The Kinetic Mage

Followers of the kinetic tradition seek a deeper grasp upon the governing the matter. These very specialised artisans honed the curious arts of manipulating the material plane in the most direct ways though arcane energy, and can perform unrivaled feats at the cost of versatility.

Perfected Fundamentals

At second level when you choose this tradition, you gain access to the Mage Hand cantrip and become proficient in the Arcane skill. Through exploring fundamentals of the magical interaction with the material world your understanding further grows with your experience.

At the cost of your more focused magical practice, you can prepare one less spell a day.

Lightest Touch

Starting from second level you gain basic telekinetic abilities thanks to your training. As an action you may move an inanimate object you can see within 30 feet, using a force of 20 Newtons. For each further Wizard level you gain, you get an additional 10 Newtons of telekinetic force. If the object is held in place either magically or mechanically by a force stronger than your own, your ability has no effect.

This ability requires concentration, and ends either when the object leaves range or you lose concentration. When attempting precize motion you may have to make a Dexterity skill check.

Objects as Projectiles

One of the greatest abilities of Kinetic Mages available from 2nd level is to turn each and any improvised object they come across into dangerous projectiles using their Lightest Touch ability. This complex feat however requires supreme control of one's magical abilities and comes with some prices:

You can only begin accelerating something you have fully lifted.

You can only accelerate something during half your turn (3s) or until the edge of your sphere of influence, whichever is lover.

Since it's a precision task, you can only use force equal to 1/10 of your remaining force after lifting that thing into the air.

A projectile you accelerated this way is a dexterity based weapon you don't have proficiency with. The damage is calculated by kinetic energy and the damage type depends on the projectile.

In a turn spent with using a magical projectile your further actions are restricted to reactions and movement.

For further information about accelereation and lifting rules, please consult the table at the end of the subclass description.

Serious Grasp

Starting at 6th level, you become well wersed in extending your grasp on the world surrounding you. You become able to manipulate a larger variety of targets kinetically, as well as explore new interactions.

You get the Mind's Touch ability, giving you the option to interact with any number of objects of your choice within an 5ft by 5ft by 5ft cube within 60 feet. You must be able to see all the objects you want to interact with. You can lift the objects to the air, push or pull them in a direction, or knock them over using the same force limit defined by your Lightest Touch ability, per object. This effect only last one turn, and uses a spell slot of your choice.

Alternatively, you can force a single creature in the area to make a strength check against your spellcasting ability, or be knocked prone. You cannot choose this option again until you finish a long or short rest. This option also uses a spell slot of your choice of 2nd level or higher.

Your magically accelerated projectiles now deal magical damage.

Your telekinetic force per further Wizard levels is now 20Newtons, including this one.

Transcended Matter

After you reach your 10th level, your perception of the material world starts to shipt to an enlightened concept of mere divine creation. The facts of reality are just a matter of choice, though not your choice - not yet. At this point you feel your journey taking you to unprecedented places you didn't yet expect when starting your studies.

You gain advantage in saving throws against being frightened and the tought of death don't bothers you any more.

You get the Prestidigitation cantrip if you don't have it already, and its abilities become greatly empovered for you. The time limit of the cantrip is now 1 hour for all effects, and you become able to make them permanent with ten minutes consentration. This includes:

Leaving a sustained runic source of sensory illusions in the area.

Materializing a permanent monmagical trinket.

Creating a small magical fire.

Restrictions upon moving living matter are lifted from your Lightest Touch and Serious Grasp abilities and you only unwilling creatures need to make a wisdom saving throw. Your basic Serious Grasp saving throw also becomes wisdom. Influencing inanimate objects with these abilities no longer consumes spell slots, instead the maximum use between long rests is equal to your Wizard level. For moving living matter, the spell slot consumption is unchanged. Lightest Touch now also has a range of 60 feet.

You become proficient with your magically accelerated projectiles.

Your telekinetic force per further wizarding levels Wizard levels is now 30Newtons, including this one.