- Art: Silverquill Pledgemage by Denman Rooke
Telekinetic Savant
You've awakened the psionic power within yourself. As a Telekinetic Savant, you have a talent for manipulating the world around you with just a thought.
Telekinetic Magic
1st-level Telekinetic Savant feature
You learn additional spells when you reach certain levels in this class, as shown on the Telekinetic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock, or wizard spell list.
Telekinetic Spells
Sorcerer level | Spells |
---|---|
1st | mage hand, catapult, magnify gravity |
3rd | immovable object, levitate |
5th | fly, pulse wave |
7th | gravity sinkhole, resilient sphere |
9th | telekinesis, wall of force |
Telekinetic Reach
1st-level Telekinetic Savant feature
You know the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. In addition, you can use a bonus action to control the hand.
Telekinetic Ward
6th-level Telekinetic Savant feature
You can create momentary shields of telekinetic force. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend 1 to 5 sorcery points to reduce the damage taken by a number of d8s equal to the number of sorcery points spent.
Telekinetic Flight
14th-level Telekinetic Savant feature
You can effortlessly propel your body with your mind. You gain a flying speed equal to your walking speed, and you can hover.
Telekinetic Wave
18th-level Telekinetic Savant feature
You can unleash a powerful wave of telekinetic force. As an action, you create the wave in an area within 120 feet of you. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall, and has a direction of your choice. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 force damage and is either knocked prone or moved 15 feet in the direction of the wave (your choice). On a successful save, a creature takes half as much damage and isn’t knocked prone or moved. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet in the direction of the wave.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Optional Class Features
This section offers additional features that you can gain as a Telekinetic Savant sorcerer. Consult your DM if gain one of the following features at their listed level.
Telekinetic Spells
1st Level Telekinetic Savant feature, which replaces the spells of the Telekinetic Magic feature
Sorcerer level Spells 1st mage hand, shield, thunderwave 3rd gust of wind, levitate 5th fly, wind wall 7th freedom of movement, resilient sphere 9th telekinesis, wall of force
Psionic Sorcery
6th level Telekinetic Savant feature
You learn the Subtle Spell Metamagic option, and it doesn't count against the number of Metamagic options you know. Additionally, when you cast any spell of 1st level or higher from your Telekinetic Magic feature, you can use the Subtle Spell Metamagic option on the spell without spending any sorcery points.