Telekinetic
A paragon of a Psionic Warrior, Telekinetics move objects with their minds and at the height of their power can manipulate gravity. They manifest a perfected form of the cantrip Mage Hand as an extension of their will. A Telekinetic seeks to perfect their power and fine control throughout their lives.
Subclass Features
Perfect Mage Hand
You can cast a form of the cantrip Mage Hand that is composed of Psychic energy and willpower. Your Mage Hand as the following distinguishing features
Your Mage Hand has a duration equal to your INT modifier (Minimum 1) in minutes.
The range increases to 60 ft.
You can make the hand Invisible as a bonus action.
The hand can lift weight up to 10 times your INT modifier (Minimum 1) in pounds.
The hand has an unarmed hit dice of 1D4 Psychic damage.
Power Leap
You can propel yourself forward with telekinetic energy. Your standing and running leap distances are quintupled.
Power Fling
You can grab and launch objects at high speed. Choose one object weighing 10 to 15 pounds within 5 ft that isn’t being worn or carried. The object flies in a straight line up to 120 ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object strikes a creature, that creature must make a Dexterity saving throw DC 8 + your INT modifier (Minimum 1) + your proficiency modifier. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 4D8 Bludgeoning damage.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).
Levitate
You can control your own weight and movement to a fine degree. You can no longer take fall damage and have a Hover speed equal to half your movement speed.
Telekinesis
You have mastered the basic arts of telekinesis. You can cast the spell Telekinesis times per long rest equal to your INT modifier (Minimum 1) without expending a spell slot. The spell cast this way is a psionic feature and not a spell and cannot be affected by Counterspell or similar effects. The spell save DC is 8 + your INT modifier (Minimum 1) + your proficiency modifier.
Gravity Flux
You can extend your range of control and create an area where you can control gravity. As an action you can create an aura around yourself with a radius of 30 ft that lasts for one minute or ends early if you become Incapacitated or end it early as a bonus action. At the start of each of your turns you can use an action and choose any number of creatures in your aura and apply one of the following effects to each
Gravity Crush: You force the creature to make a DC 8 + your INT modifier (Minimum 1) + your proficiency modifier CON saving throw and on a failed save they take 2D8 Force damage and have their movement speed halved or take half as much on a successful save and do not have their speed reduced.
Gravity Upwell: The creature gains 10 ft of movement speed and has their standing and long jump distances doubled. They can stand up from the Prone condition with no movement speed required.
You can use this feature times per long rest equal to your INT modifier (Minimum 1).