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Telekinetic, Variant (3.5e Class)

Revision as of 18:27, 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 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 Telekinetic Explosion
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 Crushing Heart
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 and effective strength 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 an enhancement bonus to natural armour. 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, within her telekinetic range
Long Range Telekinesis: Telekinesis now has a range of 100ft
Deflect Arrows Feat: Telekinetic gains the Deflect Arrows Feat
Strengthened Telekinesis: Effective strength for her telekinetic power is equal to her intelligence +4. Intelligence is now used in place of any dexterity check made while using telekinesis. Damage from telekinetic attacks are now increase by 1d6. At level 13 this ability strengthens, adding another +4 to her effective telekinetic strength, and increases damage from telekinetic attacks by another 1d6.
Telekinetic Explosion: The telekinetic can release a spherical blast of telekinetic energy in a 20ft radius centered on them, dealing 1d6/ every three class level damage, knocking enemies back 30 feet and knocking them prone. Fortitude save equals half damage and half knockback, enemy is not knocked prone. Huge creatures are knocked back 15 ft on a failed save.
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
Crushing Heart: The telekinetic can take a full round action to crush an enemy's heart. The target must succeed on a Fortitude saving throw (DC 15 + Telekinetics Int modifier) or die horrifically. Even on a successful save, the target takes 4d6 points of crushing pressure to it's body.
Fly: The telekinetic can Fly at will
Mind Over Matter: The telekinetic gains +10 to her effective telekinetic strength. Concentration to maintain telekinetic effects is now a move action if it was previously a standard action. Damage from telekinetic attacks are increased by a further 2d6


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