Telekinetic Force is a cantrip that allows one to push, pull, choke and hold creatures or objects in place/in the air. It has a range of 60 feet. It can push or pull creatures back of size small to huge 10 feet. When a creature is hit with this, the caster should make an ability check against the other creatures Strength check. If the creature fails, the spell allows the caster to move the target an extra 30 feet in any direction.
Forcefull Push/Pull: A push or pull does 1d10 force damage plus 1d6 for every 10 feet that a creature is pulled or pushed away/towards the caster. This happens instantaneously for the purposes of combat (on one's action the full movement is completed).
Choke: Using this ability a target is choked. The damage itself is 3d10 per turn. The target should make a strength save against the casters spell DC. Should they fail, the effect is kept up for one 1d4 turns. On any of those turns after the caster's, the target can make a strength save to break free of the choke, but they sacrifice all actions, reactions and bonus actions for that turn.
Hold (on creature): If using this spell to hold a creature (on the ground, under some sort of liquid, in the air, etc.) , they need to make a strength check with disadvantage against the casters spell DC (could modify this to having the caster make a spell ability check with advantage vs the targets strength check at disadvantage since casters typically have low strength and monsters usually have high strength). Should the creature fail, their move speed is reduced to zero and they are unable to do/make any physical reactions or take the dodge action (use restrained condition). If a spell requires movement to activate, then that spell is unable to be cast, if a spell just requires verbal components or no components, then the spell is able to be cast. Each round of combat, when the creature takes it turn they can use an action to try to break the telekinetic force holding them in place (make same strength check at disadvantage vs casters spell DC). Should they fail on subsequent rounds the effect is kept.
This effect (Hol on creature) can be used for a maximum of 1d8 minutes on a creature. Each round, the creature held in place can use an action to make the save again and should they fail, the effect continues, should they succeed the effect breaks off an they are free from being held
Hold (object): If using hold on an object, the object must weigh no more than 5000 lbs (2268 kg) and the effect can stay for 2d8 minutes. The object can be moved within the range of the spell and thrown outside the range
At Higher Levels Push/Pull: The forceful push or pull does 3d10 damage at level 5 (with the same 1d6 extra damage for every 10 feet a creature is pulled or pushed). At level 7 the damage becomes 4d10 and the extra damage is increased to 2d6 for every 10 feet a creature is pulled or pushed. At level 11 the damage from the forceful push or pull does 5d10 damage and the extra damage is increased to 3d6 for every 10 feet a creature is pulled or pushed. At level 15 the damage for moving a creature is 4d6 for every 10 feet a creature is moved. At level 17 the damage from the forceful push/pull is increased to 6d10. At level 20 the damage from the forceful push/pull is 7d10.
At Higher Levels Choke: At level 5, the damage becomes 5d10. At level 11 the damage becomes 7d10. At level 17, the damage becomes 9d10.
At Higher Levels Hold (on creature): At level 5, two creatures can be targeted. At level 7 the caster gains a plus 2 bonus to their spell DC against the targeted creatures strength check (still at disadvantage), (for this spell only is the spell DC increased). At level 11, 3 creatures can be targeted. At level 17, 4 creatures can be targeted and they can range in size from small to gargantuan (if size is gargantuan, the strength check is regular and no longer at disadvantage) and the previous plus 2 to the casters spell DC is replaced with a plus 3.
At Higher Levels Hold (on object): At level 5, two objects each can be held with a combined weight of 7250 lbs (3289 kg). At level 7 two objects each weighing up to 5000 lbs or a object weighing a total of 10,000 lbs can be held. At level 11, 3 objects can be held with a combined weight of 12500 lbs (or one object weighing 12500 lbs) (5667 kg). At level 17, 4 objects can be held with a maximum combined weight of 15,000 lbs (6804 kg).
For reference a 1/2 ton pickup truck usually weighs around 4000 - 7000 lbs so this feature basically lets you hold two 1/2 ton trucks
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