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Telekinetic

Telekinetic

Telekinetic.


Your psionic powers allow you to physically manipulate other objects and creatures. All the world is a puppet show and you are the puppet master, pulling invisible strings that can send stones, people, and even buildings flying. Telekinetics are sometimes called movers.


Level 2 Features:


Telekinesis Adept.


When you roll a manifestation die to learn a new telekinesis power, you can roll the die twice and use either roll.
In addition, after you make a manifestation test to manifest a telekinesis power, you can reroll the manifestation die and use either roll. You can reroll a number of manifestation tests equal to your Intelligence modifier (minimum one test), regaining all uses when you finish a long rest. You can use this feature only once for a single manifestation test.


Invisible Armor.


By altering the arc of incoming attacks, you ward yourself or your allies against those attacks. When you or a creature you can see within 30 feet of you is hit by an attack, you can use a reaction to give the target of the attack a bonus to AC. This bonus is equal to your Intelligence modifier (minimum 1), is effective against the triggering attack, and lasts until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses when you finish a long rest.


Level 6 Feature:


Strong Mind.


Whenever you manifest a power that allows you to move one or more creatures or objects, you can increase the distance the power allows you to move the targets by 10 feet.
Additionally, when you make a Strength or Dexterity saving throw, you can gain 1 strain to make an Intelligence saving throw instead.


Level 10 Feature:


Reflective Armor.


Enemies feel your power when their attacks are reflected back at them. When you use a reaction to activate Invisible Armor and the triggering attack misses, you can make a power attack roll against the creature that triggered the reaction. If your attack hits, the target is hit by the triggering attack and takes extra damage equal to your Intelligence modifier (minimum 1).


Level 14 Feature:


Mind Wings.


The might of your mind allows you to move yourself and your allies with ease. You gain a flying speed of 60 feet.
In addition, as a bonus action, you can move a willing creature you can see within 60 feet of you up to 15 feet in any direction, including up. A creature moved up begins to fall as soon as that movement ends.





 

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