Telekinetic

A Psion Path of force at a distance: a hands-free grip at 30 feet, lifted creatures, a debris volley, a ranged-attack catch and a 60-foot field of control.

Identity

The Telekinetic is the Psion Path that outsiders recognize most easily, because the work is visible: doors open without contact, chairs slide across the room, and a thrown knife stops in midair and reverses. Training is repetition and kinetic geometry. Inquisitors fear Telekinetics most, because they disarm an opponent or kill cleanly. Duelists collect them, and ship crews use them to lift wall plates and open vaults without leaving toolmarks.

Features

  • L3 Telekinetic Grasp

    You gain a hands-free, mind-driven grip with Close-range reach. As a bonus action, you can manipulate an object within 30 feet that weighs up to 10 pounds times your spellcasting ability modifier (minimum 10 pounds). You can pick it up, move it, open or close it, hurl it, or otherwise apply force as a single human hand can. You can also use the grip to make an unarmed strike or a shove at 30 feet. An unarmed strike uses your spellcasting ability for the attack roll and, on a hit, deals 1d6 + your spellcasting ability modifier bludgeoning damage. A shove forces the target to make a Strength saving throw against your spell save DC or be shoved 10 feet or knocked Prone. You can attempt a Disarm action at 30 feet against an opponent's held weapon, using a contested check of your spellcasting ability against the target's Strength or Dexterity. When you cast a Psion spell with a range of touch, you can instead deliver it to any point within 30 feet, using Telekinetic Grasp.

  • L7 Lift and Hold

    As an action, you can spend 2 Psionic Points to lift one Medium or smaller creature within 60 feet into the air. The target makes a Strength saving throw against your spell save DC. On a failure, it is Grappled and suspended 10 feet above its starting position for up to 1 minute. While suspended, its speed is 0 and it has disadvantage on attack rolls. It can repeat the save at the end of each of its turns, ending the effect on a success. As the same action, you can instead lift one unattended object of Large size or smaller that weighs up to 500 pounds and move it up to 30 feet in any direction. Sustaining either effect requires a bonus action on each of your later turns, or the held creature or object falls.

  • L11 Kinetic Volley

    As an action, you can spend 3 Psionic Points to sweep loose objects, gravel, panel scrap or thrown weapons into a barrage of projectiles. Each time you use this feature, choose a 30-foot cone or up to four creatures within 60 feet. Each target makes a Dexterity saving throw against your spell save DC, taking 6d8 bludgeoning, piercing or slashing damage on a failure, or half as much on a success. You choose the damage type based on the available debris. The area must contain enough loose material to draw from. A swept-clean Halcyion cathedral floor halves the damage dice, and a starship cargo bay full of crates deals full damage and may damage gear, as the GM decides.

  • L15 Reactive Catch

    When you or an ally within 60 feet is hit by a ranged weapon attack or a thrown weapon, you can use your reaction to catch the projectile in midair. The attack misses and the projectile is held aloft beside you. As part of the same reaction, you can send it back along its line of travel by making a ranged spell attack roll, using your spellcasting ability modifier, against any creature within 60 feet of you. On a hit, the projectile deals its normal damage to that target. Once per short rest, you can use Reactive Catch without expending your reaction. Later uses in the same combat cost your reaction as normal.

  • L18 Sovereign Field Capstone

    Once per long rest, as an action, you establish a Sovereign Field, a 60-foot-radius sphere centered on you that lasts up to 1 minute and moves with you. While it lasts, you can do all of the following as a single bonus action on each of your turns: suspend, lift or move up to six Medium or smaller creatures or unattended objects of up to 1,000 pounds each anywhere within the field, and release them, hurl them or hold them in place. A creature resists with a Strength saving throw against your spell save DC at the start of each of its turns. While the Field is active, ranged weapon attacks against creatures inside it have disadvantage, you ignore difficult terrain inside it, and you can sustain Lift and Hold on any number of targets inside it without spending a bonus action. Maintaining the Sovereign Field requires your concentration. If you spend 5 additional Psionic Points when you activate it, it lasts its full duration without concentration.