You have learned or been given basic telekinetic powers. You have the following abilities:
- Move. As an action, you target an object weighing less than 300 pounds, or a creature of large size or smaller (both must be within 60 feet). They must make a Strength saving throw (objects automatically fail this saving throw) or be moved 10 feet in a direction of your choice. Creatures or objects moved in this way stop if they are blocked by another creature or object, and do not move fast enough to cause damage.
- Restrain. As an action, you target a creature of large size or smaller within 30 feet. It must make a Strength saving throw or be restrained for up to one minute. This requires concentration on your part as if concentrating on a spell, and will automatically end if the creature is ever more than 30 feet away from you. The creature can also use its action to make a Strength check, ending the effect on itself on a success.
- Throw. As an action, you may choose an object weight 1 to 5 pounds within 60 feet that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
You may use your telekinetic abilities three times (three times in total, not three times each) before they become unavailable; they will become available again after you have completed a long rest. These abilities use a spell save DC based on either Intelligence, Wisdom or Charisma (chosen by you when you take this feat) but are not spells. These abilities require a free hand to perform somatic components.
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