Telekinesis
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You can lift and move objects through magic.

When you first gain the Telekinesis sphere, you gain the catch, levitate, and projectile sphere abilities.

Some telekinesis abilities target a creature or object up to your telekinesis size. Your telekinesis size is a Tiny-sized target, with the maximum size of the target increasing by 1 step at 5th level (Small), 11th level (Medium), and 17th level (Large).

Every sphere ability in the Telekinesis sphere gains the following Augment:

Augment 1 sp: Your telekinesis size increases by 2 sizes. If you are lifting an object into the air, a creature up to your maximum size can hang from the floating object, and must use an Action to make a Strength (Athletics) check against your sphere DC to move it up to 10 feet against your will. Creatures larger than your maximum size can move objects with no issue. If you use telekinesis to lift something into the air and drop on a target, utilize the rules found in the Creation sphere.

Generally, one-handed weapons or pieces of ammunition are two sizes smaller than the creature it was designed for, while armor, shields, and two-handed weapons are one size smaller. If you gain the ability to affect multiple targets at once, two creatures or objects of a similar size count as one size larger (2 small objects equals a medium, 2 mediums equal a large, etc.)

Catch

Casting Time: 1 action
Range: 30 feet
Duration: instantaneous
Target: 1 projectile or thrown object that you can see
Cost: 0 sp

You can target a thrown weapon or launched projectile such as an arrow from a bow (usually requiring the Ready action to catch it after it’s fired) to stop the attack from dealing damage. The target must be within your Telekinesis sphere size limit. Make a ranged spell attack contested by the attacker’s attack roll; if you succeed, the attack is negated. You can choose to immediately drop the object (making this an instantaneous effect) or you can choose to continue to lift the object, in which case your catch becomes a levitate.

Augment 1 sp: You can reduce the casting time to 1 reaction.

Levitate

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Target: 1 creature or object that you can see
Cost: 0 sp

You can telekinetically move a willing creature or an unattended object up to your telekinesis size within range. Targets you are levitating cannot move on their own, and once each round as a bonus action you can gently move the target in a straight line up to 20 feet in any direction, including up. The maximum distance you can move it increases at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet). The target remains suspended in that location until you decide to move it again or until the effect ends.

Augment 1 sp: You can lift an unwilling creature with levitate. The target is allowed a Strength saving throw to negate this effect. An affected creature makes another Strength saving throw at the end of each of its turns. On a successful save, the effect ends for it. A creature may suffer falling damage if they successfully save while floating high in the air.

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn. Levitated targets will remain suspended until you end the effect early, with either a bonus action or as a reaction, causing the target to fall.

Projectile

Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Target: 1 creature or object that you can see
Cost: 0 sp

You can telekinetically lift a willing creature or object up to your telekinesis size within range, referred to as the projectile, and hurl it at another target that is also within telekinesis range of yourself. Make a ranged spell attack roll against the target’s AC. On a successful hit, both the target and the projectile take bludgeoning damage (or another appropriate damage type, such as piercing if throwing a dagger) according to the chart below:

Projectile Size Damage Die
Tiny 1d4
Small 1d6
Medium 1d8
Large 1d10
Huge 2d6
Gargantuan 2d8

If the projectile is a weapon, the attack instead deals damage to the target equal to the weapon’s damage die (arrows and bolts are treated as daggers for this purpose) and the projectile suffers no damage, since weapons are designed for attacking.

If you are already levitating an object, it is always a valid target to be made into a projectile, no matter how large it might be or whether or not it is unwilling.

Augment 1 sp: You can target an unwilling creature to be your projectile. The target is allowed a Strength saving throw to negate this effect.



Telekinesis Basic Talents

Some talents are marked (catch), or (levitate), or (projectile). While these talents may interact with or offer other Telekinesis sphere abilities, they mainly augment the ability they are marked as. Talents that are marked (gravity) focus more on magic that manipulates density, force, and mass.

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Catch Talents

Greater Catch (catch)

You gain the following augments for catch. You cannot add both augments to the same catch.

Augment 1 sp: When you cast catch, you don’t have to immediately choose which projectiles you target. Until the start of your next turn, you can attempt to catch a number of targets up to 1 plus your proficiency bonus. Targeting a projectile in this way does not require an action.

Augment 1 sp: Instead of targeting projectiles directly, you can create a kinetic field—a stationary flat surface to catch all projectiles and thrown objects passing through it until the beginning of your next turn. Any object that strikes the field immediately loses momentum and drops to the ground if the originator of the attack fails a Wisdom saving throw. This field is made up of no more than two 10-foot-by-10-foot panels.

Each panel must be contiguous with another panel. The field can only stop valid targets of your catch, and does not block line of sight or line of effect. The field gains up to an additional panel at 5th level (3 panels), 11th level (4 panels), and 17th level (5 panels).

You may concentrate to sustain a kinetic field for up to 10 minutes, and may move the field with you as you move. This can be combined with Telekinetic Maneuver to grapple targets that attempt to move through it until the beginning of their next turn (at which point they can try again).

Parry (catch)

You can use catch to block attacks with melee weapons, though the wielder retains its hold on their weapon even if you successfully block their attack. However, if you also possess the Steal talent, you can immediately apply it to a manufactured weapon as part of changing a catch into a levitate.

Your telekinesis must be specially tuned towards the task, so if you ready an action to cast catch, you must specify whether you are attempting to intercept melee or ranged attacks.

Return (catch)

Augment 0 sp: When you stop an attack with catch, you can immediately fling it back at the attacker if they’re in range. Resolve this attack as if it were a projectile, using the object you were attacked with. Doing so does not interfere with concentrating on other effects.

Augment 0 sp: When you miss with a ranged weapon attack, a thrown weapon, or a telekinetic projectile, you can as a reaction make the projectile return back to you. You can automatically catch it when it returns without spending an action.

Telekinetic Maneuver (catch)

Augment 1 sp: You can target any moving creature or object within your size limit, not just projectiles and thrown objects. If the target is unwilling, make a spell attack roll opposed by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice). On a success, you may either knock the target prone or give them the grappled condition until the beginning of your next turn. Being grappled by this ability can stop a creature from moving up or down as well, such as when used to stop an ally from falling. You can transform this ability into levitate without spending any additional spell points to target an unwilling creature.



Gravity Talents

Gravity Shift (gravity)

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Cost: 0 sp

You manipulate the gravity affecting a 5-foot radius within range, effectively increasing or decreasing the area’s gravity. This area increases by 5 feet at 5th level (10-foot radius), 11th level (15-foot radius), and 17th level (20-foot radius). The area becomes either an area of heavy gravity or an area of light gravity. You can change the gravity to heavy, normal, or light as an action or bonus action. This cannot be used in areas of no gravity or subjective gravity.

  • Heavy Gravity: In heavy gravity areas, Strength and Dexterity checks take disadvantage, as do all attack rolls. All object weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. Characters that fall in areas of heavy gravity take 1d10 points of bludgeoning damage for each 10 feet fallen instead of 1d6, to a maximum of 20d10 points of damage.
  • Light Gravity: Characters in an area of light gravity gain advantage on attack rolls with heavy weapons, Dexterity saving throws, and on Dexterity (Acrobatics) checks. All items weigh half as much, and weapon ranges double. Falling characters in light gravity take 1d4 points of bludgeoning damage for each 20 feet fallen instead of 1d6 per 10 feet, to a maximum of 10d4.

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn.

Gravity Well (gravity)

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Cost: 0 sp

You can create a compact point of telekinetic force that draws everything towards it. Select a point within range. All creatures and unattended objects of up to your telekinesis size that are within 5 feet of that spot are drawn in a straight line to the unoccupied space nearest to the center of the effect. The size of the area increases at 5th level (10-foot radius), 11th level (15-foot radius), and 17th level (20-foot radius). Unwilling targets may make a Strength saving throw to resist, plus any turn they end their movement within the affected space. Once a target has been pulled to the center of the gravity, they are grappled for the duration, but may attempt a new Strength saving throw at the beginning of their turn to break free.

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn.

Speed Zone (gravity)

You gain the following Telekinesis sphere abilities:

Friction Field

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Cost: 0 sp

You manipulate an area’s friction affecting a 5-foot radius within range, flooding the area to increase friction and make it more difficult to move. This area increases by 5 feet at 5th level (10-foot radius), 11th level (15-foot radius), and 17th level (20-foot radius). The area becomes difficult terrain, even the air; flying or hovering over the ground does not avoid the effect. In addition, when a creature starts its turn within the area, that creature takes bludgeoning damage equal to your level. You can choose to not inflict this damage on a creature that you can see; this choice does not require any action.

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn.

Momentum Line

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Cost: 0 sp

You manipulate an area’s momentum affecting a 10 foot wide line with a length of 60 feet, centered anywhere within range. Movement within this area is doubled, allowing creatures to move two squares for only 5 feet of movement. The length of this line increases by 10 feet at 5th level (70 feet), 11th level (80 feet), and 17th level (90 feet).

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn.

Tether (gravity)

Casting Time: 1 action
Target: 2 creatures or objects that you can see
Cost: 0 sp
Duration: 1 minute

You can create a telekinetic connection between two creatures or objects of any size so long as at least one is within your telekinesis size, tethering them together. The targets must be within 30 feet of each other; the tether prevents them from moving further than 30 feet from each other without either breaking the tether or dragging the other target with them. An unwilling creature may make a Dexterity saving throw to avoid being tethered.

A creature dragging an object follows the normal carrying capacity and encumbrance rules. Creatures two or more sizes smaller than the creature they are tethered to cannot drag their partner, and cannot resist when dragged. Otherwise, to drag an unwilling creature, each makes a contested Strength check; if the creature attempting to move wins, it may move at half speed. The tether may be broken as an action with a Strength check equal to the tether’s save DC.

Augment 1 sp: The duration increases to 1 hour.



Levitate Talents

Dancing Weapon (levitate)

Your levitate ability gains the following augments, only one of which can be used at a time:

Augment 0 sp: When using levitate on an object smaller than yourself, you can treat what you are lifting as a shield under your control. The object grants a +1 AC bonus (or its usual bonus, if it is an actual shield) to anything in its space, though creatures may still only benefit from a single shield at a time. The shield can be augmented by fighting styles, feats, and talents that affect shields, and if using a creature as a shield, attacks that miss the guarded target are instead redirected against the creature being levitated using the same attack roll.

Augment 0 sp: When using levitate to move an object smaller than yourself, that object counts as a melee or ranged weapon (or improvised weapon) under your control. Your allies may count it as an allied creature occupying its space, you can use it to make attacks, opportunity attacks, and may apply weapon-based abilities (such as fighting styles, feats, and talents) to your actions with that weapon, as if you were wielding it in your hands. You may use your key ability modifier in place of Strength or Dexterity when making attacks with your dancing weapon, but otherwise it deals damage as normal for a weapon or improvised weapon of its type.

Finesse (levitate)

Augment 0 sp: Instead of moving a target to a different location, you can use levitate to perform fine manipulations, such as turning a key in a lock, unrolling a scroll, tying a knot, or using tools. You can make Dexterity checks at a distance, as well as making Wisdom (Medicine) checks to stabilize a creature. When performing an action at a distance, you can use your key ability modifier in place of the normal ability modifier, but you also suffer disadvantage on the check.

When augmenting levitate to be maintained without concentration, you can use levitate to maintain complicated, non-combat procedures such as having cutlery prepare dinner, make a lute play itself, or making a shovel dig a ditch, all without spending the bonus action usually required to move the target.

Orbit (levitate)

Augment 0 sp: When you levitate a creature or object and move it into your space (or immediately after catching an object targeting you), you can place it in a passive orbit around you. An object in orbit drifts slowly around you, moving with you when you move as if you carried it, and does not require concentration to remain in orbit, though it does nothing except drift passively. At any point you can begin concentrating on it again to move it with levitate. You can have multiple objects around you at one time so long as their total size does not exceed your telekinesis maximum. If you possess the Dancing Weapon talent, you count as levitating anything in your orbit for the purposes of that talent.

If the total size of the objects in your orbit is equal or greater than your size and are not being used with Dancing Weapon, you can grant yourself half cover (granting a +2 bonus to AC and Dexterity saving throws as usual) until the start of your next turn as a bonus action.

If the total size of the objects in your orbit is at least 2 sizes greater than your size and are not being used with Dancing Weapon, you can grant yourself three-quarters cover (granting a +5 bonus to AC and Dexterity saving throws as usual) until the start of your next turn as an action.

Quick Motion (levitate)

Your levitate gains the following augment:

Augment 0 sp: When using levitate you no longer need to spend a bonus action to move the target, although you may still only do so once per round.

Steal (levitate)

Augment 0 sp: You can use levitate on a creature’s worn or carried objects. You must make a ranged spell attack roll or Dexterity (Sleight of Hand) check contested by that creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you pull the object away from that creature and can move it up to your levitate movement in any direction. If an object is secured firmly or held in two hands, you have disadvantage on this check. This ability does not require being further augmented to target objects attended to by unwilling creatures.



Projectile Talents

Crater (projectile)

Augment 1 sp: Instead of making an attack roll against a target, your projectile targets an area based on the size of the projectile: Tiny (5-foot square), Small or Medium (10-foot square), Large (20-foot square), Huge (30-foot square), Gargantuan (40-foot square). Creatures and unattended objects inside the area who succeed on a Dexterity saving throw take half damage from the projectile.

Homing (projectile)

You gain the following telekinesis sphere ability:
Casting Time: 1 reaction
Target: 1 creature or object that you can see
Cost: 1 sp
Duration: 1 minute or until successful attack

When you or an ally misses with a ranged weapon attack, a thrown weapon, or a telekinetic projectile, you can make the projectile home back in on the target. The projectile single-mindedly moves towards the target without you needing to concentrate on it, taking the shortest path as it attempts to attack them each turn. A projectile directed this way can only make one attack per turn, and once it makes a single successful attack it stops pursuing the target and drops to the ground.

Augment 1 sp: (requires Mass (metasphere)) You can make multiple objects pursue a target, but as soon as any one of them makes a successful attack, they all stop pursuing.

Kinetic Weapon (projectile)

You can add your key ability modifier to all damage rolls made with a projectile. In addition, beginning at 5th level, when using a weapon as a projectile, you deal an additional 1d6 damage. The weapon must be one that you are proficient with and that is properly sized for you. This damage increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Manifest Force (projectile)

Augment 0 sp: You can attack your enemies with a visible manifestation of pure telekinetic force. When using your projectile ability in this way you do not need to target a creature or object as your projectile, instead dealing damage as if lifting your maximum-sized object. This projectile deals force damage instead of bludgeoning, piercing, or slashing.

Mobile Projectile (projectile)

Augment 1 sp: When using projectile you can make two attack rolls with the same projectile against the same or different targets within range. This cannot be combined with other options that would add multiple attacks to a projectile, such as the Mass (metasphere) talent, or talents that change the nature of the attack, such as Crater or Linear Acceleration.



Other Talents

Dampening Field

You gain the Inertial Armor ability. In addition, levitate and projectile gain the following augment:

Augment 0 sp: Objects you are levitating or using as a projectile gain the benefit of your inertial armor. Creatures, even constructs, never gain the benefits of this augment.

Inertial Armor

Casting Time: 1 action
Range: 30 feet
Duration: 1 round or concentration, up to 1 minute
Target: 1 creature or object that you can see
Cost: 0 sp

You can wrap a willing creature or object in cushioning force, granting them resistance to bludgeoning and slashing damage, and negating any damage they might take from falling or being used as a projectile.

Augment 2 sp: This effect lasts for its remaining duration without concentration. This augmentation may be applied without any action required on your turn.

Kinetic Sense

Augment 0 sp: You no longer need to see a target to affect it with your Telekinesis sphere abilities. Instead, you may target a 5 ft. square, discovering and affecting whatever might be there. If nothing is in the space, your action is wasted though you retain any spell points you would have spent.

In addition, you gain the touchsense ability.

Touchsense

Casting Time: 1 action
Target: self
Cost: 1 sp
Duration: Concentration, up to 10 minutes

You gain blindsense with a 30-foot range.

Augment 2 sp: This effect lasts for its remaining duration. This augmentation may be applied without any action required on your turn.

Pushed Movement

You gain the following telekinesis sphere abilities:

Fly

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Target: 1 creature or object that you can see
Cost: 1 sp

The target gains a 20 foot fly speed, increasing by 20 feet at 5th level (40 feet), 11th level (60 feet), and 17th level (80 feet).

Augment 2 sp: This effect lasts for its remaining duration without concentration. This augment may be applied without any action required on your turn.

Help/Hinder

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Target: 1 creature or object that you can see
Cost: 0 sp

Increase or decrease (your choice) the target’s movement speeds by 10 feet, +5 feet at 5th (15 feet), 11th (20 feet) and 17th (25 feet) levels, to a minimum of 5 feet. The target also doubles their falling damage if their speed is increased, or negates falling damage if their speed is hindered. The target is allowed a Strength saving throw to negate this effect.

Augment 2 sp: This effect lasts for its remaining duration. This augment may be applied without any action required on your turn

Telekinetic Crush

You gain the following augments:

Augment 0 sp: If you are using projectile in an attempt to break an object (for example, smashing someone through a wall) you deal double damage to the object or objects. If an ability check is called for by the GM, you have proficiency on this check.

Augment 0 sp: When using levitate on a target, you can crush it with your grip. Every round you maintain concentration you can deal 1d6 force damage, increasing by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can cease or resume this damage on your turn with no action required.

Whirlwind Assembly

You gain the following Telekinesis sphere abilities:

Call to Hand

Casting Time: 1 bonus action
Range: 30 feet
Target: 1 unattended object that you can see
Cost: 0 sp
Duration: Instantaneous

You can call a single object up to your telekinesis size that is either unattended or carried by (but not secured to) a willing creature that you can see within range instantly to your hand.

Telekinetic Swap

Casting Time: 1 bonus action
Range: 30 feet
Target: self
Cost: 0 sp
Duration: Instantaneous

You can use your telekinesis to ready yourself for any given situation. You can draw up to two sheathed weapons or items you are carrying (even if it is stored in a backpack or similar container) and put away up to two objects you are holding in your hands. In addition, you can don a single set of armor or robes and put away any robes or armor you are currently wearing, or swap out any number of smaller worn items (such as gloves, hats, or rings). Each individual item equipped or put away must be up to your telekinesis size.



Telekinesis Advanced Talents

Affix (levitate)

Prerequisites: Telekinesis Sphere, Tether, 11th level or higher

Augment 3 sp: With no action required, you can permanently affix a single target of your levitation to a specific point in space. This is an instantaneous effect that end the levitation and binds the target to that specific point, preventing it from moving in any direction, even down.

An unwilling creature may make a Dexterity saving throw to avoid being fixed in place. A creature affected by Affix can still take actions and can freely move their limbs, but cannot move away from the point they have been affixed to, even with teleportation effects.

Since this is an instantaneous effect, it cannot be dispelled. However, a successful application of telekinesis or brute force from a creature or force 2 or more sizes larger than your telekinesis size, or requiring a Strength check made with disadvantage against your sphere DC, can end the effect. A creature cannot attempt this check on themselves without something to hold on to, such as a wall. If applying your own telekinesis against an object you’ve affixed, you automatically succeed on your key ability check.

Effortless Telekinesis

Prerequisites: Telekinesis sphere, 11th level or higher.

Augment 1 sp: Your Telekinesis sphere abilities persist for 8 hours instead of 10 minutes.

Gravity Manipulation (gravity)

Prerequisites: Telekinesis Sphere, Gravity Shift, 15th level or higher.

Augment 2 sp: When you use Gravity Shift, you have greater control over gravity. You can create or manipulate areas of no gravity or subjective gravity, and may apply any gravity trait to any area. Creatures in the area may make a Dexterity saving throw to hang onto an adjacent surface whenever you change gravity.

  • No Gravity: Individuals in an area of no gravity merely float in space, unless other resources are available to provide a direction for gravity’s pull.
  • Objective Directional Gravity: The strength of objective directional gravity is the same as normal, but the direction is not the traditional “down” toward the ground. It may be down towards any solid object, at an angle to the surface of the ground itself, or even upward.

Linear Acceleration (projectile)

Prerequisites: Telekinesis Sphere, 11th caster level or higher

Augment 3 sp: When using projectile, you can fling the creature or object at immense speeds, firing it towards any target in line of sight up to 1 mile away and dealing double damage.

Whether the attack succeeds or fails, the object’s impact into the area releases a powerful shockwave and everyone within a 30-foot radius sphere of the target square, including the initial target itself, take 2d6 thunder damage and are stunned until the end of your next turn. A Constitution saving throw negates the stunned condition.

Puppet (levitate)

Prerequisites: Telekinesis Sphere, Finesse, Telekinetic Maneuver, 11th level or higher

Augment 2 sp: When you use levitate on a creature, you can take precise control over their physical form. You can force them to run, jump, manipulate objects, and wield weapons, but you cannot force them to use special abilities such as class powers or spells that are not a function of bodily movement, and cannot take control of their vocal cords, though you can prevent them from making sounds. Any actions you force the target to make cost identical actions of your own; if you force them to use an action, it also costs you an action. If you force the subject to engage in combat or use any skill, use your key ability modifier in place of their Strength or Dexterity modifier, and use your own skill and weapon proficiencies when determining the bonus for their attacks or actions. Since the subject is only under your physical control, on their turn they can still take purely mental actions.



Variants

Gyrokinesis

Your telekinesis operates entirely by manipulating the gravity on objects. Your projectile and levitate abilities may only move objects up and down, not laterally or sideways. You gain a bonus (gravity) talent from the Telekinesis sphere.

Limited Telekinesis

You can only use your Telekinesis sphere abilities on one type of material (water, metal, stone, etc.) chosen when you gain this variant. If you choose flesh as the material, you can use your telekinesis on beasts, humanoids, and monstrosities (or their corpses). Other suitable creatures (such as a flesh golem) may also be affected at the DM’s discretion. You gain a bonus talent from the Telekinesis sphere.

Manifestation

Your Telekinesis sphere abilities manifest visibly as a translucent construct, with an appearance chosen when you take this variant. This manifestation links you to the effect, but does not impede movement or sight. Creatures may attack this manifestation, either at the area of effect or anywhere along the shortest unimpeded line from you to the effect. The manifestation has an AC equal to 10 + your key ability modifier and 3 hit points per level. If it is reduced to 0 hit points, the effect ends immediately. These hit points are restored at the start of each of your turns. You gain a bonus talent from the Telekinesis sphere.



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