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Telekinetic, Variant (3.5e Class)

Revision as of 16:48, 22 December 2014 by 86.176.236.89 (talk)
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Author: SylverPhoenix (talk)
Date Created: 22/12/14
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Some are born with the ability to mentally influence physical matter: telekinetics 0

"Telekinesis" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full



Telekinetic

Telekinetics are born with the ability to mentally move and influence physical beings and objects

Making a Telekinetic

Abilities: Intelligence governs telekinetic skills and abilities

Races: Any

Alignment: Any

Starting Gold: 3d4 x 10 gp (75gp)

Starting Age: Any

Table: The Telekinetic

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Telekinesis, Telekinetic Adaption, Focused Mind
2nd +1 +0 +0 +3 Hover
3rd +2 +1 +1 +3 Shielding
4th +3 +1 +1 +4 Force Field
5th +3 +1 +1 +4 Dual Telekinesis, Long Range telekinesis
6th +4 +2 +2 +5 Shielding +1
7th +5 +2 +2 +5 Deflect Arrows Feat
8th +6/+1 +2 +2 +6 Strengthened Telekinesis
9th +6/+1 +3 +3 +6 Shielding +2
10th +7/+2 +3 +3 +7 Triple Telekinesis
11th +8/+3 +3 +3 +7 Lasting Telekinesis
12th +9/+4 +4 +4 +8 Shielding +3
13th +9/+4 +4 +4 +8 Strengthened Telekinesis +1
14th +10/+5 +4 +4 +9 Lasting Telekinesis +1
15th +11/+6/+1 +5 +5 +9 Shielding +4
16th +12/+7/+2 +5 +5 +10 Quadruple Telekinesis
17th +12/+7/+2 +5 +5 +10 Lasting Telekinesis +2
18th +13/+8/+3 +6 +6 +11 Shielding +5
19th +14/+9/+4 +6 +6 +11 Fly
20th +15/+10/+5 +6 +6 +12 Mind Over Matter
Class Skills (4 + Int Modifier per level
"+IntModifierperlevel" can not be assigned to a declared number type with value 4.
+ Int modifier per level, ×4 at 1st level)

Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Knowledge (all) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis).


Class Features

All of the following are class features of the Telekinetic.

Weapon and Armor Proficiency: Telekinetics begin with no proficiency in armor and proficiency with any weapon that is wielded telekinetically


Telekinesis: Telekinetics can use the spell 'Telekinesis' at will with 'medium' range - 50ft. The weight capacity of this telekinesis is based on the user's intelligence score. E.g. Intelligence of 18 = 300lbs telekinetic carrying capacity.
Telekinetic Adaption: Weapons wielded telekinetically are treated to have proficiency for attack rolls
Focused Mind: Concentration checks are used with Intelligence rather than constitution
Hover: The Telekinetic can hover using her telekinetic ability. Hovering counts as a move action
Shielding: The telekinetic's mind begins growing, her power coming through the surface of her being - providing additional AC bonus against attacks. This AC bonus is equal to her INT modifier and increases by another 1 point at levels 6, 9, 12, 15 and 18
Force Field: The telekinetic can use Wall Of Force at will
Dual Telekinesis: The telekinetic is growing more competent in her use of her abilities; she can now use two standard actions with her telekinesis per round, at a -5 penalty to the attack roll of her second action.
Long Range Telekinesis: Telekinesis now has a range of 100ft
Deflect Arrows Feat: The telekinetic gains the Deflect Arrows feat, using her telekinetic abilities to do so
Strengthened Telekinesis: Effective strength for her telekinetic power is equal to her intelligence +4. Intelligence is now used in place of any strength or dexterity check made while using telekinesis. Damage from telekinetic abilities is now increase by 1d6. At level 13 this ability strengthens, adding another +4 to her effective telekinetic strength, and increases damage from telekinetic abilities by another 1d6.
Triple Telekinesis: The telekinetic is now more skilled, able to take three standard telekinetic actions per round, at a cumulative penalty of -5 for each subsequent attack after the first
Lasting Telekinesis: Any telekinetic action made that has a duration now has that duration increased by one round - this extra round does not require concentration e.g. keeping an enemy grappled while not actively grappling that enemy anymore. This ability increases by another round at levels 14 and 17
Quadruple Telekinesis: The telekinetic can now use four standard telekinetic actions per round, at a cumulative cost of -5 for each subsequent action after the first
Fly: The telekinetic can Fly at will
Mind Over Matter: The telekinetic gains +10 to her effective telekinetic strength, and can now now use Full Round Actions with her 'Quadruple Telekinesis'. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action.


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