You can levitate at will up to 20 feet. Your movement is exactly the same as it were when walking. This ability cannot be used if you have any points of Exhaustion. If you are hit with more than 20 points of bludgeoning damage, you will be knocked out of the sky.
At 5th level, you can go up 60 feet, however your movement speed will remain the same.
At 10th level, you can now choose to Fly instead of Levitate. You can flight speed of 80 feet out of combat. In combat, you have 30 feet of movement. When flying, you gain advantage on Dexterity saving throws and checks.
At 15th level, your flight speed increases to 120 feet, and your movement speed in combat is the same.
Additionally, any psychic actions you can choose to roll an additional 1d6 and add the sum to the damage of the attack. This ability can only be used up to your proficiency bonus. You gain all charges after a short or long rest.
At 5th level as an action, any items within 30 feet, using your telekinetic powers you can lift up to 5 objects, pieces of terrain (branches, stones, and stumps), and tiny-small sized creatures with a combined weight of 200kg. These can be thrown up to 20 feet, each item dealing 2d6 bludgeoning or piercing depending on the item.
At 10th level as an action, any items within 60 feet, you can lift up to 8 objects, pieces of terrain (planks of wood, logs, large stones, etc.), and medium-large sized creatures with a combined weight of 800kg. These can be thrown up to 60 feet, each item dealing 4d6 bludgeoning or piercing depending on the item.
At 15th level as a bonus action, any items that you can see, you can lift up to 10 objects, pieces of terrain (trees, boulders, meteors, etc.), and any sized creatures with an individual weight of up to 1,000kg. These can be thrown up to 180 feet, each item dealing 8d6 bludgeoning or piercing depending on the item.
Creatures must succeed a Strength saving throw against your spell-save DC or be thrown in any direction you choose. If they collide with an object, ground, or another creature, they suffer fall damage as if they've fallen how far they were thrown plus an additional 4d6.
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