Wizard
Base Class: Wizard

You are able to move creatures and objects with the power of your mind.

Additional Spells

2nd–level Telekinetic Wizard feature

You learn the Mage Hand cantrip. The hand is invisible, you always have it prepared, and it does not count against your wizard cantrips known.

Also, you add the Catapult spell to your spellbook, if it is not there already. It counts as a wizard spell for you, you always have it prepared, and it does not count against your wizard spells known.

Dunamancy Spells

2nd–level Telekinetic Wizard feature

You have access to Dunamantic spells, and they count as wizard spells to you. You can learn, cast, and add Dunamantic spells to your spellbook.

Telekinesis

2nd–level Telekinetic Wizard feature

You can move creatures and objects with the power of your telekinetic mind. As an action, you can select a creature or object, you can see within 30 feet of you and attempt to move it.

Move Creature. If the target is a creature size Small or smaller, it must succeed on a Strength saving throw. On a failed save, you can move the creature up to 30 feet in any direction, but not beyond the range of your telekinesis. The creature is also restrained until the start of your next turn, the restrained condition ends early if you are incapacitated. A creature lifted upward is suspended in mid–air while restrained by your telekinesis. Your telekinesis has no effect on a creature that is size Medium or bigger.

Move Object. If the target is an object weighing 50 pounds or less and is not being worn or carried, it is moved up to 30 feet in any direction, but not beyond the range of your telekinesis. You can also exert fine control on objects with your telekinesis, such as manipulating a simple tool, pulling a lever, or opening a door or a container.

Additional Spells

6th–level Telekinetic Wizard feature

You add the Fly spell to your spellbook, if it is not there already. It counts as a wizard spell for you, you always have it prepared, and it does not count against your wizard spells known.

Telekinesis Improvement

6th–level Telekinetic Wizard feature

Your telekinetic powers have grown stronger. As an action, you can select a creature or object, you can see within 40 feet of you and attempt to Move, Pull, or Push it.

Move Creature or Object. Your telekinetic power to move creatures and objects has become more powerful, improving in the following ways:

  • You can now move a creature size Medium or smaller.
  • The range you can target a creature or object increases to 40 feet.
  • The distance you can move a creature or object increases to 40 feet, but not beyond this range.
  • You can now move an object weighing 150 pounds or less.

Pull. You can select a creature or object that you can see within 40 feet of you and pull it towards you, in a straight line. If you target a creature size Medium or smaller, it must succeed on a Strength saving throw. On a failed save, the creature is pulled up to 40 feet strait towards you landing prone, in an unoccupied space adjacent to you.

If the target is an object weighing 150 pounds or less and is not being worn or carried, it is pulled up to 40 feet strait towards you, landing in an unoccupied space adjacent to you.

If a pulled target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was pulled. If the pulled target strikes a creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

Push. You can select a creature or object that you can see within 40 feet of you and push it away from you, in a straight line. If you target a creature size Medium or smaller, it must succeed on a Strength saving throw. On a failed save, the creature is pushed 40 feet away from you landing prone.

If the target is an object weighing 150 pounds or less and is not being worn or carried, it is pushed 40 feet away from you, in a straight line.

If a pushed target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was pushed. If the pushed target strikes another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

Additional Spells

10th–level Telekinetic Wizard feature

You add the Telekinesis and Wall of Force spells to your spellbook, if they are not there already. They count as wizard spells for you, you always have them prepared, and they do not count against your wizard spells known.

Telekinesis Improvement

10th–level Telekinetic Wizard feature

Your telekinetic powers have grown stronger. As an action, you can select a creature or object, you can see within 50 feet of you and attempt to Crush, Expand, Move, Pull, or Push it.

Move Creature or Object. Your telekinetic power to move creatures and objects has become more powerful, improving in the following ways:

  • You can now move a creature size Large or smaller.
  • The range you can target a creature or object increases to 50 feet.
  • The distance you can move a creature or object increases to 50 feet, but not beyond this range.
  • You can now move an object weighing 300 pounds or less.

Pull/Push Creature or Object. Your telekinetic power to pull or push creatures and objects has become more powerful, improving in the following ways:

  • You can now push or pull a creature size Large or smaller.
  • The range you can target a creature or object increases to 50 feet.
  • The distance you can pull or push a creature or object increases to 50 feet.
  • You can now pull or push an object weighing 300 pounds or less.

Crush. You can select a creature or object that you can see within 50 feet of you and squeeze it from all sides. If the target is a creature, it must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 force damage, and it is restrained until the start of your next turn, the restrained condition ends early if you are incapacitated.

If the target is an object that is not being worn or carried, and is no more than 15 feet in any dimension, it is crushed from all sides with 300 pounds of force.

Expand. You can select a creature or object that you can see within 50 feet of you and pull it apart. If the target is a creature, it must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 force damage, and it is restrained until the start of your next turn, the restrained condition ends early if you are incapacitated.

If the target is an object that is not being worn or carried, and is no more than 15 feet in any dimension, it is pulled apart from all sides with 300 pounds of force.

Additional Spells

14th–level Telekinetic Wizard feature

You add the Forcecage and Scatter spells to your spellbook, if they are not there already. They count as wizard spells for you, you always have them prepared, and they do not count against your wizard spells known.

Telekinesis Improvement

14th–level Telekinetic Wizard feature

Your telekinetic powers have grown stronger. As an action, you can select a creature or object, you can see within 60 feet of you and attempt to Crush, Expand, Move, Pull, or Push it.

Crush/Expand Creature or Object. Your telekinetic power to crush or expand creatures and objects has become more powerful, improving in the following ways:

  • The range you can target a creature or object increases to 60 feet.
  • The damage you deal with your crush or expand ability increases to 6d10 force damage.
  • The size of the object you can use your crush or expand ability on increases to 20 feet in any dimension.
  • When using crush or expand on an object, the weight increases to 500 pounds of force.

Move Creature or Object. Your telekinetic power to move creatures and objects has become more powerful, improving in the following ways:

  • You can now move a creature size Huge or smaller.
  • The range you can target a creature or object increases to 60 feet.
  • The distance you can move a creature or object increases to 60 feet, but not beyond this range.
  • You can now move an object weighing 500 pounds or less.

Pull/Push Creature or Object. Your telekinetic power to pull or push creatures and objects has become more powerful, improving in the following ways:

  • You can now push or pull a creature size Huge or smaller.
  • The range you can target a creature or object increases to 60 feet.
  • The distance you can pull or push a creature or object increases to 60 feet.
  • You can now pull or push an object weighing 500 pounds or less.

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