You have become adept in weilding your telekinetic powers. You gain additional abilities for your Mind Points to fuel.
The Ego. Increase your Intelligence by 1 to a maximum of 20.
The Other. When you or another creature you can see within (5 times your proficiency modifier) feet of you is hit by an attack roll, you can use your reaction to expand a Mind Point to telekinetically interfere with the attack. You grant a bonus to the target’s AC equal to your intelligence bonus against that attack roll, potentially causing it to miss.
The Material. As a bonus action you can expand a Mind Point to try to move an object that weighs up to (200 times your proficiency bonus) pounds. If the object isn't being worn or carried, you automatically move it up to (5 times your proficiency bonus) feet in any direction. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to (5 times your proficiency bonus) feet in any direction.
Also when using your Telekinetic Shove ability, you can now move a target freely in any direction on a success.
When choosing the "Telekinetic Master" Feat, you gain additional powers to the ones detailed above, which are also fueled by your Mind Points.
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