Kadesh
2018-06-23, 05:30 PM
Hi, one of my players has approached me in consideration of playing a Telekinetic Character, so we've sat down, and had a think about how they'd like to have her play, and as it's about casting lots of middle level spells, they've decided that they'd like to Sorcerer. We've sat down tonight after a session, and come up with this, and I'd like to see your opinions?
The intention of this is that it sees play up to 13th level, maybe 14th, but we've tentatively included an 18th level ability in there. Their other reference is that they'd likely be taking Eldritch Blast through Magic Initiate.
Telekinetic Sorcerer
1st; When you cast Blade Ward, it has a duration of a number of rounds equal to your Proficiency Modifier.
6th; Haptic Learning; Gain proficiency in any 3 Weapons or Tools of your choice.
14th; Beginning at 14th level, you add your proficiency bonus to all spellcasting ability checks made as a part of the Telekinesis spell. You can take the attack action with an item you are currently manipulating with the Telekinesis spell, using your spellcasting ability modifier instead of the usual ability score on weapons sized appropriately for use with a creature of your current size. You are not proficienct with weapons not sized appropriately. Items using ammunition or similar may only do so should there be a suitable piece of ammunition within 5ft of the item.
18th; Beginning at 18th level, when you cast Telekinesis out of higher level spell slot, you can choose one additional creature or object for each slot level above 5th. You can dictate what effect takes place on a manipulated creature or object seperately. In addition, while you are concentrating on the Telekinesis spell, your concentration can't be broken as a result of taking damage.
Out of interest, what sort of spells should be looked at being picked up for a Telekine like character?
C; Blade Ward, Mage Hand, Mending, Mold Earth
1; Feather Fall, Jump, Mage Armor, Magic Missile, Shield, Catapult, Earth Tremor
2; Cloud of Daggers, Enhance Ability, Gust of Wind, Hold Person, Levitate, Shatter, Earthbind, Maximilian's Earthen Grasp, Warding Wind
3; Fly, Haste, Slow, Water Walk, Erupting Earth,
4; Stoneskin
5; Animate Objects, Telekinesis, Control Winds
6; Globe of Invulnerability, Move Earth, Investiture of Wind
7; Whirlwind
8; Earthquake,
9; Time Stop
Many of the earthen ones can be replaced with Water based ones I guess when near water, or fire when near fire/lava, I suppose. Thanks for looking :)
The intention of this is that it sees play up to 13th level, maybe 14th, but we've tentatively included an 18th level ability in there. Their other reference is that they'd likely be taking Eldritch Blast through Magic Initiate.
Telekinetic Sorcerer
1st; When you cast Blade Ward, it has a duration of a number of rounds equal to your Proficiency Modifier.
6th; Haptic Learning; Gain proficiency in any 3 Weapons or Tools of your choice.
14th; Beginning at 14th level, you add your proficiency bonus to all spellcasting ability checks made as a part of the Telekinesis spell. You can take the attack action with an item you are currently manipulating with the Telekinesis spell, using your spellcasting ability modifier instead of the usual ability score on weapons sized appropriately for use with a creature of your current size. You are not proficienct with weapons not sized appropriately. Items using ammunition or similar may only do so should there be a suitable piece of ammunition within 5ft of the item.
18th; Beginning at 18th level, when you cast Telekinesis out of higher level spell slot, you can choose one additional creature or object for each slot level above 5th. You can dictate what effect takes place on a manipulated creature or object seperately. In addition, while you are concentrating on the Telekinesis spell, your concentration can't be broken as a result of taking damage.
Out of interest, what sort of spells should be looked at being picked up for a Telekine like character?
C; Blade Ward, Mage Hand, Mending, Mold Earth
1; Feather Fall, Jump, Mage Armor, Magic Missile, Shield, Catapult, Earth Tremor
2; Cloud of Daggers, Enhance Ability, Gust of Wind, Hold Person, Levitate, Shatter, Earthbind, Maximilian's Earthen Grasp, Warding Wind
3; Fly, Haste, Slow, Water Walk, Erupting Earth,
4; Stoneskin
5; Animate Objects, Telekinesis, Control Winds
6; Globe of Invulnerability, Move Earth, Investiture of Wind
7; Whirlwind
8; Earthquake,
9; Time Stop
Many of the earthen ones can be replaced with Water based ones I guess when near water, or fire when near fire/lava, I suppose. Thanks for looking :)