Base Class: Fighter
Mastering their mind, Telekinetic Warriors have awoken Psychokinetic power within themselves. A Telekinetic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force. As a Telekinetic Warrior, you might have honed your psychokinetic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind’s power as both weapon and shield.
Telekinetic Enhancement
Beginning at 3rd level, you can channel your telekinetic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest.
Force Deflection. You can use your reaction to deflect or stop a missile when you, or an ally within 15 feet, are hit by a ranged weapon attack. When you do so, the damage from the attack is reduced by 1d6 + your Intelligence modifier + your fighter level. If you reduce the damage to 0, you stop the missile in its path. If you stop a missile in this way, you can make a ranged attack with the weapon or piece of ammunition, as part of the same reaction. You make this attack with proficiency which has a normal range of 20 feet and a long range of 60 feet. At 10th level, the d6 changes to a d8.
Augmented Strikes. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 force damage to that target. When you reach 10th level in this class, the force damage increases to 1d6.
Telekinetic Hand
At 3rd level, you learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and the spectral hand is invisible. Intelligence is your spellcasting ability for this spell.
Force Blade
Starting at 7th level, as a bonus action, you can summon a blade made of pure force for one minute. This blade has a reach of 5 feet and deals 2d6 + Intelligence modifier in force damage. It also has light and finesse properties. If the sword is dropped or thrown, it teleports back to your hand at the beginning of your next turn. It can be unsummoned as an action. You can summon the blade a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. You can summon one in each hand for two uses of the feature.
Unique Psychokinesis
At 10th level, your abilities have manifested in a unique and unexpected way. Roll an on the Psychokinetic Quirk table or choose a quirk.
Psychokinetic Quirk (1d4)
1. Greater Telekinetic Hand.
2. Superior Mind.
3. Wondering mind.
4. Telekinesis.
Greater Telekinetic Hand
Greater Telekinetic Hand. You can cast Arcane Hand without verbal, somatic, or material components and the hand is invisible. You can cast this spell a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Superior Mind
Superior Mind. You can cast Dominate Person without verbal or somatic components. You can cast this spell a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Telekinesis
Telekinesis. You can cast Telekinesis without verbal or somatic components. You can cast this spell a number of times equal to your Intelligence modifier (minimum of 1) per long rest.
Wondering mind
Wondering mind. You can cast Scrying without verbal, somatic, or material components once per long rest. The spells casting time is one hour.
Mind Over Matter
At 15th level, you have perfected your mind and body. You gain resistance to poison and psychic damage, and you are immune to the poison condition. Additionally, you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age.
Telekinetic Dreadnaught
At 18th level, the mastery of your mind has made you a force of nature. You are unstoppable on the battlefield. At the start of each of your turns, you regain hit points equal to 2 + your Intelligence modifier. You don’t gain this benefit if you have 0 hit points.
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