Base Class: Monk
Master the Power of Telekinesis
Telekinetic Warriors channel the invisible force of telekinesis, manipulating objects and enemies with their minds. These monks hone their mental focus to move objects with ease, launch devastating strikes, and even deflect incoming attacks. Their mastery of this power allows them to soar through the air, turning every battlefield into a playground for their unmatched control.
Telekinetic Arts
You can cast Telekinesis at will without components, but you can only target Tiny objects. At 6th, 11th, and 17th levels the maximum target size increases by one. As part of casting Telekinesis or when using it in subsequent rounds you can spend focus points to increase the target size by one for every two points spent. This cost applies to each new target. If you maintain your hold on a target from the previous round you do not endure this cost.
As part of this action, you can cause the object you are controlling to launch 60 feet in any direction. If the object were to strike something, the object and what it strikes take damage equal to 1 roll of your Martial Arts Die plus your wisdom modifier. For each size above Tiny the damage increase by 1 roll of your Martials Die. If the object were to strike a creature it can make a Dexterity Saving Throw, dodging it on a success.
Telekinetic Attunement
At the start of your turn, you can spend 1 Focus Point to imbue yourself with telekinetic energy. The energy lasts for 10 minutes or until you have the Incapacitated condition. While this is active you gain the following benefits. When you make an Unarmed Strike and use the damage option, you can force the target to make a Strength saving throw. On a failed save, you can telekinetically push the target up to 10 feet away from you. If you use the grapple option your reach is increased to 15 feet as telekinetic energy extends from you. When using the grapple option in this way it uses your Focus DC. Additionally, you can target creatures when using Telekinetic Arts according to the size restrictions described in the feature.
Telekinetic Defense
While your Telekinetic Attunement is active, and you use Deflect Attacks you can add your Wisdom modifier to the damage reduction and the deflected attack's damage. Additionally, when you use Slow Fall, you can share this ability with a creature within 30 feet of you.
Telekinetic Flight
While your Telekinetic Attunement is active you gain a flying speed equal to your speed.
Telekinetic Master
Telekinetic Swiftness: When you cast Telekinesis, you can now do so as a Bonus Action. When cast in this way it’s used as a Bonus Action on subsequent turns.
Telekinetic Surge: You can spend 4 Focus Points when casting Telekinesis to target creatures of any size. Additionally, when you do so the Targets have disadvantage on the saving throws.
Previous Versions
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9/28/2024 3:13:17 AM
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Coming Soon
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