snap a neck, crush a lung, break a leg, tear an eye from its socket. Hurl an enemy into a wall and turn them into a fine paste. Telekinetic users are a frightening power, a force to be reckoned with. They are unique beings, exotic in the respect that they draw a power separate from the weave. Their power has yet to be studied, and limits have not been discovered.

Creating A Telekinetic

When did your character become a Telekinetic? How did they discover their power? Did their talent lead to a fruitful career or were they outcasted?

Quick Build

You can make a Telekinetic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma or Dexterity. Second, choose the Hermit background.

Class Features

As a Telekinetic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Telekinetic level
Hit Points at 1st Level: 1d6 + 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: Intelligence & Dexterity
Skills: Choose 3 from History, Investigation, Persuasion, Stealth, Arcana, and Insight

Equipment

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

  • Leather Armor
  • Two Daggers
  • A Quarterstaff
  • If you are using starting wealth, you have 3d4 x 10 GP in funds.

Table: The Telekinetic

LevelProficiency
Bonus
FeaturesTelekinesis Points
1st+2Telekinesis, Kinetic Pelt2
2nd+2Kinetic Shove3
3rd+2<!-Class Feature3->4
4th+2Ability Score Improvement5
5th+36
6th+37
7th+38
8th+3Ability Score Improvement9
9th+410
10th+411
11th+412
12th+4Ability Score Improvement13
13th+514
14th+515
15th+516
16th+5Ability Score Improvement17
17th+618
18th+619
19th+6Ability Score Improvement20
20th+621

Telekinesis

Starting at 1st level, you can use your mind to move and manipulate objects and matter. You can make small items such as forks, knives, small rocks, etc. In addition, you have a number of Telekinesis Points, found in the Telekinesis Point column on the Telekinetic table. All expended points are regained after a short or long rest. Some Telekinetic powers will require a saving throw. The DC is equal to 8 + your Proficiency bonus + your Intelligence modifier.

Kinetic Pelt

Starting at 1st level, you can expend a Telekinesis Point to send a small object not being used or worn, hurling towards an enemy. An object not resembling a weapon, such as a chair leg, pebble, plate, or ale mug, will do 1d6 bludgeoning damage. An object resembling a weapon such as a food knife, dagger, or fork, will deal 1d8 piercing damage. You can use Intelligence for these attack and damage rolls.

Kinetic Shove

at 2nd level, you can expend a Telekinesis Point to shove a creature 5 feet backwards. You can choose to expend extra points in order to shove a creature an extra 5 feet.

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Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

At 5th


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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


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