TELEKINESIS

Transmutation Level 5

STANDARD

Casting Time 1 action
Range 60 feet
Components V, S
Duration Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Spell Variants & Exotic Components – level 5
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1

Casting Time 1 bonus action
Range 60 feet
Components V, S, M
Duration Concentration, up to 10 minutes

This spell variant works as the standard version. However, by reducing its power, you can cast this spell as a bonus action. The targets remain creatures or objects, but the power of the spell changes as follows:
Creature. You can try to move a Large or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 20 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 100 pounds. If the object isn’t being worn or carried, you automatically move it up to 20 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 20 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

SPELL VARIANT #2

Casting Time 1 action
Range 60 feet
Components V, S, M
Duration Concentration, up to 10 minutes

You gain the ability to move or manipulate objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
You can move and throw objects of huge size or smaller at a creature. The objects causes bludgeoning, piercing or slashing damage accordingly to its shape and structure (DM’s discretion).
Objects deals damage depending on their size and the spellcaster may add its intelligence modifier to the damage dealt.

  • Huge. 1d20 damage.
  • Large. 1d12 damage.
  • Medium. 1d10 damage.
  • Small. 1d8 damage.
  • Tiny. 1d6 damage.

Components. Ring of Telekinesis (not consumed; the magical item will not work for 1 hour).