Fighter
Base Class: Fighter

Why hold a weapon with one's hand when one can hold it with one's mind? A Telekinetic Blademaster is one who asks such question and, having awakened their psionic powers, masters their use of telekinesis to make use of melee weapons from a distance. Such fighters are infamous for their control of the battlefield, their foes feeling outnumbered and outmaneuvered.

Level Telekinetic Points Telekinetic Range Whirlwind of Blades Radius Features
3rd 3 30ft — Telekinetic Weapons
7th 4 40ft 15ft Whirlwind of Blades
10th 5 50ft 20ft Parallel Thoughts
15th 6 60ft 25ft Aerial Maneuvers
18th 6 60ft 30ft Psionic Coating

Telekinetic Weapons

3rd-level Telekinetic Blademaster feature

You have mastered the use of telekinesis for the purpose of wielding weapons. The maximum number of weapons you can control telekinetically at any point is given by a number of telekinetic points, you have 3 points at 3rd level, 4 points at 7th level, 5 points at 10th level and 6 points at 15th level. A Heavy melee weapon requires 3 points; a Light melee weapon requires 1 point; other melee weapons requires 2 points; a shield requires 2 points. A weapon with the Versatile property can require two or three points, in the latter case the damage die used is as if it was wielded with two hands.

Telekinetic Point Cost  
 1 Light melee weapon.
 2 Melee weapon without the Light or Heavy properties.
 2 Shield.
 2 or 3 Melee weapon with the Versatile property.
 3 Heavy melee weapon.

Holding the weapons telekinetically requires your concentration as if you were concentrating on a spell; if you lose concentration all weapons which you are currently controlling telekinetically fall to the ground. You can use a bonus action to gain or regain telekinetic control of a weapon which is currently not being held by a creature; at 10th level you can gain control of two weapons with a single bonus action.

You can move the weapons which you telekinetically control up to 30 feet each as part of your movement each turn, twice if you use the Dash action. If a weapon which you telekinetically control is at any point outside of your control range, you lose telekinetic control of that weapon. Your control range is 30 ft at 3rd level, 40 ft at 7th level, 50ft at 10th level and 60ft at 15th level.

When you take the Attack action, you can replace one or more of your attacks with a melee attack from one of the weapons you are controlling telekinetically. When making an attack with a weapon which you are controlling telekinetically, you use your Intelligence modifier for the attack and damage rolls, instead of Strength. Weapons with the Finesse property can use Intelligence or Dexterity for the attack and damage rolls, but you must use the same modifier for both rolls. Weapons with the Thrown property can be telekinetically thrown, in which case you lose telekinetic control of the weapon after throwing it. Weapons without the Thrown property gain the thrown property with range 10/30.

Weapons which you telekinetically control and that you can see act as if you were there for the purposes of features such as opportunity attacks or the protection fighting style. If you telekinetically control a shield, you can have it hover around a creature, granting it a bonus to their AC equal to the shield's bonus to AC, though a creature can still only benefit from one shield at a time.

Creatures may attempt to attack or grapple the weapons you telekinetically control. Their AC is 10 plus your Intelligence modifier plus your Proficiency bonus minus the number of telekinetic points the weapon requires. You contest a grapple check with an Intelligence (Athletics) or Intelligence (Acrobatics) check. If the weapon is hit or grappled, you lose telekinetic control of it. Moving your weapons outside of a creature's reach provokes an opportunity attack in which the enemy can attempt to grapple or attack your weapon.

Whirlwind of Blades

7th-level Telekinetic Blademaster feature

You learn a way to make your weapons dance in an area for devastating effects. As an action, choose a point within your telekinetic range around which to unleash your Whirlwind of Blades. The radius of the Whirlwind of Blades is 15ft at 7th level, 20ft at 10th level, 25ft at 15th level and 30ft at 18th level. Every creature of your choice within this area must make a dexterity saving throw whose Difficulty Class is 8 plus your Intelligence modifier plus your proficiency, if they fail they take full damage, if they succeed they take half damage. The damage is obtained by rolling the damage die of each weapon you are telekinetically or manually controlling in the area of the whirlwind of blades.

You can use this action once per short rest, but regain the use of this action whenever you use the Second Wind, Action Surge or Indomitable features.

Parallel Thoughts

10th-level Telekinetic Blademaster feature

You can follow multiple trains of thought simultaneously. You have up to two Reactions every turn, provided they are used on different weapons you are telekinetically controlling. Using the second reaction is mentally taxing, you take psychic damage equal to a roll of the damage die of the weapon you used the second reaction with. At 18th level, you have 3 Reactions, and only the third is mentally taxing enough to make you take the psychic damage above.

Aerial Maneuvers

15th-level Telekinetic Blademaster feature

You learn to use telekinesis on yourself for combat purposes, or to ride weapons you telekinetically control into battle.

For 1 telekinetic point, you gain a fly speed of 10ft but can only hover up to 20ft above the ground. For 2 telekinetic points, you gain a fly speed of 30ft but can only hover up to 20ft above the ground. For 3 telekinetic points, you gain a fly speed of 20ft. For 4 telekinetic points, you gain a fly speed of 60ft.

Losing concentration on your telekinesis makes you fall to the ground, taking normal fall damage.

Telekinetic Point Cost Aerial Maneuver
 1 10ft fly speed, can only hover up to 20ft above the ground.
 2 30ft fly speed, can only hover up to 20ft above the ground.
 3 20ft fly speed.
 4 60ft fly speed.

Psionic Coating

18th-level Telekinetic Blademaster feature

You can envelop your weapons with your psionic energy. Weapons that you telekinetically control are magic for the purposes of overcoming resistances. Furthermore, you gain 10ft Blindsight around yourself and each weapon that you telekinetically control. This blindsight can see into the Ethereal Plane, and weapons that you telekinetically control can interact with creatures in the Ethereal Plane, such as creatures under the effects of the Blink or Etherealness spells.

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