Kineticist (Psychokinesis specialist)
You move things and manipulate energy with your thought.
As Primary Requisite can freely choose Int, Wis or Con
Psionic Tradition:
1) – gains the Telekinetic Hand Cantrip (as Mage Hand but invisible)
- Telekinetic Push: as a bonus action, you can force a Large or smaller creature within 30’ to pass a Strenght save (DC = your Power DC) or be pushed back 15’. Can use a number of times equal to your Primary Requisite bonus before a long rest.
- Telekinetic Deflect: as a reaction, you can impose disadvantage on an attack (against you or not) within 60’. Can use a number of times equal to your Primary Requisite bonus before a long rest.
6) – Inertial Barrier: as a reaction, creates a semipermeable, mobile bubble of force around you in 10’. The bubble halves the Dmg from missiles and energy attacks (for example Breath Weapons) that cross the barrier, and falling Dmg is also halved for all creatures inside. You must use Concentration (up to 1 min) to maintain the bubble for more then 1 round. After a use, it recharges with a Long Rest.
10) – Control Body: as an action, you can try to control the body of a Large or smaller creature within 30’, as a puppeteer. The creature can resist with a Str save and can repeat it at the end of each round. When the creature is controlled, you can make it move and attack physically, but you must maintain Concentration (up to 1 minute) and must use 1 bonus action each round to control the creature.
- Gains Telekinesis as a bonus known power. You can use it for free once for long rest.
14) Megakinesis: you can use Telekinesis on one Gargantuan creature, or two Huge, four Large, eight Medium, sixteen Small; or Objects with a total weight of 100,000 pounds or less. When you use this power, you recover it with a long rest.