Telekinetic Hand
At 3rd grade, you learn the Mage Hand cantrip. You can cast it without components, and you can make the apparitional hand inconspicuous. news is your spellcasting ability for this spell .
Psionic armament
Starting at 3rd level, you can channel your psychic baron to magically augment your art. When you finish a long rest, choose whether to augment your defenses or your strikes. The choose benefit lasts until you finish a farseeing remainder .
Augmented Defenses. When you or a creature you can see within 30 feet of you takes wrong, you can use your reaction to roll a d10 and reduce the sum of damage taken by the number rolled. When you reach 10th floor in this class, the die changes to a d12.
Augmented Strikes. once during each of your turns when you hit a animal with a weapon attack, you can besides deal 1d4 psychic damage to that target. When you reach 10th level in this course, the psychic wrong increases to 1d6 .
military capability of mind
At 7th grade, as a bonus carry through, you can telekinetically lash out at a creature you can see within 20 feet of you. The prey must make a Strength saving throw against a DC equal to 8 + your proficiency modifier + your Intelligence changer. On a fail salvage, the aim takes coerce price equal to 2d6 plus your intelligence changer and is telekinetically moved 15 feet immediately toward or aside from you ( your option ). On a successful save, it takes half as much damage and is n’t moved .
You can use this feature a number of times peer to your Intelligence modifier ( minimum of once ), and you regain all use uses when you finish a long rest.
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Telekinetic Bulwark
At 10th level, when you take the Attack natural process, you can forgo one of your attacks to project a bastion of psionic exponent in a 10-foot radius around yourself. It lasts for 1 minute or until you ‘re incapacitated. For the duration, you and your allies in that area gain the benefits of half covering and have advantage on Strength saving throws .
once you use this feature, you ca n’t do thus again until you finish a long lie or until after you use your second Wind have .
Agonizing Strikes
Starting at 15th level, your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can besides deal 2d10 psychic wrong to that aim and pull it to make a Constitution saving shed against a DC equal to 8 + your proficiency bonus + your intelligence modifier. Unless the deliver succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your future turn.
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You can use this sport a numeral of times adequate to your Intelligence modifier ( minimum of once ), and you regain all use uses when you finish a retentive rest .
psychic Dreadnought
At 18th level, the baron of your beware suffuses your integral being, making you a nigh-unstoppable push on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 moment or until you ‘re incapacitated .
- At the start of each of your turns, you regain 10 hit points.
- Your walking speed increases by 10 feet
- If you’re prone, you can stand up by spending 5 feet of movement.
once you activate this feature, you ca n’t use it again until you finish a long rest .