Telekinetic Grasp
5th Edition
You attempt to grasp a creature in telekinetic energy and hold it captive. As an Action, choose one creature you can see within range. The target must make a Strength saving throw, being Grappled by you on a failure for the duration or until it is more than 90 feet away from you.
The Grappled target can attempt to escape as an Action by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against your Psi Save DC. While a creature remains Grappled by you in this manner, you can use a Bonus Action to create one of the following effects:
Crush. The target must make a Strength Saving Throw, taking 5d6 Force damage on a failure, or half as much on a success.
Move. You move the target up to 30 feet. You can move the creature into the air or under a liquid surface and hold it there. If the Grapple ends, the creature falls if it cannot hold itself aloft in some way.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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