Telekinetic (5e Class)

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Telekinetic[edit]

Recommendation:

I would recommend making two character sheets when playing this class. One is your characters stats, proficiencies, etc. without orbs, and the other is with the help of orbs. This allows you to see what your own body can do on its own in the event where you cannot use your orbs to perform a task for you. I would also recommend only putting the trait of weakened body on your physical character sheet, but that is up to your discretion.

Backstory[edit]

Not everyone can be a Telekinetic. The only way to be chosen for this great gift is to first endure great suffering. For one to have the gifts of a Telekinetic, they must be born with the mark of Altren, god of the mind. He will rarely give someone his mark, but it is not a blessing. The mark itself looks like a light birthmark on the back of the hand in the form of a small orb. Parents Dread to see this when their child is born because it means a life of hardship. These children’s bodies are extremely weak and they have trouble picking up even the lightest objects and their legs shake after a simple flight of stairs. Most children with this mark will grow up resentful of Altren, and as such, will never receive his blessing. Children who do not resent him will know to grow up studying all that they can. Controlling orbs using solely your mind is extremely taxing and only individuals with extreme mental capacity can handle such a complex task. If Altren is pleased with your mental capacity, your birthmark will eventually stand out against your skin as a proud and defining factor, and once it takes on a blueish hue, you know you are ready for his ritual. Once this happens you will be taken into your own head and see Altren. He is different for every person based off of what they think intelligence looks like, and he will take all the strength that he withheld from your body, and place it in two floating orbs that you have control of.


Creating a Telekinetic[edit]


Quick Build

You can make a telekinetic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Telekinetic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Telekinetic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Telekinetic level after 1st

Proficiencies

Armor: Light Armor
Weapons: None
Tools: None
Saving Throws: Intelligence, Charisma, and Wisdom
Skills: Choose four from History, Insight, Medicine, Nature, Perception, Religion, Deception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Telekinetic

Level Proficiency
Bonus
Features
1st +2 Telekinesis, Constant Studying, Weakened Body
2nd +2 Telekinetic Proficiency
3rd +2 Third Orb
4th +2 Ability Score Improvement, Better Orbs, Telekinetic Subclass
5th +3 Orb Control
6th +3 Solidified Orbs
7th +3 Around the Corner
8th +3 Ability Score Improvement, Fourth Orb
9th +4 Telekinetic Subclass
10th +4 Orb Formation
11th +4 Intangible Orbs
12th +4 Ability Score Improvement, Fifth Orb
13th +5 Orb Sense
14th +5 Telekinetic Subclass
15th +5 Weapon Study
16th +5 Ability Score Improvement, Orb Window
17th +6 Better Weapons
18th +6 Telekinetic Subclass
19th +6 Ability Score Improvement, Orb Teleport
20th +6 Mental Capacity

Telekinesis[edit]

At the 1st level you gain telekinesis. The telekinetic ritual forms two round fist sized floating orbs that only you can see. These orbs are the source of your telekinetic power and here is all you need to know about them. They have a range of 30 feet and they cannot be out of your sight. They can use fine motor skills such as writing, but when it comes to combat, if you are not using a light and melee weapon, you roll with disadvantage. Instead of using Strength or Dexterity for your attack bonus, you use your Intelligence modifier. You can use one orb as an action, and one as a bonus action. While they can’t take the form of hands, if they touch/absorb an object, you can control it just as well as a regular hand would. All other weapons that are not light melee weapons require both orbs to use, meaning it costs both your action, and bonus action to use it. These orbs cannot be removed by traditional dispel magic spells, as they are infused with your being. Your orb cannot go completely through large solid objects and if it moves through a smaller object it will push/knock it over, up to DMs discretion. If someone walks into your orb they will feel resistance and will be unable to keep walking. If you want your orb to dodge around someone it must make an Intelligence saving throw against a 5 for fine-small creatures. 10 for medium and large creatures, 15 for huge and gargantuan creatures, and 20 for colossal creatures. If a creature tries to push your orb they must make a Strength check against an Intelligence saving throw. If you are knocked unconscious your orbs fall to the ground and drop any items they are holding. When you fall asleep your orbs will remain floating where you leave them, and you will be awakened if anyone interacts with them while you sleep. Your orbs have double your walking movement speed and can also choose to dash as their action to double that.

Weakened Body[edit]

At the 1st level, you have a weakened body. Your arms are extremely weak and shaky. Your handwriting is shaky and barely legible and to lift any object requires a Strength roll. Any light objects have a DC 8, these are objects like pens, pencils, and your custom walking stick. Heavier objects like books or tools requires a DC 12 and heavy objects that normally require a Strength role you have disadvantage on. Also, your legs are weak and your movement speed is halved without your walking stick.

Constant Studying[edit]

At the 1st level, you can spend 1 minute to take points from Strength, Dexterity, and Constitution, up to 4, and add those points to Intelligence, Wisdom, and Charisma. You can't have an ability score higher than 24 using this feature. Your Strength, Dexterity and Constitution cannot be lower than 10. This effect lasts for 1 hour. You can't do it again until you complete a long rest

Telekinetic Proficiency[edit]

At the 2nd level you gain proficiency in simple melee weapons that have the light property, and one other martial weapon with the light property of your choice when using your telekinetic orbs instead of your arms. You also gain proficiency in two artisan tools or gaming sets of your choice when using your orbs.

Third Orb[edit]

At the 3rd level you gain a third orb that you control. You gain new orbs at level 8 and 12. You can pick which orbs to use as your action and bonus action. This orb is unlike the others and can do one of these options (pick one):

Defense orb: This orb acts separate from you. It floats close to your body and grants you defense against physical attacks equal to you Intelligence Modifier + Your proficiency bonus. It does this by catching blades before they land on your body and grabbing arrows out of the air. Hand Orb: This orb acts like your other orbs.

Thieves Orb: This orb cannot hold weapon, but instead has a greater purpose. This orb is incredibly useful for Sleight of Hand. You have Proficiency in Sleight of Hand and you use your Intelligence modifier + proficiency bonus when using this orb for Sleight of Hand checks. You don’t need to see this orb to control it. This orb can also act as a hidden coin purse, storing up to your Intelligence modifier + your proficiency bonus + your Telekinetic level x 10 floating around you but hidden Even if someone walks through the gold they will not feel it, but you can still access it at any time.

Steadying Orb: This orb can do one of two things. It can either envelop one of your hands and provides it with strength. That hand no longer has to make Strength checks for light objects and does not roll with disadvantage with heavy objects. It also has normal handwriting. Or it can wrap around your legs and assist with walking. You no longer need a cane to walk normally and you can move at regular movement speed.

Weapons Orb: This Orb is actually two small orbs that float close to each other. When you choose this orb, pick one heavy, ranged weapon. This orb can use that weapon with proficiency and does not roll disadvantage when using said weapon.

Absorption orb: This orb absorbs magical attacks made against you and uses that power to invigorate you. When an attack with a spell hits you, it roles a second time against your armor class with advantage. If the second attack succeeds then roll for damage like usual. If the attack fails the second time, the orb absorbs the magic cast against you. If the spell does not do damage, then the next action you take with an orb has advantage. If the spell would do damage, then roll for damage and add that many points to temporary hit points. These points last for one hour and cannot be healed.

Better Orbs[edit]

At the 4th level you gain better orbs. You can control them from 60 feet away and one orb can be out of sight and still under your control (thieves’ orbs do not count as your out of sight orb). Your orbs now also have 3x your walking movement speed.

Telekinetic Subclass[edit]

At level 4 you pick a telekinetic subclass. Telekinetic warrior, or Champion of Altren. These represent how you choose to use your telekinetic gifts and are detailed at the end of this class. This grants you features at the 4th, 9th, 14th, and 18th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Orb Control[edit]

At the 5th level you gain Orb control. This allows you to control how your orb looks to a degree. Considering the size of the orb is that of a fist, you can make your orb into any shape you want. You can also make your orb appear in the world in said shape, although if someone goes to touch it they will realize its intangible. If you choose to form your orbs into weapons, they cannot be larger than light/finesse weapons.

Solidified Orbs[edit]

At the 6th level you gain solidified orbs. You can choose to solidify your orb and allow it to be fully tangible and felt in the world around you. You can do this Telekinetic Level + proficiency bonus times per long rest for up to 10 minutes. When you punch using a solidified orb, it does 1d6 bludgeoning damage, and your attack bonus is Intelligence modifier + proficiency bonus (you are proficient in it). You can also solidify this orb around someone’s head/ body, and while it will not go inside them, if you wrap it around a creature’s head, it must follow the suffocation rules, (Players Handbook, 183). Your orb must remain in a round shape when it solidifies though (Cannot use orb control… yet). If you are knocked unconscious while your orbs are solid, they will immediately turn back to their usual form.

Around the Corner[edit]

At the 7th level you gain around the corner. Your orbs can move freely in a hundred-foot radius and they can go around corners out of your sight, you still can sense where they are, but not what their surroundings are.

Fourth Orb[edit]

At the 8th level you gain a fourth orb. You pick one other orb from the choices of specialty orbs and gain that orb as well, remembering that you can only use one orb as an action, and one as a bonus action. You may not pick two of the same orb, so whichever orb you picked at level 3 you may not pick again.

Defense orb: This orb acts separate from you. It floats close to your body and grants you defense against physical attacks equal to you Intelligence Modifier + Your proficiency bonus. It does this by catching blades before they land on your body and grabbing arrows out of the air.

Hand Orb: This orb acts like your other orbs.

Thieves Orb: This orb cannot hold weapon, but instead has a greater purpose. This orb is incredibly useful for Sleight of Hand. You have Proficiency in Sleight of Hand and you use your Intelligence modifier + proficiency bonus when using this orb for Sleight of Hand checks. You don’t need to see this orb to control it. This orb can also act as a hidden coin purse, storing up to your Intelligence modifier + your proficiency bonus + your Telekinetic level x 10 floating around you but hidden even if someone walks through the gold they will not feel it, but you can still access it at any time.

Steadying Orb: This orb can do one of two things. It can either envelop one of your hands and provides it with Strength. That hand no longer has to make Strength checks for light objects and does not roll with disadvantage with heavy objects. It also has normal handwriting. Or it can wrap around your legs and assist with walking. You no longer need a cane to walk normally and you can move at regular movement speed.

Weapons Orb: This Orb is actually two small orbs that float close to each other. When you choose this orb, pick one heavy, ranged weapon. This orb can use that weapon with proficiency and does not roll disadvantage when using said weapon.

Absorption orb: This orb absorbs magical attacks made against you and uses that power to invigorate you. When an attack with a spell hits you, it roles a second time against your armor class with advantage. If the second attack succeeds then roll for damage like usual. If the attack fails the second time, the orb absorbs the magic cast against you. If the spell does not do damage, then the next action you take with an orb has advantage. If the spell would do damage, then roll for damage and add that many points to temporary hit points. These points last for one hour and cannot be healed.

Orb Formation[edit]

At the 10th level you gain orb formation. Now, when you change how your orb looks, you can use solidified orb to make it tangible. IF you choose to form your orbs into weapons, you roll 1d4. If the number is odd then subtract 1d4 of damage from your damage (minimum of one damage dealt) If the number is even then roll for damage like you would a regular weapon. You use your Intelligence modifier for your attack bonus and you do not have proficiency with the weapon you create, even if you have proficiency when using that weapon.

Intangible Orbs[edit]

At the 11th level you gain intangible orbs. For up to 10 minutes you can make your orbs unable to be felt by creatures, so they will walk through them, and your orbs can go through small objects without disturbing them. You cannot make your orbs tangible while inside an object and you can use this power proficiency bonus + Telekinetic level times per long rest.

Fifth Orb[edit]

At the 12th level you gain a fifth orb. You pick one other orb from the choices of specialty orbs and gain that orb as well, remembering that you can only use one orb as an action, and one as a bonus action. You may not pick two of the same orb.

Defense orb: This orb acts separate from you. It floats close to your body and grants you defense against physical attacks equal to you Intelligence Modifier + Your proficiency bonus. It does this by catching blades before they land on your body and grabbing arrows out of the air.

Hand Orb: This orb acts like your other orbs.

Thieves Orb: This orb cannot hold weapon, but instead has a greater purpose. This orb is incredibly useful for Sleight of Hand. You have Proficiency in Sleight of Hand and you use your Intelligence modifier + proficiency bonus when using this orb for Sleight of Hand checks. You don’t need to see this orb to control it. This orb can also act as a hidden coin purse, storing up to your Intelligence modifier + your proficiency bonus + your Telekinetic level x 10 floating around you but hidden even if someone walks through the gold they will not feel it, but you can still access it at any time.

Steadying Orb: This orb can do one of two things. It can either envelop one of your hands and provides it with Strength. That hand no longer has to make Strength checks for light objects and does not roll with disadvantage with heavy objects. It also has normal handwriting. Or it can wrap around your legs and assist with walking. You no longer need a cane to walk normally and you can move at regular movement speed.

Weapons Orb: This Orb is actually two small orbs that float close to each other. When you choose this orb, pick one heavy, ranged weapon. This orb can use that weapon with proficiency and does not roll disadvantage when using said weapon.

Absorption orb: This orb absorbs magical attacks made against you and uses that power to invigorate you. When an attack with a spell hits you, it roles a second time against your armor class with advantage. If the second attack succeeds then roll for damage like usual. If the attack fails the second time, the orb absorbs the magic cast against you. If the spell does not do damage, then the next action you take with an orb has advantage. If the spell would do damage, then roll for damage and add that many points to temporary hit points. These points last for one hour and cannot be healed.

Orb Sense[edit]

At the 13th level you gain Orb Sense. When one of your orbs rounds a corner, you can choose to spend your bonus action to focus on it. If you do that, you can get a general sense of the layout of the area it is in. Shapes of objects will be somewhat fuzzy, but you can still make out larger objects and creatures, although you may not be able to tell specific details about them, up to your DMs discretion.

Weapon Study[edit]

At the 15th level you gain weapon study. Any light or melee weapon you have proficiency in with your orbs, no longer requires the dice roll or subtracting damage. If you spend a short rest studying a light or melee weapon and examining it instead of regaining hit dice etc. you not only gain proficiency when transforming your orb into that weapon, you also deal an additional 1d6 damage with it.

Orb Window[edit]

At the 16th level you gain orb window. You can choose as an action to focus on one of your orbs. You will then gain vision and audio through that orb. While you are looking through that orb you have complete control of it, but no other orbs besides it. Your body will enter a trance like state, and while you will still be able to walk, you must do so with manual assistance. You can take both your action and bonus action using this orb and you may spend five turns (or up to ten minutes) in the orb with no consequence. But, once that time limit has passed, you mind begins to suffer as a result. For each turn/minute thereafter, you must make a Wisdom saving throw against a 20, for each fail you take 1d4 damage.

Better Weapons[edit]

At the 17th level you gain better weapons. This is a simple power that allows your abilities from weapon study to apply to all weapons. You can also turn your orbs into said weapons, and if you choose to turn your orb into a ranged weapon like a bow, you can also turn another orb into a piece of ammunition to fire, or just fire real ammo.

Orb Teleport[edit]

At the 19th level you gain orb teleport. Five times a day, you can choose to teleport to the location of one of your orbs. That orb teleports to where you were, and you can choose whether it takes the objects it was carrying, otherwise it drops to your feet. If you teleport into an area you previously could not see (unless you were using orb window) you must make an Intelligence saving throw against a 15 or have disadvantage on your next action and bonus action.

Mental Capacity[edit]

At the 20th level you gain Mental Capacity. You can control 2 orbs as your action and 2 orbs as your bonus action. You also no longer need to make a saving throw for orb teleport and you can stay in orb window for an hour with no harm.

Telekinetic Warrior[edit]

You have chosen to pursue life as a warrior after you receive this gift. While you yourself are weak, you have learned that the orbs around you can be stronger than regular arms and they can be proficient in weapons as well.

Stronger Orbs

At 4th level you gain stronger orbs. All of your orbs can wield all weapons without disadvantage and if you have a weapons orb that orb now has proficiency in all heavy/ranged weapons + you roll with advantage when using heavy/ranged weapons. You must use two orbs to wield a heavy/ranged weapon unless it is a weapons orb. All orbs now have proficiency in simple and martial weapons.

Combined Orb

At the 9th level you gain combined orb. You can temporarily combine two of your orbs giving them roughly double diameter, and allowing them to make your weapons strike twice as hard. The number of times you can do this per long rest is your Telekinetic Level + proficiency bonus. This lasts for one minute each time you use it. When your orbs combine, you add your telekinetic level to your attack bonus and you roll double damage. If using this act for a non-combat situation, you add your Telekinetic level to your roll and you roll with advantage.

Temporary Split

At the 14th level you gain better grip. You can use your heavy/ranged weapons using only one orb. When wielding heavy weapons, your orb temporarily splits in two smaller orbs in order to successfully use said weapon. These orbs however, are not considered “weapons orbs” as they are slightly smaller when split apart, meaning that they do not gain advantage. This also means you can make 2 heavy weapons attacks as your action and bonus action.

Weaponized Orbs

At the 19th level you gain weaponized orbs. Whenever you make an attack with any orb, you roll with advantage. You also gain another weapon orb and all weapon orbs have proficiency in all weapons. Your attack bonus for attacks using any orb is Intelligence modifier + proficiency bonus + Telekinetic level.

Champion of Altren[edit]

You have chosen to follow the path of Altren and learn as much as you can about your gifts. If you pick this path, you will not learn how to wield weapons with your orbs, but how to make your orbs deadly on their own.

Mystic Orb

At the 4th level you gain a mystic orb. This orb can do things and distort itself in ways other orbs cannot. This orb does this through orb points and the number of points you have is equal to your Telekinetic Level + your Intelligence modifier per long rest. Any ability that refers to a spell save DC is 8 + proficiency bonus + Intelligence modifier. You can only use one orb ability at a time unless you gain a second mystic orb, but you can choose to end one ability to begin another.

Orb abilities

Pull Body: costs 3 points. The orb wraps itself around one part of the body of your choosing and yanks it into the air. The creature must make a Strength check against your spell save or be hoisted up to 25 feet in the air. This lasts for up to 1 minutes and when the spell ends you can either chose to drop the target or lower them gently. If you choose to lower them gently then your mystic orb cannot cast another spell on that turn. If you chose to drop them you do damage based on how height they were. 0-5 feet= 1d4, 6-10 feet= 1d6, 11-15 feet= 1d8, 16-25 feet = 1d10. You can add time to the spell by spending orb points, and the number of orb points spent adds that many minutes to the spell.

Control Body: Costs 25 points. The orb spreads out in a thin mist over the targets entire body. They must make a Strength check vs your spell save DC or for 10 minutes, you have complete control of their physical movements. On your turn, you can do a full set of actions with them for one of your orbs actions (half of your action phase), and on their you can control them again. You do not have control of their voice though, and they have complete control over what they say. For 5 extra points, you can choose to also use silence on them for the duration of the orb.

Crush: Costs 6 points. Your orb will wrap around a targets body and tighten around it. This lasts five minutes and at the beginning their turn they roll a Strength or Dexterity check against your spell save DC or they are restrained and take 1D8 of bludgeoning damage.

Silence: Costs 4 points. Your orb will cover your targets mouth in a perfect seal that they can breathe through and that only you can see, meaning that your target will be unable to speak for 10 minutes. Once they try to speak they must make a Strength check against your spell save DC or be unable to speak for the rest of the duration.

Press: Costs 3 points. Your orb will manifest around your targets shoulders, pushing them into the ground. They have half movement speed for 5 minutes, and if they fail a Dexterity saving throw they are also knocked prone for the duration as well.

Trip: Costs 1 point. Your orb will form around a targets foot momentarily tripping them. They must make a Dexterity check and if they fail they fall prone, if they succeed they have 0 movement speed for that turn.

Expand: This cost 20 points. The orb will float inside your target, and locate themselves inside a body part you choose. It will then solidify and start to expand. This lasts one turn and does 4d10 damage. If you target their arm they must make a constitution saving throw or drop their weapon. If you target their leg they must make a Constitution saving throw or be knocked prone. If you target their head they must make a Constitution saving throw or their next action has disadvantage.

Fly: This cost 10 points. Your orb will split apart and coalesce around your feet. For the next ten minutes, you can fly up to 30 feet in the air and have a flying movement speed of 75 feet. Slam: This costs 6 points. Your orb slams itself against a target. They take 1D12 damage and must make a Dexterity saving throw. If they succeed then than nothing else happens. IF they fail then they are sent flying 30 feet back, are knocked prone and take 1D8 damage.

Suffocate: This costs 10 points every turn you keep it active. Your orb goes down the throat of the target and solidifies inside. As opposed to normal suffocation rules, they take 1d6 damage every turn and they make a Constitution check against your spell save. If fail two times in a row they are knocked unconscious and must begin making death saves.

Shapeless orb

At the 9th level you gain shapeless orb. Once a day your mystic orb can turn into any one of the specialty orbs. The amount of time it stays in this form costs 3 orb points every minute.

Recharge

At the 9th level you gain recharge. Once a day, if you are below 5 orb points, you can roll 1d20. If the dice rolls above a 10, you can choose to take disadvantage on the next check you make using your physical body and recharge points equal to your Telekinetic level + your proficiency bonus.

Sixth orb

At the 14th level you gain a sixth orb. This orb is one of the extra orbs or another mystic orb. You cannot get the same orb twice, and you can only use one orb as an action and one as a bonus action.

Defense orb: This orb acts separate from you. It floats close to your body and grants you defense against physical attacks equal to you Intelligence Modifier + Your proficiency bonus. It does this by catching blades before they land on your body and grabbing arrows out of the air.

Hand Orb: This orb acts like your other orbs.

Thieves Orb: This orb cannot hold weapon, but instead has a greater purpose. This orb is incredibly useful for Sleight of Hand. You have Proficiency in Sleight of Hand and you use your Intelligence modifier + proficiency bonus when using this orb for Sleight of Hand checks. You don’t need to see this orb to control it. This orb can also act as a hidden coin purse, storing up to your Intelligence modifier + your proficiency bonus + your Telekinetic level x 10 floating around you but hidden Even if someone walks through the gold they will not feel it, but you can still access it at any time.

Steadying Orb: This orb can do one of two things. It can either envelop one of your hands and provides it with strength. That hand no longer has to make Strength checks for light objects and does not roll with disadvantage with heavy objects. It also has normal handwriting. Or it can wrap around your legs and assist with walking. You no longer need a cane to walk normally and you can move at regular movement speed.

Weapons Orb: This Orb is actually two small orbs that float close to each other. When you choose this orb, pick one heavy, ranged weapon. This orb can use that weapon with proficiency and does not roll disadvantage when using said weapon.

Absorption orb: This orb absorbs magical attacks made against you and uses that power to invigorate you. When an attack with a spell hits you, it rolls a second time against your armor class with advantage. If the second attack succeeds then roll for damage like usual. If the attack fails the second time, the orb absorbs the magic cast against you. If the spell does not do damage, then the next action you take with an orb has advantage. If the spell would do damage, then roll for damage and add that many points to temporary hit points. These points last for one hour and cannot be healed.

Mystic Orb: This orb can do things and distort itself in ways other orbs cannot. This orb does this through orb points and the number of points you have is equal to your Telekinetic Level + your intelligence modifier per long rest. Any ability that refers to a spell save DC is 8 + proficiency bonus + Intelligence modifier. You can only use one orb ability at a time unless you gain a second mystic orb, but you can choose to end one ability to begin another.

Upgraded orbs

At the 18th level you gain upgraded orbs. All of your orbs receive a specific and powerful upgrade that will benefit them drastically. All your orbs still have their previous ability unless otherwise mentioned.

Defense orb: Now grants bonus armor class equal to Intelligence Modifier + Your proficiency bonus + Telekinetic level.

Hand Orb: All of your hand orbs have proficiency in all light weapons and pick two more artisan tools/gaming sets to have proficiency in.

Thieves Orb: This orb can now hold 250 GP and up to 10 pounds of equipment.

Steadying Orb: If you chose to envelope your hand, that arm now has advantage on all str checks and can lift immense weight. If you chose to envelope your legs you gain +10 movement speed and once a day you can choose to hover up to ten feet in the air for up to 10 minutes.

Weapons Orb: You can choose to change this orb out for a different orb (repeating an orb is ok)

Absorption orb: They no longer have advantage on their second attack against your armor class.

Mystic Orb: You gain 10 orb points for each Mystic orb you have.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the telekinetic class, you must meet these prerequisites:

Proficiencies. When you multiclass into the telekinetic class, you gain the following proficiencies:


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