Kinetic Barrier


Manifesting Time: 1 action

Range: 30 feet

Maintenance: Concentration, up to 10 minutes

Detection: Psychic, Gesture, Visual (glow)

You create a 1/4 inch thick field of telekinetic force that can be used to protect yourself and others. Nothing can physically pass through the barrier. The barrier is immune to all damage. It can be disintegrated, but will automatically reform at the end of your next turn as long as the power is in effect.

The barrier provides a creature you can see within range half cover against the first attack made against it each round. The barrier remains with the creature unless an augmentation transforms it into a stationary wall.

0. The power’s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).

1. The target is treated as always having half cover.

Empower. When you spend 6 power points (7), you can use your action each turn to increase the cover to three-quarters until the start of your next turn. If you spend 6 more power points (13), you increase the cover without needing to take an action.

2. As a bonus action, you can reposition each wall or redistribute each barrier to another point or creature you choose within range.

2. You can target one additional creature or create one additional wall panel within range. You can take this augmentation multiple times.

3. You create a wall of kinetic force at a point in space instead of targeting a creature. The wall is a 5-foot wide by 5-foot tall panel that provides three-quarters cover for a Medium or smaller creature behind it.

Empower. When you spend 2 power points (5), the panel’s dimensions increase to 10 feet and grant a Large or smaller creature full cover while behind the wall.

4. A creature with a barrier can’t be pushed against its will and never needs to spend extra movement due to an effect created by wind or telekinetic force. It can also use the barrier to shove a target within 5 feet of it as a bonus action. It can choose to use your power attack modifier in place of its Strength (Athletics) for the check.

11. You create a stationary dome of force. The dome is hemisphere with up to a 15-foot radius that grants full cover and can’t be passed through by physical means.

Empower. When you spend 4 power points (15), you can center the dome on a creature or object, allowing the dome to move with it.

A creature whose space the dome enters must succeed on a Strength check against your power save DC or be pushed by it for the remainder of the turn, otherwise the dome can’t continue to move against it this turn.

The dome will automatically push objects aside, provided they aren’t anchored to a surface. If an object is anchored to a surface, the DM will decide whether the dome can move it or not. If the dome encounters another impassable object, such as an immovable rod, it can’t continue to move in that direction.