Telekinetic Savant - Sorcerous Origin

by Xyrlian

Search GM Binder Visit User Profile


  • 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.