Telekinetic Adept (5e Class)

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Telekinetic Adept[edit]

Telekinesis, a rare talent that you are born with. Select few have this gift. Select few have this curse. Select few have this raw, untainted power. A power entirely separate from the weave.

Mind Over Matter[edit]

Telekinesis is the ability to move objects with your mind, but that is not the only thing you can do. You can snap a neck, crush a lung, break a leg, tear an eye from its socket. Hurl an enemy into a wall and turn them into a fine paste. Telekinetic users are a frightening power, a force to be reckoned with. They are unique beings, exotic in the respect that they draw a power separate from the weave. Their power has yet to be studied, and limits have not been discovered.

Creating A Telekinetic[edit]

When did your character become a Telekinetic? How did they discover their power? Did their talent lead to a fruitful career or were they outcasted?

Quick Build

You can make a Telekinetic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma or Dexterity. Second, choose the Hermit background.

Class Features

As a Telekinetic you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence & Dexterity
Skills: Choose 3 from History, Investigation, Persuasion, Stealth, Arcana, and Insight


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

  • Leather Armor
  • Two Daggers
  • A Quarterstaff
  • If you are using starting wealth, you have 3d4 x 10 GP in funds.

Table: The Telekinetic

Level Proficiency
Features Telekinesis Points
1st +2 Telekinesis, Kinetic Pelt 2
2nd +2 Kinetic Shove 3
3rd +2 <!-Class Feature3-> 4
4th +2 Ability Score Improvement 5
5th +3 6
6th +3 7
7th +3 8
8th +3 Ability Score Improvement 9
9th +4 10
10th +4 11
11th +4 12
12th +4 Ability Score Improvement 13
13th +5 14
14th +5 15
15th +5 16
16th +5 Ability Score Improvement 17
17th +6 18
18th +6 19
19th +6 Ability Score Improvement 20
20th +6 21


Starting at 1st level, you can use your mind to move and manipulate objects and matter. You can make small items such as forks, knives, small rocks, etc. In addition, you have a number of Telekinesis Points, found in the Telekinesis Point column on the Telekinetic table. All expended points are regained after a short or long rest. Some Telekinetic powers will require a saving throw. The DC is equal to 8 + your Proficiency bonus + your Intelligence modifier.

Kinetic Pelt[edit]

Starting at 1st level, you can expend a Telekinesis Point to send a small object not being used or worn, hurling towards an enemy. An object not resembling a weapon, such as a chair leg, pebble, plate, or ale mug, will do 1d6 bludgeoning damage. An object resembling a weapon such as a food knife, dagger, or fork, will deal 1d8 piercing damage. You can use Intelligence for these attack and damage rolls.

Kinetic Shove[edit]

at 2nd level, you can expend a Telekinesis Point to shove a creature 5 feet backwards. You can choose to expend extra points in order to shove a creature an extra 5 feet.

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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.


At 5th

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<!-Class Option 2->[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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