Sorcerer
Base Class: Sorcerer

The Sorcerer of the Kinetic Mind draws on the power of the psyche to physically influence the world, moving objects and creatures with shear force of will.  Unlike other sorcerers because the Kinetic Mind draws upon the individuals intrinsic power the primary spell casting ability is Constitution rather than Charisma.

Telekinetic Spells

1st-level Kinetic Mind feature

You learn additional spells when you reach certain levels in this class, as shown on the Telekinetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list (the spells should have a Telekinetic flavor-I.e. Do force/psychic damage or move creatures or objects).

Additionally, you can cast the mage hand cantrip without verbal or somatic components, and you can make the spectral hand is invisible. the range and speed of moving he hand are 20 times your ability modifier. As a bonus action, you can use the mage hand to try to telekinetically shove one creature within 5 feet of it. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the spellcasting ability modifier) or be moved 5 feet to an unoccupied space of your chosing you. A creature can willingly fail this save.

Telekinetic Spells
Sorcerer Level Spells
1st mage hand (see note above), shield, expeditious retreat
3rd levitate, spiritual weapon (the form of which is a manifestation of telekinetic force)
5th haste, slow
7th freedom of movement, resilient sphere
9th arcane hand, telekinesis

Telekinetic Inforcement

You have an invisible coating of telekinetic energy shielding you, your Armor Class is 13 plus your dexterity modifier. 

In times of stress you are able to bolster this defense for a short while if you take damage you may, as a reaction add your Constitution Modifier to your Armor Class.  This will not prevent the hit that triggered the Reaction but will last for one minute.  You can use this reaction once per rest.

Telekinetic Sorcery

6th-level Kinetic Mind feature

When you cast any spell of 1st level or higher from your Telekinetic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Telekinetic Reinforcement

6th-level Kinetic Mind feature

Your ability to manipulate the flow of kinetic energy with your mind allows you to consciously bolster yourself physically.  As a result you can add your constitution modifier (minimum of 1) to ability checks and saving throws for Dexterity and Strength.  You may not apply these bonuses if suffering exhaustion, or affected by the incapacitated, or poisoned conditions.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Telekinetic Enhancement

14th-level Kinetic Mind feature

You can empower yourself with your telekinetic abilities and senses. As a bonus action, you can spend 1 or more sorcery points to magically enhance your body for 20 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the enhancement ends:

  • Your consciousness extends and your can sense subtle changes in the flow of air and the subtlest vibrations, you gain true sight 30 feet to anything with a physical form. (this ability does not extend to ethereal or incorporeal creatures of objects).
  • You gain a flying speed equal to twice your walking speed, and you can hover. Alternatively you can chose to move you walking speed while you affect yourself and allies (up to your proficiency modifier) within 10 feet of you though they forgo their own movement. Should an ally attempt to move more that 10 feet from you they fall.
  • You gain a swimming speed equal to twice your walking speed, and you create a bubble of force  so you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, is telekinetically shielded. You gain evasion ability, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Telekinetic Master Caster

18th Level Telekinietic mind Feature

You may identify up to 2 spells from the original Telekinetic spell list and cast them at will.  To Identify these spells they must still be on the Telekinetic Spells list. With this feature you can not chose more than 5 spell levels and when casting them at will you may not apply meta magic or upcast them. 

For example you can chose shield and slow with this feature (1st and 3rd level spells) but you could not also take a second level spell like levitate also, likewise you can take arcane hand but you cannot then take any other spells with this feature, or if you traded arcane hand out for a different spell you loose access to it with this feature).  Also Note:  Haste chosen with this feature can be twinned but you must use a spell slot and  the appropriate sorcery points  to do so rather than the at will option.