Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
I could see something like the Arcane Trickster special case for Mage Hand: a cantrip that uses the Fighter Attack action economy by Level, so it would be an attractive, always available action.
I agree. Here's a simple take.
fighter, Kinetic Adept
lvl 3:
Kinetic Push.
Starting at 3rd level, you can cast mage hand and you can make the spectral hand invisible. The hand can carry a number of pounds equals to 2x your Int Score, but you cant make attack with it and you can use it as a bonus action. As a bonus action on your turn, you can try to Shove one creature within 5 ft of the hand. You add your Int mod to the the roll of your contested check.
Also, while the hand is holding an small of medium object, you can give up an attack on your turn to make a ranged attack, using Int mod for the attack roll and damage roll, as if you were proficient with said object. The object deals 1d8 force damage on a hit.
Kinetic Rush.
At level 3, you can sacrifice an attack on your turn to force a creature within 5 ft of you to make a STR saves against a DC equal to 8+prof+Int mod. On a failed save, you can push the creature up to 20 ft, provided you move with the creature along the same path. This attack does not require any movement from you, but your speed needs to be at least equal to the distance you move the creature.
lvl 7:
Psionic celerity.
When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this feature, you can't use it again until you move 0 feet on one of your turns.
lvl 10:
Psionic Weapons.
At 10th level, you gain the ability to cloak yourself in field of force for 1 minute or until your concentration ends (as if you were concentrating on a spell). As a bonus action, you cast Catapult, without expending a spell slot and you exude an aura of pure psionic powers. During this time, you can cast Catapult as a bonus action on each of your turns, without expending a spell slot.
You cant use this feature again until you completed a long rest.
lvl 14:
Kinetic anchor.
As a reaction when an effect would pull or push you against your will, you can negate the movement. Furthermore, creatures of your choice cannot teleport in or out within 5 ft of you.
lvl 18:
Kinetic Mastery.
Your speed increases by 10 ft. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the attack deals force damage equals to half your fighter level and you can push the creature 10 ft in any direction, horizontally or vertically.
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