Will of Force
Practitioners within the Order of Force use telekinetic powers to manipulate the world around them, often through sheer force. They tend to be short tempered and brash, ready to knock opponents away.
Order of Force Features
|2nd||Psychokinesis, Dampen Impact|
2nd-level Order of Force feature
Savants of the Order of Force have mastery over telekinetic and related psionic expressions. They can create projections of force and energy that they can move, manipulate, or use to impact their surroundings.
Having a natural talent for psychokinetic powers, you don’t suffer disadvantage when making a ranged attack with a psionic power when you are within 5 feet of a hostile creature. Moreover, you can imprint one extra power which must be from the psychokinesis discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.
You can make a ranged power attack with your Psi Blast feature against a target within 60 feet of you, provided you have a clear path to the target. You deal bludgeoning instead of psychic damage when you make a psi blast attack this way. When used this way, the psi blast counts as both a psychokinesis and an energy power.
2nd-level Order of Force feature
You telekinetically slow yourself when falling. You reduce the damage you take from a fall by a number of dice equal to half your level in this class.
6th-level Order of Force feature
You can manifest energy in means beyond raw force. When you manifest a psychokinesis power, you add your proficiency bonus to one damage roll of that power.
You choose an energy type from pyrokinesis, cryokinesis, electrokinesis, sonokinesis, or terrakinesis. Psychokinesis powers you manifest can take on elemental properties determined by this choice. Whenever you manifest an energy power, you can manifest it with your energy type.
In addition, when you manifest a psychokinesis power, you can imbue it with your expression. Each creature you hit with or that fails its save against the power suffers an effect based on the energy type you chose. You can imbue a power this way a number of times equal to your Intelligence modifier (minimum of once) and regain all expended uses of when you finish a long rest.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace your energy type with a different one from the list.
Pyrokinesis. You gain control over fire. Each energy power you manifest can deal fire damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, each creature you choose within 5 feet of your target takes fire damage equal to your proficiency bonus if it hasn’t already been damaged by this feature this turn. At 18th level, the damage dealt to a creature within 5 feet increases to twice your proficiency bonus.
Cryokinesis. You can decrease temperatures and create ice from water in the air. Each energy power you manifest can deal cold damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target has a −1 penalty to AC until the end of your next turn. At 18th level, the penalty to AC increases to −2.
Electrokinesis. Electric current can surround your manifestations. Each energy power you manifest can deal lightning damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target’s speed is reduced by 10 feet until the end of your next turn. At 18th level, a creature’s speed is reduced by 15 feet.
Sonokinesis. You create ultra frequency sounds that rip through matter. Each energy power you manifest can deal thunder damage instead of the normal damage type if you choose. When you imbue a psychokinesis power, its target has disadvantage on its next attack roll made before the end of its next turn. At 18th level, the target has disadvantage on its next two attack rolls made before the end of its next turn.
Terrakinesis. Your telekinetic manifestations have greater force. Psychokinetic powers that pick up loose objects can rip chucks of earth, stone, and other terrain to use in place of objects. Each energy power you manifest can deal bludgeoning, piercing, or slashing damage (your choice) and counts as magical for the purpose of overcoming damage resistance and immunity. When you imbue a psychokinesis power, you can push its target 5 feet away from the power’s point of origin or you, as appropriate. At 18th level, you can push a target up to 10 feet away.
10th-level Order of Force feature
You can manifest minor psychokinetic bursts of energy. You can do this a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. You can perform the following feats:
- Once each round while falling or jumping, you can push yourself in any direction up to 30 feet. This movement is in addition to your movement speed and doesn’t provoke opportunity attacks.
- You can use your reaction when you take bludgeoning or your energy type’s damage to gain resistance that damage until the end of the turn.
- As a bonus action, you can grant yourself the ability to hover and a flying speed equal to your walking speed for 1 minute. To use your flying speed, you must concentrate as if concentrating on a power.
- When you make a Strength check or saving throw, you can add your proficiency bonus. If you already add your proficiency bonus to the check, you add twice your proficiency bonus instead.
18th-level Order of Force feature
Your ability to control psychokinetic energy increases. While you concentrate of psychokinesis power, your AC increases by 2. Allies under the effects of your psychokinesis powers gain a +2 bonus on Strength and Dexterity saving throws