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Mental Grip (3.5e Martial Discipline)/All Maneuvers

< Mental Grip (3.5e Martial Discipline)


Animated Armory
Mental Grip (Stance)
Level: 8
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You grab every weapon you can wrap your mind around, and make it fight for you.

You animate a number of weapons or shields within 30 feet equal to 1 + 1/4 your initiator level, rounded down. You can even animate attended weapons and shields, but their wielder can attempt a Reflex save (DC 18 + your Charisma modifier) to mainain their hold on the object.

An animated weapon fights on its own, using your base attack bonus, as a Dancing weapon, but with no time limitation (other than you remaining in the stance), and it fights from any square within 30 feet of you; you may choose to have it fight from your square, as a standard dancing weapon. An animated shield can be used to either perform as a weapon and make shield bashes, or as a shield and protect either yourself, or one person within range.

Animated objects move with you, keeping their position relative to you, or else moving to the closest approximation if there's a barrier. They may occupy the squares of enemies. You may change which objects are animated (or force an opponent to save again or lose their equipment) and/or change the location of every object to anywhere else within 30 feet as a move action. You may drop control of an object as a free action peformable even not on your turn.

If you are psionically focused, any weapon fighting from your square adds your Charisma bonus to damage rolls.


Brain Rush
Mental Grip (Strike)
Level: 1
Initiation Action: 1 standard action
Range: 30 feet
Target: One creature
Duration: Instantaneous

You slam your opponent with a rush a telekinetic energy, shoving them aside.

You make a bull rush attempt against a target within range, moving them in any direction you choose. You use your Charisma modifier instead of your Strength modifier for all purposes, and do not provoke any attacks of opportunity.

If you expend your psionic focus as a part of initiating this maneuver and move your target at least 5 feet, the target is knocked prone.


Brainstorm
Mental Grip (Strike)
Level: 6
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 full-round action
Range: 30 ft.
Targets: All opponents within range
Duration: Instantaneous

You gather all of your telekinetic energy into a massive storm of attacks.

As a full-round action, make a ranged touch attack against every opponent within range. If you hit you deal 10d6 magical bludgeoning damage.

If you expend your psionic focus as a part of initiating this maneuver, instead of making ranged touch attacks you may automatically deal the listed damage.


Crush
Mental Grip (Strike)
Level: 7
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude partial; see text

You wrap your opponent in bonds of pure mental energy, then squeeze.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered pinned for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the pin and end the maneuver.

Any round that you concentrate on this maneuver as a standard action, you gain a +4 bonus on the opposed grapple check, and if your opponent fails they take 10d6 constriction damage, with a Fortitude save (save DC 17 + your Charisma modifier) for half damage.

If you are psionically focused when you concentrate on this maneuver, you may use your initiator level instead of your base attack bonus for grapple checks, and your opponent may not save for half damage.


Empty Hand
Mental Grip (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You hold your weapon with telekinetic force, allowing you to strike from otherwise impossible angles.

Choose one square that is adjacent to you. You treat this square as if you occupied it for the purpose of determining your reach and threatened area, replacing your normal reach and threat area. (If you are Large or bigger, you effectively shift your reach and threatened area by 5'.) Your actual space (or spaces if Large or bigger) is treated as having total cover relative to your new, effective position. You may change your effective square as a swift action. If you have an initiator level of at least 10, you may change your effective square as an immediate action.

If you are psionically focused, the square may be any square within either your natural reach or 10 feet, whichever is larger; if you lose your psionic focus while you're fighting from a non-adjacent square, this stance immediately ends. You may change the square as a free action performable even not on your turn by expending your psionic focus, but note that unless you move it to an adjacent square, the stance will end immediately.


Far Fist
Mental Grip (Strike)
Level: 1
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous

You channel your ki, projecting a forceful blast at your opponent.

You make a single unarmed attack as a ranged attack against any opponent within 30 feet. You add your Charisma bonus to damage rather than your Strength bonus.

If you expend your psionic focus as a part of initiating this maneuver, add your Charisma bonus to damage in addition to your Strength bonus.


Fastball Special
Mental Grip (Strike)
Level: 8
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous

You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.

In order to perform this maneuver, you must have an adjacent ally who is willing to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.

If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.

If you expend your psionic focus as a part of initiating this maneuver, your ally may make a full attack instead of just a single attack; they gain +2d6 bonus damage on each successful hit after the first (assuming you hit with your ranged touch attack).


Featherweight
Mental Grip (Stance)
Level: 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You wrap yourself in telekinetic energy, reducing your weight to virtually nothing, or even less.

You gain a glide speed equal to twice your land speed, allowing you to more forward 20 feet for every 5 feet you fall, and making you immune to falling damage.

If you are psionically focused, you may levitate yourself at will, as the spell levitate, except you take no penalty to attack rolls regardless of elevation.


Forceful Blast
Mental Grip (Strike)
Level: 5
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial

Gathering your ki, you hurl an invisible blast of telekinetic energy at your opponent, bowling him over.

Make a ranged touch attack against any opponent within 60 feet; if you hit, your target takes 9d6 points of magical bludgeoning damage, and must make a Reflex save (DC 15 + your Charisma modifier) or be knocked prone.

If you expend your psionic focus as a part of initiating this maneuver, this maneuver grants no save.


Forceful Yank
Mental Grip (Strike)
Level: 3
Initiation Action: Standard
Range: 30 feet
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates

You wrap a telekinetic fist around your opponent, and pull them onto your waiting blade.

If your target fails a Reflex save (DC 13 + your Charisma modifier) they are moved in a straight line to the closest square adjacent to you, provoking no attacks of opportunity. If there are any intervening objects or creatures, your target and whatever it collides with take 2d6 damage; a creature may attempt a Reflex save (DC 13 + your Charisma modifier) to negate both the damage to himself and your target.

Upon their arrival into an adjacent square you deal damage as though you'd hit them with a melee attack. This damage is dealt before any other traits of their current environment affect them - for example, if you drag them over an open pit, you attack them before they fall.

If you expend your psionic focus as a part of initiating this maneuver, you may attempt a ranged touch attack against your opponent first thing. If you succeed, the target automatically fails their Reflex save.


Great Tap
Mental Grip (Strike)
Level: 2
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As you tap your opponent with your weapon, you suddenly jerk your weapon forward with a telekinetic burst, catching them off-guard and penetrating their defenses.

As a part of this maneuver, you make a single melee attack as a melee touch attack.

If you expend your psionic focus as a part of initiating this maneuver, you double your reach for this attack.


Hurl Self
Mental Grip (Boost)
Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

You aid your muscles with an extra telekinetic “Oomph,” allowing you to move at inhuman speeds.

Until the beginning of your next turn, you gain a bonus to your base land speed equal to five feet per rank in Autohypnosis. You may take a ten-foot step instead of a five-foot step whenever you would be allowed one during the duration of this maneuver, and following the same rules as a five-foot step (i.e., you wouldn’t provoke attacks of opportunity).

If you expend your psionic focus as a part of initiating this maneuver, you gain a fly speed equal to your modified land speed with a maneuverability of poor for the duration of this ability.


Hurl Weapon
Mental Grip (Strike)
Level: 4
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous

Untethered from your hands, you telekinetically hurl your weapon against a number of opponents.

Make a full attack action, except that you may attack anyone to whom you have line of sight that's within 60 feet, and may add your Charisma modifier to attack and damage instead of your normal ability modifiers (typically Strength). You may attack anyone within 60 feet to whom you have line of effect, ignoring the normal penalties for being unable to see your opponent. You still must be able to pinpoint their square.

If you expend your psionic focus as a part of initiating this maneuver, you may initiate it as a standard action.


Inertia Vacuum
Mental Grip (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Just as your opponent's attack reaches you, you take its inertia and apply it to yourself.

You gain DR/- equal to your ranks in Autohypnosis against a single melee attack. For every point of damage this maneuver prevents, you may immediately move five feet; movement caused by this maneuver provokes attacks of opportunity as normal.

If you expend your psionic focus as a part of initiating this maneuver, you may move double the normal distance, and movement caused by this maneuver does not provoke attacks of opportunity.


Instant Halt
Mental Grip (Counter)
Level: 5
Initiation Action: 1 immediate action
Range: Special
Target: One humanoid creature
Duration: Until you next take an action
Saving Throw: Will negates

As your opponent nears you to strike you, you wrap him in a blanket of your will, holding him where he stands.

As hold monster (save DC 15 + your Charisma modifier), except as noted above and here. The range is any adjacent foe, or any foe targeting you with a melee attack.

If you expend your psionic focus as a part of initiating this maneuver, the duration is instead 1 round per initiator level.


Know thy Enemy
Occult Sovereignty, Mental Grip, Infinite Lotus, Diamond Mind (Boost) [X-Discipline, Scrying]
Level: 3
Prerequisite: One Occult Sovereignty, Mental Grip, Infinite Lotus, or Diamond Mind maneuver
Initiation Action: 1 round
Range: Medium
Target: One creature
Duration: Instantaneous

As Sun Tzu said, he who knows his enemy is well-equipped to win the battle. Sun Tzu also said that you need to know yourself, but you had that base covered from day one.

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


Lift Self
Mental Grip (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

You mentally assist yourself in a great leap, practically hurling yourself into the air.

You gain a number of Jump-related bonuses:

  • You gain a bonus on Jump checks equal to your ranks in Autohypnosis;
  • You are treated as having a running start for all Jump checks;
  • You double the result of all Jump checks.

If you expend your psionic focus as a part of initiating this maneuver, the DC for a high jump is equal to the distance you're attempting to jump, rather than quadruple that.

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Master of Barriers
Mental Grip (Stance)
Level: 4
Initiation Action: Swift Action
Range: Personal
Target: Self

He regretted the decision of deploying her barrier so close to the frontline, he recalled it with a gesture and placed it closer to himself.

You may concentrate on a single instance of Psychogenic Barrier, Psychogenic Shield or Psychogenic Wall as a free action once per round. You may also dismiss one of such barrier as a free action, immediately recovering the maneuver used to create it.

As a move action you may also move the barrier as if the Advancing Wall feat was used on it, however you may move it in any direction you wish to. You use your initiator level as your caster level, and your Charisma as you casting ability score. However while it is moving and 1 round after, it become vulnerable to damage and gain 5 hit points per initiator level with AC of 10 + your Charisma bonus and a hardness equal to half your initiator level. If brought to 0 hit point the barrier shatter, ending the effect immediately.



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Mental Might
Mental Grip (Stance)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With your mental power aiding your physical strength, you become capable of mighty, if inaccurate, blows.

While in this stance, with every attack you make you deal bonus damage based on your ranks in Autohypnosis, as displayed below:

Ranks Bonus Damage
0-6 +1d6
7-12 +1d8
13-18 +2d6
19+ +2d8

However, this extra force comes at the cost of accuracy. You take a -2 penalty on every attack you make in a round.

If you are psionically focused, you take no penalty to attacks.


Mental Rush
Mental Grip (Stance)
Level: 8
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: Stance
Saving Throw: Reflex partial; see text

As your opponents close in around you, you concentrate for a moment, appearing defenseless, then just as they prepare to strike, you let loose unending waves of mental energy, hurling them all back.

Anyone who ever gets within 10 feet of you, whether because of their movement or yours, takes 2d6 damage, is knocked back 1d6x5 feet (so 1d6 squares; if they would be unable to move the full distance, they stop whenever they hit something and take 1d6 damage), and falls prone; A successful Reflex save (save DC 18 + Charisma modifer) negates the knockback and knockdown effects.

Any opponent who is prone is immune to the effects of this stance.

If you are psionically focused, all die rolls for this maneuver are maximized (so you deal 12 damage, and knock opponents 30 feet; they take 6 damage if they hit something).


Mental Shove
Mental Grip (Boost)
Level: 2
Initiation Action: 1 immediate action
Range: 30 feet
Target: Yourself or one ally; see text
Duration: Instantaneous

You telekinetically shove yourself or an ally, allowing a tactical readjustment.

You or an ally within 30' may immediately take a move action (but not a move-equivalent action).

If you expend your psionic focus as a part of initiating this maneuver, you may affect either yourself and an ally, or two allies.

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Mental Ward
Mental Grip (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self

"There a telepath around, ward up."

As you long as you are in this stance you add your Charisma modifier on saving throws made to resist effects which read your mind or memories such as detect thoughts, modify memory or read thoughts. You become aware of any attempt to scan your mind, knowing the general direction such an effect is emanating from, but not the exact position of the source.

If you are psionically focused you grant the saving throw bonus granted by this stance to all allies within 10 feet of you.

Secondly while this stance is active, you gain a Rogue's Slippery Mind ability.



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Mighty Tap
Mental Grip (Strike)
Level: 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses and shoving them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. In addition, your target must make a Reflex save (save DC 14 + your Charisma modifier) or be pushed back (away from you) a number of feet equal to your damage roll and knocked prone.

If you expend your psionic focus as a part of initiating this maneuver and successfully hit, you deal bonus damage equal to your initiator level.


Mind Probe
Occult Sovereignty, Mental Grip, Diamond Mind (Boost) [X-Discipline, Scrying]
Level: 4
Prerequisite: One Occult Sovereignty, Mental Grip, or Diamond Mind maneuver
Initiation Action: 1 full-round action
Range: Medium
Target: One creature
Duration: Instantaneous

I know all your secrets. To me, you're just a fool with a stupid robe and pointy cap. I'll strip you of your best spells and utterly break you!

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


Mind Scan
Occult Sovereignty, Mental Grip (Boost) [X-Discipline, Scrying]
Level: 5
Prerequisite: One Occult Sovereignt or Mental Grip maneuver
Initiation Action: 1 move action
Range: Medium
Target: One creature
Duration: Instantaneous
Within a few moments, you know what your opponent has in store for you.

You concentrate intently on the foe and peer into his brain. When you do, you learn all of your opponent's variable abilities — feats, skill tricks, spells known or prepared, powers known, invocations known, maneuvers readied, and soulmelds shaped. For the rest of the encounter, whenever you use any effect on that opponent that would deprive him of one or more of these abilities (temporarily or otherwise), and he would normally be allowed to choose which ones to lose (for instance, a wizard choosing which spell slots are lost to a mind scrub attack), you make that choice instead.

Using this maneuver provokes attacks of opportunity and requires you to make a Concentration check if it is interrupted. A creature under the effects of mind blank is immune to this maneuver.


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Mindjack
Mental Grip (Strike) [Mind-Affecting]
Level: 9
Prerequisite: Five Mental Grip maneuvers, Int 24, Inquisitor
Initiation Action: 1 standard action
Range: Close (25ft. + 5ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
The consciousness, distinct from the body and soul, is a limited, but integral entity. It moves small pieces, maybe collapses a wave function in your mind, dictates the vital characteristics of your soul as you change. But as you master your mind...you find that your consciousness is not limited to you. So you can plug your consciousness straight into someone else's body and soul, and put things where you want them. Learn things long since hidden, even from them.

This maneuver, at no small cost to you, allows you to replicate some powerful spells and powers as Psi-like abilities. All offer a Will save, and all do not function on that target for 24 hours if the save is made.

Study: As MindrapeBoVD, but without the [Evil] descriptor and without the ability to change anything. You simply learn all the target knows, and move on. This comes at no XP cost.

Shuffle: As Study, but you must be non-lawful or non-good to use it, it regains the ability to alter personality and memories and so on as the full effects of Mindrape, and particularly cruel uses, such as the option to invoke insanity, cause it to regain the [Evil] descriptor. Costs 2,000 XP.

Program: As Mind Seed. Costs 5,000 XP.

Hijack: As Mind Switch, True, but you can also use it to straight-up inject your consciousness into the target, preventing them from entering your old body, effectively killing them, with no level loss. Both versions cost 13,000 XP.

Contact: At your option, anyone affected by any of these modes, Psionic Insight, or any of your other mind reading or compulsion affects can be affected as Mindlink, except it's permanent, works over planar boundaries, and you may even listen in on their thoughts without their knowledge. You may also put several willing people in telepathic contact as a sort of conference call. Each time you establish this link, it costs 100 XP. People who can detect magic, psionics, or read thoughts can detect this link, and even dispel it to damage your information network. Unlike the other effects, this is Permanent, not Instantaneous.


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Power Tap
Mental Grip (Strike)
Level: 7
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial

As you tap your opponent with your weapon, you suddenly jerk it forward with a telekinetic burst, penetrating their defenses, causing more damage than otherwise possible, and hurling them back.

As a part of this maneuver, you make a single melee attack as a melee touch attack. If it hits, it deals +8d6 damage. In addition, your target must make a Reflex save (save DC 17 + your Charisma bonus) or be pushed back (away from you) a number of feet equal to twice your damage roll, knocked prone, and dazed for a single round.

If you expend your psionic focus as a part of initiating this maneuver and your opponent fails their saving throw, they are stunned instead of dazed.


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Psionic Insight
Mental Grip (Stance) [Mind-Affecting]
Level: 3
Prerequisite: One Mental Grip Maneuver
Initiation Action: 1 swift action
Range: Personal
Area: 60ft. radius
Duration: Stance
Saving Throw: Will negates

Your mastery of your own mind begins to help you link to others.

Within the stated radius, those who fail the save, or allow you willingly, are subject to the the effects of read thoughts, letting you read surface thoughts, and you may communicate with them as though you possessed telepathy out to this range.


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Psychic Pin
Mental Grip (Strike)
Level: 5
Prerequisite: One Mental Grip maneuver
Initiation Action: Standard
Range: 30 feet
Target: One creature
Duration: Up to 1 round/level; see text

You mentally press down on your opponent, weighing them down until they can't even move.

As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered grappled for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the grapple and end the maneuver.

Any round that you concentrate on this maneuver as a standard action, you gain a +4 bonus on opposed grapple checks, and may attempt any action you normally could in a grapple (moving the target, dealing unarmed damage, pinning the target, etc.).

If you are psionically focused when you initiate or concentrate on this maneuver, you may use your initiator level instead of your base attack bonus for grapple checks.


Psychogenic Barrier
Mental Grip (Other) [Force]
Level: 4
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to two 10-ft. squares.
Duration: Concentration + 1 round

You knit together a large barrier of telekinetic energy.

As wall of force, except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.


Psychogenic Shield
Mental Grip (Other) [Force]
Level: 1
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is one 5-ft. square.
Duration: Concentration + 1 round

You knit together a small pane of telekinetic energy.

As wall of force, except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.


Psychogenic Barrier
Mental Grip (Other) [Force]
Level: 7
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: Concentration + 1 round

You knit together a massive wall of telekinetic energy.

As wall of force, except as noted above; you treat your initiator level as your Caster level.

If you expend your psionic focus as a part of initiating this maneuver, the duration is increased to Concentration + 1 round/level.


Rage of the Poltergeist
Mental Grip (Strike)
Level: 3
Prerequisite: One Mental Grip maneuver
Initiation Action: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: One or more objects or creatures with a total weight of 250 lb. or less
Duration: Instantaneous
Saving Throw: Will negates or Will negates (object); see text

With a sudden rush of mental force, you hurl objects at your opponents – or you just hurl your opponents.

As telekinetic thrust (save DC 13 + your Charisma modifier); you treat your base attack bonus as your Manifester level, and add your Charisma modifier to checks instead of your Intelligence modifier.

If you expend your psionic focus as a part of initiating this maneuver, you are treated as if you spent a number of power points on the power equal to your initiator level.

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Reflective Barrier
Mental Grip (Counter)
Level: 4
Prerequisite: Two Mental Grip Maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round or 1 round/level
Saving Throw: None

Madison raised her hands and a barrier formed around her.

You raise a powerful shimmering mental barrier which envelop the initiator, it deflect incoming attacks and potentially reflect projectiles. The shield grant a +12 Deflection bonus to AC for 1 round, for each attack which miss against the initiator, this bonus is reduced by 4, to a minimum of 0 after three attacks. If a ray or projectile attack miss by more than 10, it is reflected back at the creature in square of origin, you make an attack roll using your own attack bonus but substituting your Dexterity for your Charisma.

If an attack hit you while Reflective Barrier is active, the bonus immediately drop to 0 and you prevent an amount of damage equal to the remaining deflection bonus that was left on the barrier.

If you expend your psionic focus as a part of initiating this maneuver, you may have it last 1 round per level.



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Strength of Will
Mental Grip (Boost)
Level: 3
Initiation Action: 1 full-round action
Range: Personal
Target: You
Duration: Instantaneous

You focus your mental abilities, telekinetically performing feats that even the strongest man would struggle to complete.

Whenever making any d20 roll modified by your Strength modifier, you gain a bonus to that check equal to your Charisma bonus (minimum +2).

If you expend your psionic focus, you may use this power as an immediate action, and the duration changes to "Until the end of your next turn."

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Telekinetic Catch
Mental Grip (Counter)
Level: 3
Prerequisite: One Mental Grip Maneuver
Initiation Action: Immediate Action
Range: Personal (See Text)
Target: You (See Text)
Duration: Instantaneous
Saving Throw: Fortitude Negate (See Text)

He raised his gun and fired a bullet straight at his face, but he just raised his hand and caught it. "You need to work on your aim." He said, giving a satisfied smirk.

You telekinetically catch an attack directed at you, harmlessly catching it in your grasp. You make an opposed check using your initiator level + your Charisma bonus against the opponent's attack roll, if successful you catch the attack (or deflect it if it was harmful to touch). If it the attack was a thrown weapon or ammunition you may catch the ammunition or weapon or make it stop midair and drop at your feet. If you catch a melee weapon attack, your opponent must make a Fortitude save or be disarmed, if possible.

You may deal an amount of force damage equal to your initiator level to any weapon or piece of ammunition you catch, if you catch an unarmed strike or a natural weapon the damage is dealt to the attacker.

If you expend your psionic focus while initiating this maneuver you gain a +10 bonus on your opposed attack roll. You may forsake this bonus to attempt to catch an attack directed at any ally within close range.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesMental Grip


Telekinetic Razor
Mental Grip (Strike) [Force]
Level: 5
Prerequisite: 2 Mental Grip maneuvers
Initiation Action: 1 standard action
Range: 30 ft. line, plus 5 ft./Initiator level
Target: One creature
Duration: Instantaneous
Saving Throw: None

You loose a 5-foot wide arc of force that flies toward an opponent, rending it's flesh beyond the normal reach of the weapon.

Make a ranged touch attack against an opponent within range and line of sight. If successful, make an Autohypnosis check and the result is equal to the damage done. Extra damage from a critical hit or other modifiers (such as strength or enhancement bonuses) incur no extra damage.

If you expend your psionic focus as part of initiating this maneuver, the damage is doubled.


Telekinetic Surge
Mental Grip (Strike)
Level: 9
Prerequisite: Three Mental Grip maneuvers
Initiation Action: Special (see text)
Range: Special (see text)
Area: Cone-shaped emanation
Duration: Instantaneous
Saving Throw: Reflex partial

You channel vast amounts of telekinetic energy, letting it loose in a massive surge that rips everything it touches back.

This maneuver has slightly different effects and different ranges based on how long you spend gathering the energy to power it.

Immediate Action: You deal damage equal to your initiator level to everything within range and everyone within range is knocked back 10 feet and falls prone. They stop whenever they hit something; if the collision would cause them to move less distance than otherwise, they and whatever they hit take 1d6 damage. Range: 10 feet.

Swift Action: As immediate action. Range: 20 feet.

Standard Action: As swift action, except you deal damage equal to two times your initiator level and the knockback effect is 20 feet. Range: 30 feet.

Full-Round Action: As standard action, except you deal damage equal to three times your initiator level and the knockback effect is 30 feet. Range: 40 feet.

Every additional full-round action (Max of nine additional): As full-round action, except you deal one more multiple of your initiator level in damage (i.e., four times at two rounds, five times at three rounds, etc.), and the range is increased by ten feet per round.

In every case, a successful Reflex save (save DC 19 + you Charisma modifier) halves the damage and negates any knockback effect. All damage may either ignore or be applied to objects in the area, at the Initiator's option (it does not ignore hardness, or gain any special bonus to damaging items).

If you expend your psionic focus as a part of initiating this maneuver, you deal additional damage equal to your initiator level.


Telekinetic Sweep
Mental Grip (Strike)
Level: 6
Prerequisite: Two Mental Grip maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Targets: Three adjacent creatures with line of effect
Duration: Instantaneous

Aiding your attack with telekinetic force, you perform a massive, sweeping blow.

Make a single attack that affects all adjacent creatures. Use a single attack (and if necessary, damage) roll for all targets. You may add your Charisma bonus to the attack and damage rolls instead of your Strength modifier.

If you expend your psionic focus as a part of initiating this maneuver, the range extends to all creatures within 10 feet.


Telekinetic Warrior
Mental Grip (Stance)
Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your ki, allowing you to use it instead of your hands or weapons for a number of combat maneuvers.

You may use telekinetic maneuver at will, except that the range is 30 feet, you use your base attack bonus as your effective Manifester level, and you use your Charisma modifier instead of your Intelligence modifier.

If you are psionically focused, you may use your Autohypnosis ranks as your effective Manifester level, and you may use telekinetic maneuver to resist a bull rush, a disarm, a grapple (including a pin), or a trip, in addition to using it to initiate them.


Thought Shield
Mental Grip (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round

You subconsciously wrench your opponents’ attacks so as to miss you.

You gain a Deflection bonus to AC against melee attacks equal to half your ranks in Autohypnosis.

If you expend your psionic focus as a part of initiating this maneuver, the Deflection bonus equals your ranks in Autohypnosis.

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Author: Leziad (talk)
Date Created: 24 July 2019
Status: Complete
Editing: Clarity edits only please
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Unseen Reach
Mental Grip (Stance)
Level: 1
Initiation Action: Swift Action
Range: Personal
Target: Self

You are able to project telekinetic force from your hands, allowing you to hold and manipulate objects and interact with your environment 5 feet away as if they were adjacent to you. Activities performed through this feat still occupy your hands as normal.

While psionically focused on your turn, your reach is increased by 5 feet.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesMental Grip


Weapon of My Enemy
Mental Grip (Counter)
Level: 4
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As your opponent's weapon nears your body, you telekinetically rip it out of their hands.

Make a disarm attempt against your opponent, with the following exceptions: you do not provoke an attack of opportunity, you are considered to be wielding a weapon of the same size as your opponent, you may use your Charisma modifier instead of your Strength modifier, and your opponent may not attempt to disarm you in return even if you fail.

If you expend your psionic focus as a part of initiating this maneuver, the range changes to 30 feet.