Base Class: Fighter
Not all experimentation has ended in the Bellatori program. These are the oddities. Psionics, abilities to manipulate elements, abjurations of other enhancements.
Peculiaris Psychokinesum are gifted with the ability to manipulate the world around them with their powerful minds. Whether through telekinesis, or through manipulating others, they are a fearsome force to contend with.
Combat Kinetic
Starting at 3rd level, you gain the ability to wield arms with your powerful psychic abilities.
You now have the ability to equip two additional single handed light weapons or shields as if you had two additional hands, in addition to your physical hands. You may spend a bonus action to make a single attack with each weapon past the first you have equipped. You may add your proficiency bonus to these attacks.
When you make an attack, you may choose to use your Wisdom modifier instead of Strength or Dexterity.
Psychic Proficiencies
You gain proficiency in Wisdom saving throws, as well as resistance to psychic damage.
You also gain the ability to speak telepathically with any creature you can see within 100 feet of you.
Peculiaris Telekinesis
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. Its spellcasting ability is Wisdom.
As a bonus action, you can try to telekinetically shove one creature you can see within 60 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be moved up to 10 feet toward you or away from you. A creature can willingly fail this save.
Bellatori Inseption
Starting at 7th level, you may spend an action to subtly suggest a two word psychic command into the subconscious of a creature you can see within 30 feet of you.
The targeted creature makes a Wisdom saving throw against a DC equal to 8 + your proficiency modifier + your Wisdom modifier.
On a failure, it must follow the two word command, at the detriment of all other actions it can take, unless doing so would cause it harm
On a success, the target takes no effect, and its subconscious is no longer vulnerable to you, preventing you from attempting another suggestion.
Empowered Kinesis
Starting at 10th level, you gain an additional two psychic hands capable of equipping weapons or shields.
Extended Kinesis
Starting at 15th level, you are able to move your psychic weapons further away. You now have a melee range of 15 feet.
Perfected Kinesis
Starting at 18th level, you gain an additional two psychic hands to equip weapons or shields to. In addition, your psychic hands are able to equip weapons that lack the light property.
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