Base Class: Fighter
The Telekine Warrior uses the innate magic of his weapon and mind to control battlefields and dispatch enemies through kinetic force.
3rd- Conduit of Magic
You may spend a bonus action to make any weapon or 3 pieces of ammunition you touch temporarily magical for one round.
3rd- Foundations of Control
At 3rd level you receive Proficiency in Athletics checks. You receive Expertise if you are already proficient.
You also receive the Mage Hand cantrip.
7th- Beyond the Weapon
The physical form of your weapon is merely a starting point. Your attacks are magical extensions of your will.
All of You Must Bleed
At 7th level you may forgo one of your attacks to make a kinetic force attack with a magical slashing weapon. You may do this twice on your action at 11th and 3 times at 17th level.
You may make a sweeping attack against all targets in a 180 degree arc within your weapon reach. You cannot skip over a target within this area but you can shorten your arc to avoid attacking squares with allies or other things.
At 7th level you may add +5ft to your attack radius beyond your normal weapon reach. You may add another +5ft at 10th, 13th, 16th and 19th for a total of +25ft beyond your reach.
My Puppet
At 7th level you can forgo one of your attacks to make a kinetic force attack with a magical piercing melee weapon. You may do this twice on your action at 11th and 3 times at 17th level.
When you hit your target you may make a free Athletics (Grapple) check. If you have advantage on the attack you also have advantage on the Grapple check. If successful, you leave a temporary shard of force power in your target and he is considered grappled by you for one round, for as long as you wield the weapon or until he breaks the grapple. You may use your move action to move your target as per the grapple ability. At 10th level you may ignore size restrictions for this ability.
At 7th level you may use this ability on a target 5ft beyond your normal weapon reach. This increases by +5ft at 10th, 13th, 16th and 19th level to a total of +25ft beyond your reach.
Under my Thumb
At 7th level you may forgo one of your regular attacks to make a kinetic force attack with a magical bludgeoning melee weapon. If you hit you make a free Athletics(Shove) attempt on your target. If the attack is made with advantage the Athletics check has advantage as well. You may do this twice on your action at 11th and 3 times at 17th level.
At 7th, 10th and every 3 levels after you may shove the target an extra +5ft to an extra +25ft at 19th level. If you shove the target into another creatures square they each must make opposed Athletics checks vs your original check or fall prone and take an extra 1d6 damage. If both make the opposed check the non-moving target keeps his square.
At 10th level you may ignore size restrictions on this ability.
7th- Conduit of Force
At 7th level you may spend a bonus action to make 3 pieces of ammunition temporarily magical (as Conduit of Magic), and an action immediately afterwards to use them to cast Magic Missile. The ammo is consumed in the process.
You may add one piece of ammo and one missile at 11th (4 missiles), 15th (5) and 18th (6).
10th- Master of Control
You may draw or store a magical weapon as a free action. You may use this to intersperse your different Beyond the Weapon abilities next level so long as you forgo one regular attack as usual.
You may cast Telekinesis 1/long rest. You may use your STR or INT for the opposed check.
15th- Mastery of Force
You may cast Telekinesis 1/short rest.
You may cast Wall of Force 1/long rest.
18th- True Telekine
You may make an Athletics(Shove) check against every target struck by your Magic Missiles as a free action.
You may cast Telekinesis at will.
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Posted Feb 23, 2021Authors notes:
Completely random idea I had one day. All the cool stuff comes at 7th level because there really isn't another choice for a Fighter subclass. They should be at least one level apart each. Maybe two. Three is too much. The MMissile stuff is tacked on, but might be good enough for a subclass on its own with some tweaks, maybe for a Wizard or Warlock.
Really like the 7th level abilities and thought it was too good an idea to forget. It's written down now. Don't know how well it works in a real game but its off my chest.
Thanks