Telekinetic Maneuvers

As a bonus action, you concentrate and choose a number of creatures equal to your Intelligence modifier (minimum of one), which can include you, that you can see within 30 feet of you. Each of the chosen individuals is protected by half cover, gaining a +2 bonus to AC and Dexterity saving throws for up to one minute or until you're incapacitated.

### Crush

As an action, you attempt to telekinetically crush a Medium or smaller creature. Target a creature that you can see within 60 feet. The target must make a Strength saving throw. On a failed save, the target takes 1d6 force damage and is telekinetically grappled by you until the end of your next turn. While grappled in this way, you can move it up to 10 feet in a straight line in a direction of your choice as a bonus action.

You can’t lift the target off the ground unless it is already airborne or underwater.

### Deflection

***Prerequisite:*** *3rd Level*

When you are hit by a ranged weapon attack, you can use your reaction to deflect or telekinetically catch the projectile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Intelligence modifier.

If you reduce the damage to 0, you can catch the projectile telekinetically. If you catch a projectile in this way, you can make a ranged Attack (range 60 feet/120 feet) with the weapon or piece of ammunition you just caught as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

### Fling

As an action, choose one object weighing less than 50 pounds within 60 feet that isn’t being worn or carried. You grasp it with your mind and send it flying in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. 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 3d8 bludgeoning damage.

### Floating Weapon

***Prerequisite:** 3rd Level*

As a bonus action, you can concentrate and telekinetically levitate a weapon with the light property. For up to a minute you can move the weapon to any point that you see within 30 feet and take the attack action with it as a bonus action.

You make the attack as if you were holding the weapon and do so with proficiency, regardless of your weapon proficiencies.

### Hold

***Prerequisite:** 3rd Level*

As an action, choose a humanoid that you can see within 60 feet. The target must succeed on a Strength saving throw or be restrained for up to a minute. At the end of each of its turns, the target can make another Strength saving throw. On a success, the maneuver ends on the target.

### Leap

As a bonus action, you propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn.

### Levitate

***Prerequisite:** 3rd Level*

As an action, when you concentrate, one creature or loose object of your choice that you can see within 60 feet rises vertically, up to 20 feet, and remains suspended there for up to 10 minutes. You can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the maneuver’s range.

When the maneuver ends, the target floats gently to the ground if it is still aloft.

### Push/Pull

As a bonus action, you target a creature you can see within 15 feet. The target must succeed on a Strength saving throw or be pushed or pulled up to 10 feet in a straight line toward or away from you.

### Shield

When you or another person you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage taken by half as you create a momentary shield of telekinetic force.

### Shockwave

As an action, you send a wave of psychkinetic force sweeping out from you. Each creature in a 15-foot radius originating from you must make a Strength saving throw. On a failed save, they take 3d8 force damage and are pushed 10 feet away from you and knocked prone. On a successful save, they take half as much damage and aren’t knocked prone.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the wave.

### Slam

As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw. On a failure, the target takes 1d6 force damage and, if Large or smaller, is knocked prone.

### Strike

As a bonus action, you can propel attacks with telekinetic force. Immediately after you or an ally that you can see hits a target within 30 feet of you with an unarmed strike or melee weapon attack and deals damage to it, you deal an additional 1d10 force damage + your Intelligence modifier.