Sorcerer
Base Class: Sorcerer

You've awakened the psionic power within yourself. As a Telekinetic, you have a talent for manipulating the world around you with just a thought. Many gith train to awaken such power, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming masters of telekinesis.

 

 

As a Telekinetic, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

 

 

 

 

Telekinetic Magic

You learn additional spells when you reach certain levels in this class, as shown on the Telekinetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation spell from the sorcerer, warlock, or wizard spell list.

Telekinetic Spells
Sorcerer Level Spells
1st mage hand, shield, thunderwave
3rd gust of wind, levitate
5th fly, wind wall
7th freedom of movement, resilient sphere
9th telekinesis, wall of force

Telekinetic Reach

You can use Telekinetic magic to move objects up to 10lbs within 10ft of yourself. You can use your telekinesis to wield your weapon, allowing it to be used using your charisma stat instead of its normal stat.

You know the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. In addition, you can use a bonus action to control the hand.

Telekinetic Ward

You can create momentary shields of telekinetic force. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to create a ward around them, reducing the damage taken by 1d8. You can choose to expend 1 to 5 sorcery points to reduce the damage taken by a number of d8s equal to the number of sorcery points spent.

Telekinetic Flight

You can effortlessly propel your body with your mind. You gain a flying speed of 45 feet, and you can hover.

Telekinetic Wave

You can unleash a powerful wave of telekinetic force. As an action, you create the wave in an area see within 120 feet of you. The area can be up to 45 feet long, up to 15 feet wide, and up to 15 feet tall, and has a direction of your choice. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 force damage and is either  knocked prone or moved 15 feet in the direction of the wave (your choice). On a successful save, a creature takes half as much damage and isn’t knocked prone or moved. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet in the direction of the wave.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 3 sorcery points to use it again.

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