Identity
Telekinetics are the most legible Psions to outsiders. Their work is visible: doors slam open without contact, chairs slide across the room, a thrown knife stops in midair and reverses course. The training pattern is austere — repetition, kinetic geometry, the slow integration of force into thought until effort and intent become one motion. Halcyion Inquisitors fear Telekinetics most, because they disarm and they kill cleanly. Aurelion duelists collect them. Black Meridian crews use them to lift wall plates and pry open vaults without leaving toolmarks.
Features
- L3 Telekinetic Grasp
You gain a hands-free, mind-driven grip with Close-range reach. As a bonus action, you can manipulate an object weighing up to 10 lb × your channeling ability modifier (minimum 10 lb) within 30 ft — picking it up, moving it, opening or closing it, hurling it, or otherwise applying force consistent with a single human hand. You can use this grip to make an unarmed strike or shove at 30 ft (using your channeling ability for the attack roll; on a hit, 1d6 + ability modifier bludgeoning damage, or a Strength save vs. your channel save DC to be shoved 10 ft or knocked prone). You can also use it to attempt a Disarm action at 30 ft against an opponent's held weapon (contested check, your channeling ability vs. target's Strength or Dexterity). Additionally, when you cast a Psion channel that has a range of touch, you may instead deliver it at any point within 30 ft, treating Telekinetic Grasp as the delivery vector.
- L7 Lift and Hold
Your kinetic envelope expands. As an action and a cost of 2 Psionic Points, you can lift one Medium or smaller creature within 60 ft into the air. The target makes a Strength saving throw against your channel save DC; on a failure, it is grappled and suspended 10 ft above its starting position for up to 1 minute. While suspended, the target has its speed reduced to 0 and disadvantage on attack rolls. It can repeat the save at the end of each of its turns, ending the effect on a success. Alternatively, as the same action, you can lift one unattended object up to Large size and weighing up to 500 lb, and move it up to 30 ft along any vector while sustained. Sustaining either effect requires a bonus action on each subsequent turn; otherwise the held creature or object falls.
- L11 Kinetic Volley
You weaponize ambient debris. As an action and a cost of 3 Psionic Points, you sweep loose objects, gravel, panel-scrap, or thrown weapons into a torrent of kinetic projectiles in a 30-ft cone or against up to four creatures of your choice within 60 ft (your choice each casting). Each target makes a Dexterity saving throw against your channel save DC, taking 6d8 bludgeoning, piercing, or slashing damage (your choice based on available debris) on a failure or half on a success. The area must contain enough loose material to draw from — a swept-clean Halcyion cathedral floor halves the damage dice; a starship-cargo bay full of crates uses full damage and may trigger collateral damage to gear at the GM's discretion.
- L15 Reactive Catch
Your kinetic field intercepts what would strike you and yours. As a reaction when you or an ally within 60 ft is hit by a ranged weapon attack or by a thrown weapon, you can catch the projectile in midair. The attack misses and the projectile is held aloft beside you. You may, as part of the same reaction, redirect it back along its line of travel — make a ranged channel attack roll against any creature within 60 ft of you using your channeling ability modifier; on a hit, the projectile deals its normal damage to that target. Once per short rest, you may use Reactive Catch without expending your reaction; subsequent uses in the same combat cost your reaction normally.
- L18 Sovereign Field
Your control over matter becomes total within your domain. Once per long rest, as an action, you establish a Sovereign Field — a 60-ft-radius sphere centered on you that lasts up to 1 minute and moves with you. While it persists, you can do all of the following as a single bonus action each turn: suspend, lift, or move up to six Medium or smaller creatures or unattended objects of up to 1,000 lb each anywhere within the field; release them, hurl them, or hold them in place (creatures resist with a Strength save against your channel save DC at the start of each of their turns). Additionally, while the Field is active, ranged weapon attacks made against creatures inside the Field have disadvantage, you can ignore difficult terrain inside the Field, and you may sustain Lift and Hold on any number of targets within the Field without bonus action upkeep. Maintaining the Sovereign Field requires your concentration. If you spend 5 additional Psionic Points when you activate it, the Field persists without concentration for its full duration.