Telekinetic The Telekinetic Level Proficiency Bonus Telekinetic Damage Lifting Capacity Features 1 +2 1d6+Cha Mod 10 lbs Telekinesis, Psychic Barrier 2 +2 1d6+Cha Mod 20 lbs Psychokinesis, Telekinetic Powers (2x) 3 +2 1d6+Cha Mod 30 lbs Telekinetic Classification Feature, Deflection 4 +2 1d6+Cha Mod 40 lbs Ability Score Improvement 5 +3 1d8+Cha Mod 50 lbs Extra Telekinetic Act 6 +3 1d8+Cha Mod 60 lbs Telekinetic Classification Feature, Telekinetic Wave 7 +3 1d8+Cha Mod 70 lbs Unseen Guardian 8 +3 1d8+Cha Mod 80 lbs Ability Score Improvement 9 +4 1d8+Cha Mod 90 lbs Calloused Mind 10 +4 1d8+Cha Mod 100 lbs Telekinetic Classification Feature 11 +4 1d10+Cha Mod 110 lbs Extra Telekinetic Act (2) 12 +4 1d10+Cha Mod 120 lbs Ability Score Improvement 13 +5 1d10+Cha Mod 130 lbs Empowered Telekinetic Wave 14 +5 1d10+Cha Mod 140 lbs Telekinetic Classification Feature 15 +5 1d10+Cha Mod 150 lbs Psychic Lockdown 16 +5 1d10+Cha Mod 160 lbs Ability Score Improvement 17 +6 1d12+Cha Mod 170 lbs Extra Telekinetic Act (3) 18 +6 1d12+Cha Mod 190 lbs Telekinetic Class Feature 19 +6 1d12+Cha Mod 220 lbs Ability Score Improvement 20 +6 1d12+Cha Mod 250 lbs Font Of Power Class Features As an Telekinetic, you gain the following class features. Hit Points Hit Dice: 1d8 per Telekinetic level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Telekinetic level after 1st. Proficiencies: Armor: None Weapons: Daggers, Improvised weapon proficiency Tools: One gaming or tool set of your choice Saving Throws: Constitution, Charisma Skills: Choose two from Deception, Insight, Intimidation, Investigation, Perception, Persuasion Some Telekinetic features require your target(s) to make a saving throw to avoid the brunt of their effects. The saving throw DC is calculated as follows: Telekinetic save DC = 8 + your proficiency bonus + your Charisma modifier Spell Attack Modifier = Charisma + Proficiency Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a dagger (b) or a Quiver with 10 arrows; (a) an entertainer’s pack or (b) an explorer’s pack; (a) one gaming or tool set of your choice. Alternatively, start with 4d4x10 gp to buy your own equipment

Telekinetic Points Your Telekinetic points represent a pool of untapped psychic energy. Your Telekinetic points equal half your Telekinetic level + Charisma Modifier. Some of the Telekinetic's features will require you to expend these points. You can spend up to your Charisma Modifier in Telekinetic Points at one time. Points are recovered at the end of a long rest. Telekinetic Powers You can choose 2 Telekinetic Powers from the Telekinetic Power list at level 2. Telekinetic Hold: You can spend 1 Telekinetic point to gain advantage on one grapple check against a creature. Telekinetic Throw: A successful telekinetic attack not involving wielded/thrown objects throws the enemy up to 10ft in any chosen direction. Creatures up to and including size category Medium do not get a saving throw. Large creatures get a strength saving throw vs Telekinetic DC. Huge creatures get advantage on this saving throw. Gargantuan creatures cannot be thrown. Telekinetic Reach: You can spend 1 Telekinetic point to double the range of your telekinesis to 120 feet for one minute. Levitation: You can hover up to 5ft above a surface and move at normal movement speed, with increasing speeds depending on level. Check the table below. When falling, you can use your reaction to spend a telekinetic point and slow the fall, akin to Feather Fall. Level Levitation Additional Speed 1 Base Movement Speed (BMS) 2 +5 feet 3 +5 feet 4 +5 feet 5 +10 feet 6 +10 feet 7 +10 feet 8 +10 feet 9 +10 feet 10 +10 feet 11 +15 feet 12 +15 feet 13 +15 feet 14 +15 feet 15 +15 feet 16 +15 feet 17 +20 feet 18 +20 feet 19 +20 feet 20 +20 feet Telekinesis You gain an at-will psychic ability akin to the Telekinesis spell, except this power has: range of 60 feet, only requires a somatic component - such as an arm wave or finger motion You can use this Telekinetic power as powerful fists to smash your foes. Making (the psychic equivalent) of a melee spell attack, with proficiency, you can deal Telekinetic bludgeoning damage. (See table below) It can only carry certain levels of weight (See Table below) You may also use it pick up objects as a bonus action. Holding objects afloat requires concentration and only one object can be lifted per telekinetic action. You can attack with the object, up to range of 60 ft, making a melee weapon attack and dealing Telekinesis damage. Throwing weapons/items requires a ranged attack roll. Throwing objects does not require concentration or a bonus action to 'pick up' as they are not being wielded. Damage of a thrown improvised weapon is Telekinetic Damage. This is a ranged weapon attack with range 60/120 feet. You can hold concentration on 1 task per Telekinetic Act. (2 tasks at level 5, 3 at level 11) You cannot make opportunity attacks with Telekinesis. At level 5 you gain an extra act with Telekinesis, allowing two telekinetic acts per Action. E.g. Throw/Wield two objects at once, attack one enemy twice, A disarm and a grapple action etc. At level 11 you can make up to three acts with Telekinesis per Action. At 17th level you can make up to four acts with Telekinesis per Action. Psychic Barrier An Telekinetic is usually wrapped in a thin, dense layer of psychic power. While wearing no armor, you can use the following calculation to determine your armor class: 10 + Dexterity modifier + Charisma modifier. Appearance-wise, this ability forms a dense, invisible psychic barrier. For DMs: An attack that exceeds an Telekinetic’s AC can be described, but aren't limited to, as being too powerful for the barrier to stop or too quick for the Telekinetic to raise or harden his barrier. You can wield a shield and still gain this benefit.

Psychokinesis Starting at 2nd level, you can use your psychic power to hold creatures from a distance and move your own body. Whenever you make a Strength ability check, you can substitute the Strength modifier with your Charisma modifier if you are using telekinesis. You may attempt to grapple creatures with your telekinesis. If you do, roll charisma with proficiency contested by the target's athletics (strength) check. When grappling in this way you must maintain concentration and you can sustain the grapple(s) by using your action on subsequent turns. Targets one size category larger than you have advantage on their athletics rolls to resist and escape your grapples. Creatures 2 size categories above you are unaffected by your grapple attempts. You can lift a willing or grappled creature if you can support their weight (See table below) Telekinetic Classification At 3rd level, you discover how your psychic power materializes itself. Your Archetype reveals features at 3rd level and then again at 7th, 10th, 14th, and 20th level. Deflection At 3rd level you can use a reaction for: Deflection: When you are hit by a ranged attack, you can roll 1d10 + Telekinetic level + charisma modifier. The damage from the attack is reduced by this result. If the damage is reduced to zero the attack is deflected. You can spend 1 Telekinetic point to reflect this deflected attack at a target of your choosing who's within sight and range. Make a telekinetic object attack against that enemy with damage type applicable to the deflected attack e.g deflected firebolt does fire damage. Ability Score Improvement 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. Telekinetic Wave Starting at 6th level, you gain the Telekinetic Wave psychic attack ability. You can use this ability a number of times equal to your Charisma modifier per long rest, minimum 1. Psychic attack Casting Time: 1 action Range: Self (15-foot cone) Components: S Duration: Instantaneous A wave of psychic energy bursts forth from your hand. Each creature in a 15 foot cone originating from you must make a Strength saving throw against your Telekinetic save DC. On a failed save, they take 3d6 force damage and are pushed 10 feet away. On a successful save they take half damage and are not pushed. Each telekinetic point spent on this wave increases the damage by 1d6. Unseen Guardian (Evasion) At 7th level, you acquire more subtle control over your psychic power, using it to keep yourself safe by wrapping them around you or pulling yourself to safety. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. On a fail, you take only half damage. Calloused Mind At 9th level, Your mind becomes tempered from using psychic power, granting you resistance to psychic damage and immunity to becoming charmed. Empowered Telekinetic Wave At 13th level, your Telekinetic Wave ability increases its range to a 30 ft cone, deals an additional 3d6 force damage, pushes an additional 10 feet, and boosted damage increased to 2d6. And on a successful save, targets are pushed half the normal distance instead of not being pushed back at all. Psychic Lockdown At 15th level, your psychic power grows to form physical barriers, allowing you to trap any creature within your grasp. You can create a Wall of Force (at 60 foot range, akin to the Wall Of Force spell) twice between long rests. Font of Power At 20th level, when you roll for initiative and have no telekinetic points remaining, you regain 5 telekinetic points.