Telekinetic Grasp

Psychokinesis

Manifesting Time: 1 action

Range: 60 feet

Maintenance: Concentration, up to 1 minute

Detection: Psychic, Gesture, Visual (glow)

You create a telekinetic force at a space within range. This force can attempt to grapple a Medium or smaller creature or object within 5 feet of it that you can see. Make a grapple check using your power attack modifier instead of Strength (Athletics) when you target a creature. On a success, the target is grappled until it escapes the grapple, you release it, or the power ends. While the power is in effect, if the force holds no target, you can use your action to move it up to 30 feet and attempt to grapple a target. A target automatically escapes the grapple if it teleports, becomes incorporeal, or moves to another plane of existence.

When you grapple an object, any creature must succeed on a Strength check against your power save DC to move it. The object is considered latched to a surface.

A grappled creature is held in place and considered latched to a surface. It doesn’t fall as a result of the power.


1. A grappled creature has each of its melee weapon damage rolls reduced by 1d4 to a minimum of 1 point of damage.

Empower. For every 2 additional power points you spend, to a maximum of 8, the target’s damage is reduced by an additional 1d4.


2. The power’s range increases to 300 feet.


2. The force can attempt to grapple up to two Medium or smaller targets within 5 feet of it using the same action. It can grab a Large target in place of two Medium targets, a Huge target in place of four Medium targets, or a Gargantuan target in place of 8 Medium targets.

Empower. For every 2 additional power points you spend, the force can attempt to grapple one additional Medium target.


3. You can use your action to attempt to shove a grappled creature, using your power attack modifier instead of your Strength (Athletics) for the check. In addition, a grappled creature can’t benefit from hover, and at the end of each of your turns, you can make it fall.

Empower. When you spend 4 power points (7), you can take a reaction when a grappled creature makes an attack roll, ability check, or saving throw that uses Strength or Dexterity. It treats a d20 roll of 11 or more as a 10. As part of this reaction, you can also attempt to shove the target.


5. A grappled creature is restrained.

Empower. When you spend 10 power points (15), you can choke a grappled creature. After the target has been grappled by the force for two consecutive rounds, it begins to suffocate and can’t hold its breath. The target falls to 0 hit points after a number of rounds equal to its Constitution modifier (minimum of 1 round) as defined under the suffocation rules (chapter 8 in the Player’s Handbook). If the target is reduced to 0 hit points, you can use your reaction to outright kill it.