Telekinesis
“Any of you that believes in telekinesis, please raise my hand.”
Range: 30 feet
Hand Requirement: Versatile
| Subpower | Damage | Description |
|---|---|---|
| Lift (affinity) | You gain a psionic ability to lift things with the power of your mind. As a baseline, you are able to lift as much as you might be able to carry with one arm, keeping any lifted objects within range and in sight, though it has no talent for dextrous manipulation and you can only focus on one thing at a time. This is typically channeled as long as something is being lifted and does not need a check, though the SM may require a check and/or a lesser slot, at their discretion. As a rule of thumb, lifting a sofa or something you might hesitate to lift without help might need a lesser slot, and expending a lesser slot empowers you long enough to do so for an hour. Picking a lock from a distance or something similar that requires sleight of hand, or some burst of telekinetic strength too short to want to spend a lesser slot, might require a check, with consequences like breakage on failure. Additionally at the SM’s discretion, you can spend a greater slot to supercharge your affinity with no specific upper limit except the SM’s discretion, though such extraordinary expenditures, such as lifting a car, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion’s telekinesis. Without blowback, however, you can spend a greater slot to empower your affinity to lift yourself in what is functionally flight for an hour. …given you remember to not stop channeling, of course. | |
| Force Crush (at-will) | Pd4+PCM | Major action: Make a ranged attack against a target’s Fortitude resistance. |
| Force Crush (at-will) | Pd3+PCM | Major action: Make three ranged attacks, each with disadvantage, each against a single target within range, targeting Fortitude resistance. |
| Force Crush (at-will) | Pd4+PCM | Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. |
| Force Crush (lesser) | Pd8+PCM | Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) for 1 round. |
| Force Crush (lesser) | Pd10+PCM | Minor action: Make a melee attack (range: as grapple) targeting Fortitude resistance. This attack has the Crush property. |
| Impact (at-will) | Pd8+PCM | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. |
| Impact (at-will) | Pd4+PCM | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. This attack has the Combo property. |
| Impact (at-will) | Pd3+PCM | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is knocked Prone. |
| Impact (lesser) | Pd10+PCM | Major action: Make a ranged attack against a target’s Fortitude resistance. This attack ignores disadvantage for attacking a Prone target from beyond 5 feet, but if the target is Prone, Crippled, Stuck, or has their movement impeded in some way, such as difficult terrain, the attack still deals half damage but no other effects on a miss. |
| Hammerhand (at-will) | Pd2+PCM | Major action: Make a melee attack (range: 5 feet) against a target’s Fortitude resistance. If you break resistance, the target is Dazed for 1 round. This attack has the Combo property. |
| Hammerhand (lesser) | Free action: After landing an attack, you also knock the target Prone. | |
| Rive (lesser) | Pd8+PCM | Major action: Make a ranged attack against a target’s Fortitude resistance. This attack has the Combo property, and does not cost a slot when used as a minor action followup to a slotted major action Combo attack. |
| Rive (lesser) | Minor action: Make a ranged attack against Fortitude resistance, targeting all creatures within a 10 ft. radius centered somewhere within range. For each target, if you break resistance, inflict Sunder (2). For each target, if one or more condition(s) was imposed by a subpower you know, it automatically hits and the Sunder’s magnitude is raised by one per condition, up to Sunder (5). | |
| Rive (greater) | Pd8+PCM | Major action: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Exposed, Impaired, and Weakened until the end of your next turn. If you fail to break resistance, the attack still deals half damage and you can only choose one of those three conditions to inflict. |
| Kinetic Lash (at-will) | Major action: You initiate a grapple against a target within range. You use your psionic casting skill in place of Athletics when grappling or otherwise making Athletics checks in relation to grappling in this way. You can grapple one target per hand used for Telekinesis, and any hands used to grapple targets in this way are considered free for the purposes of casting Telekinesis subpowers. Major action: Make a Shove action against one or more targets you have grappled with Kinetic Lash, using your psionic casting skill. You push them an additional 5 feet per 5 by which you beat their check. | |
| Kinetic Lash (lesser) | Free action: When you make a grappling check, the check has advantage. | |
| Telekinetic Field (lesser) | Major action: Create a 15 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage. | |
| Telekinetic Field (greater) | Major action: Create a 30 ft. radius sphere, centered on and moving with yourself, that lasts for 1 minute. All weapon attacks of your choice that pass through this sphere have disadvantage, and all creatures of your choice are Exposed while in the sphere. | |
| Penrose Process (greater) | Major action: You create a miniature gravity process that lasts 1 minute. Once per round as a free action, choose a target. If yourself or an ally, gain 15 ft. of speed and +1 die size on one damage roll in that round. If an enemy, make a ranged attack against their Fortitude resistance. If you break resistance, you force them to move 15 feet and Weaken them for 1 round. If you fail to break resistance, you must choose between moving them 15 feet or Weakening (1) them for 1 round. |
