Telekinesis Sorcery

by JerZeyCJ

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Telekinesis

| Your innate magic manifests as the ability to mentally manipulate and control object around you.

Kinetic Magic

Your affinity for telekinesis gives you the option to learn some non-sorcerer spells. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Spell Level Spell
2nd Cordon of Arrows
3rd Conjure Barrage
5th Conjure Volley
5th Steel Wind Strike
6th Blade Barrier

Arcane Stone

At first level, you learn the Magic Stone cantrip if you did not already know it. When cast, it gains the following benefits.

  • As part of the bonus action to cast Magic Stone, you may make one attack with them.

  • When thrown by you, a magic stone now has a range of 120ft.

  • Magic Stone's damage die increases from 1d6 to 1d8 when thrown by you.

Weapon Kinesis

Starting at 6th level, you've learned to use your telekinesis as an extension of your own body and fight with melee weapons at an increased range. As a bonus action on your turn, you can cause your weapon to float for 1 minute. While floating in this way, it gains the reach property if it did not already have it. In addition, you may use your Charisma modifier for the weapon's attack and damage rolls. After you make an attack with a floating weapon, you may make an additional attack with an Arcane Stone if you have any. You have two uses of Weapon Kinesis, which you regain on a short or long rest.

Your floating weapon moves with you on your turn. The weapon drops to the ground if you or the weapon are moved more than ten feet away from each other. You cannot wield any other weapons while this feature is active and whatever hand your weapon was previously held in is considered full. Weapon Kinesis lasts until you end it with an object interaction on your turn or if you are reduced to 0 hit points. The weapon returns to your hand if it is active for the entire duration.

Telekinetic Fist

At 14th level, you learn the spell Bigyby's Hand, it does not count against your number of Sorcerer spells known, and you gain the ability to cast it once per long rest at your highest spell slot level without expending a spell slot.

Kinetic Mastery

Starting at 18th level, you've mastered the art of telekinesis and can perform it nearly effortlessly. You can expend sorcery points to either reduce the level of the spell slot used to cast the spell or to cast it at a higher level. Reducing a spell's level or casting it at a higher level costs one sorcery point per level. If you expend an amount of sorcery points equal to a spell's level, you are able to cast it without expending a spell slot and can expend additional sorcery points to cast the spell at a higher level if you are able to do so.

Spells that you can cast in this way are listed below.

Any spell from the Kinetic Magic table

Animate Objects

Catapult

Bigby's Hand

Levitate

Telekinesis

 

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