Sorcerer
Base Class: Sorcerer

You are like an Aberrant Mind sorcerer in origin and abilities except your spark of magic is more focused on telekinetic powers rather than telepathic.

Telekinetic Spells

1st-level Telekinetic Spark feature

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. [you have to manually add the spells not bolded]

Telekinetic Spells
Sorcerer Level Spells
1st catapult, jump
3rd branding smite, levitate
5th haste, sending
7th gravity sinkhole, staggering smite
9th telepathic bond, telekinesis

Telekinetic Fighting

1st-level Telekinetic Spark feature

  • You learn the mage hand cantrip, except it creates two hands that move together. It doesn't count against the number of cantrips you know. You can cast it without verbal or somatic components, and you can make the spectral hands invisible.
  • Your mage hands gain all the functions of your normal normal hands (they can wield/attack with weapons, carry a normal amount of weight, and attempt to disarm, shove, or grapple, etc).
  • Anytime you cast mage hand, you can make an attack with your mage hands. You use your charisma modifer for attack and damage rolls for such attacks.
  • Use your charisma for ability/skill checks and spellsave DC for saving throws caused by your mage hand or its attacks.

Psionic Sorcery

6th-level Telekinetic Spark feature

When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Psychic Defenses

6th-level Telekinetic Spark feature

You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Kinetic Propulsion

14th-level Telekinetic Spark feature

You can use your telekinetic powers to launch people through the air.

As a bonus action, you can spend 1 sorcery point to cast catapult with yourself or a willing creature as the object. You/the creature take no fall or impact damage from this.
As a bonus action, you can spend 1 or more sorcery points to gain a flying or hovering speed equal to your walking speed with a maximum height of 5 feet for each sorcery point spent for the next 10 minutes. You gain the effects of Feather Fall for those 10 mintues.

Transcendent Mind

18th-level Telekinetic Spark feature

Whenever you cast mage hand, you may spend any number of sorcery points, when you do so you gain an additional pair of mage hands for every two points you spend.
You may attack with each of your pairs of mage hands whenever you use your action to control the mage hands.

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