Telekinetic (3.5e Class)

From Dungeons and Dragons Wiki
Revision as of 10:32, 1 July 2019 by 52.56.100.91 (talk) (Telekinetic)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
Homebrew.png
Author: Parakee (talk)
Date Created: December 22, 2010
Status: Completed
Editing: Grammar or Spelling only
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article



Telekinetic[edit]

Some people can bend space to their will. These people are called Telekinetics, and can move things with their mind.

Making a Telekinetic[edit]

Abilities: Intelligence is important because it governs all telekinesis skills. Charisma and Wisdom govern many skills.

Races: Any.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex.

Table: The Telekinetic

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Telekinetic reach Telekinesis speed
Fort Ref Will
1st +0 +0 +0 +2 Telekinesis, Telekinetic Slam, Mind Over Body 5 ft 5 ft
2nd +1 +0 +0 +3 Manipulate Force (Basic), Hover 5 ft 5 ft
3rd +2 +1 +1 +3 Telekinetic Shield, Telekinetic Combat (Proficiency) 10 ft 5 ft
4th +3 +1 +1 +4 Multi-task (2), Force-Field 10 ft 10 ft
5th +3 +1 +1 +4 Manipulate Force (Advanced), Telekinetic Combat (Full attack) 10 ft 15 ft
6th +4 +2 +2 +5 Telekinetic Shield (+1), Telekinetic Wave 15 ft 15 ft
7th +5 +2 +2 +5 Augment Duration (1), Bend Light 15 ft 20 ft
8th +6/+1 +2 +2 +6 Skillful Telekinesis, Powerful Telekinesis 20 ft 25 ft
9th +6/+1 +3 +3 +6 Telekinetic Shield (+2), Multi-task (3), Detonate 20 ft 25 ft
10th +7/+2 +3 +3 +7 Manipulate Force (Expert), Augment Duration (2) 25 ft 25 ft
11th +8/+3 +3 +3 +7 Skillful Telekinesis (Skills) 25 ft 25 ft
12th +9/+4 +4 +4 +8 Telekinetic Shield (+3), Telekinetic Sword 30 ft 30 ft
13th +9/+4 +4 +4 +8 Augment Duration (3), Move Earth 30 ft 30 ft
14th +10/+5 +4 +4 +9 Multi-task (4) 35 ft 30 ft
15th +10/+5 +5 +5 +9 Telekinetic Shield (+4) 35 ft 30 ft
16th +11/+6/+1 +5 +5 +10 Augment Duration (4) 40 ft 35 ft
17th +12/+7/+2 +5 +5 +10 Move Earth (Earthquake) 40 ft 35 ft
18th +13/+8/+3 +6 +6 +11 Telekinetic Shield (+5), Fly 45 ft 35 ft
19th +14/+9/+4 +6 +6 +11 Multi-task (5), Augment Duration (Unlimited) 45 ft 40 ft
20th +15/+10/+5 +6 +6 +12 Telekinetic Power 50 ft 40 ft

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), , Concentration (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int),

Class Skills, Tome of Prowess Variant (4 per level, ×4 at 1st level)
Affability (Cha) Appraisal (Int) Arcana (Int) Bluff (Int) Ciphers (Int) Concentration (Wis) Cultures (Cha) Intimidation (Cha) Psychology (Int)

Class Features[edit]

All of the following are class features of the Telekinetic.

Weapon and Armor Proficiency: A telekinetic is proficient with all simple weapons, but no armors or shields.

Saving throws: Saves against abilities caused by the telekinetic's powers have a DC of 10 + the telekinetic's level + her intelligence bonus.

Mind Over Body: A telekinetic may make concentration checks with her intelligence modifier instead of her constitution.

Telekinesis (Ex): A telekinetic can move any object within her line of sight at will, provided the object is within her reach plus her telekinetic reach (Table:Telekinetic). She can perform any action performable with one hand, though still must make checks as applicable. For all purposes, including carrying capacity, the telekinetic force has an effective strength and/or dexterity score equal to the telekinetic's intelligence and can move at a speed shown on Table:Telekinetic. If an unwilling creature is targeted, it gets a will save to resist. You may throw an object telekinetically. This requires a ranged attack roll. This deals damage based on size, show on Table 1-2: Telekinesis Damage.

Table 1-2: Telekinesis Damage
Size Damage
Diminutive 1
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 1d12
Gargantuan 3d6
Colossal 4d6

You can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity. A telekinetic can wield weapons remotely, although is not considered to have proficiency. Telekinesis's and dependent powers' actions can only be taken once a round. This is a force effect. This ability requires concentration and requires the amount of time it would normally take to perform the action minus a standard action. Concentration is a standard action. This ability fails if it fails a strength check or attempts to carry something over the Maximum load for the virtual strength of the effect, it fails.

Telekinetic Slam (Ex): When a telekinetic uses telekinesis, she may choose to strike a enemy with a fist of force instead of the standard effects. If she succeeds at a ranged touch attack against an opponent within her telekinetic reach, her opponent takes 1d6 force damage (plus 1d6 for each level the telekinetic possesses). This is an attack action. You may take a full attack action with this ability.

Manipulate Force: The telekinetic gains basic access to the Gravity sphere. At fifth level this increases to advance access and at tenth level, expert.

Hover (Ex): The telekinetic can hover a distance equal to her telekinetic reach. This replaces the special ability granted by the Gravity sphere.

Telekinetic Shield: The telekinetic can now effortlessly push attacks away using telekinesis. She gains a deflection modifier to AC equal to her intelligence modifier. At level 6 and every 3 levels thereafter (9,12,15...) the telekinetic gains a additional +1 modifier.

Telekinetic Combat: At level 3 the telekinetic, is considered proficient with all weapons wielded with telekinesis. At level 5, she may take a full round action, and make a full attack with telekinetic weapons, or with her telekinetic slam, as well as considered to have a base attack bonus equal to that of a fighter her level for telekinetic attacks.

Multi-task: At fourth level the telekinetic can multi-task, taking a standard action, to perform two telekineses based ability,provided they each would normally take a standard action or less to perform, for example a telekinetic can hold up a bridge, while using telekinetic slam to push an enemy off it, with a single standard action. In order to multi-task a telekinetic must make a Concentration check with a DC equal to 15 + the number of effects.

At ninth level and every 5 levels thereafter, the amount of abilities per standard action increases.

Force-Field (Ex): At fourth level the telekinetic gains the ability to create a transparent force-field using telekinesis, which acts as a Wall of Force. The size of the field is 5 sq feet per class-level. This is a telekinesis effect and can be implemented as a standard action. Its duration is concentration.

Telekinetic Wave(Ex): At 6th level, the player gains the ability to, by using a telekinetic full round action, attack everyone withing telekinetic reach with Telekinetic Slam.

Augment Duration: Any telekinetic power with a duration of concentration (Telekinesis, [[#Force-Field|Force-Field), now last a round after concentration ends or until dismissed. There can be no more active interaction on part of the telekinetic. Telekinetically lifted objects float in space, immobile, moving back to the original location at the telekinetic speed if moved. If the telekinesis effect fails a strength check the effect ends.

Duration continues 1 round at seventh level, and an additional one every 3 levels after word. At 19th level it can remain indefinitely.

Bend Light (Ex): The telekinetic can now create illusions by telekinetically bending light itself as a new use of her Telekinesis skill. This ability functions as Silent Image with a caster level equal to the telekinetic's class level.

Powerful Telekinesis: Effective strength from telekinesis now equals Intelligence bonus + Intelligence score. Damage from Telekinetic powers now increases by 1d6.

Skillful Telekinesis: Effective Dexterity from telekinesis is now equal Intelligence bonus + Intelligence score. She may now perform actions telekinetically that require two hands.
At 11th level, the Telekinetic is considered to have her intelligence bonus ranks in all dexterity based skills, provided they are being used telekinetically.

Detonate (Ex): The telekinetic can let force fill in the cracks and pores of an object and then pull outward, shattering the object into a million pieces using telekinesis. By taking an attack action the telekinetic can choose a target item within her telekinetic reach, that is hard enough to do damage if thrown (no cloth or etc), or a five foot cube of a larger object and attempt to break it with sudden force telekinetically. If this succeeds, everyone within 5 feet must make a reflex save or take 1d6 piercing and slashing damage plus 1d6 per two class levels.

Telekinetic Sword (Ex): The telekinetic can create a paper thin, adamantine hard sheet of pure force as a option for telekinesis (like standard telekinesis last only for concentration). The sword is equivalent to a ghost-touch longsword with a critical threat range of 10-20. It deals additional damage equal to 2d6 for every three class levels. When taking a Telekinetic slam this can be added used instead of the normal effects. When used as a telekinetic slam, concentration is not required, and creation and attack are combined into one attack action.

Move Earth (Ex): The telekinetic can cast Move Earth, as a wizard of her level, at will.
At 17th level the telekinetic can cast Earthquake, as a wizard of her level, at will after concentrating for 20 minutes.

Fly (Ex): The Telekinetic gains a fly speed equal to her Telekinesis Speed.

Telekinetic Power: The telekinetcic gains a +10 bonus to effective strength. Multi-task now applies to full-round actions, allowing the telekinetic to take several full round actions in one. Telekinetic skills (including concentration time for telekinesis and force field) are now move actions if they were previously standard actions.


Parakee 23:00, 22 December 2010 (UTC)


Back to Main Page3.5e HomebrewClassesBase Classes


Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorParakee +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Decipher Script +, Diplomacy +, Forgery +, Gather Information +, Intimidate +, Knowledge +, Sense Motive +, Speak Language + and Spellcraft +
Skill Points6 +
SummarySome people can bend space to their will. These people are called Telekinetics and can move things with their mind. +
TitleTelekinetic +
ToP SkillAffability +, Appraisal +, Arcana +, Bluff +, Ciphers +, Concentration +, Cultures +, Intimidation + and Psychology +
Will Save ProgressionGood +