Options:
Becoming Incapacitated in any way other than the Unconscious condition does not break your Concentration.
You can choose to succeed on any saving throw that specifically targets your creature type, or any effect that would sense your emotions or read your thoughts.
You are able to target creatures that are not protected from having their emotions sensed or thoughts read as though you can see them even if you cannot, as with casting spells, as long as they are within 60 feet of you.
When you cast a level 1+ spell that requires Concentration using a spell slot, you can target one creature that is also Concentrating within 30 feet of you. You can attempt to break the Concentration of that creature. They must succeed on a Concentration check against your spellcasting DC to maintain Concentration.
When you would heal by spending Hit Dice, you can use your Charisma modifier in place of Constitution when determining the amount healed.
When you would heal by spending Hit Dice, you can use your Intelligence modifier in place of Constitution when determining the amount healed.
When you would heal by spending Hit Dice, you can use your Wisdom modifier in place of Constitution when determining the amount healed.
You can use your Charisma modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Charisma saving throw to maintain Concentration instead of Constitution.
You can use your Intelligence modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Intelligence saving throw to maintain Concentration instead of Constitution.
You can use your Wisdom modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Wisdom saving throw to maintain Concentration instead of Constitution.
When you take the Dodge action on your turn and your Speed is not 0, you can immediately teleport to an unoccupied space you can see within 5 times your Proficiency Bonus feet. You can teleport in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you complete a Long Rest, select one of your abilities. Whenever you make a D20 Test that would not use your selected ability, you can instead choose to use that ability. You may use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Charisma modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Intelligence modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Wisdom modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Charisma modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Wisdom modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a Long Rest before you can cast it this way again. When you cast Detect Thoughts creatures have Disadvantage on any saving throw or ability check associated with your probing. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. If you have level 2+ spell slots, you can cast this spell with them.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication does not give the creature the ability to respond to you telepathically.
Your telepathic utterances can now reach out to 120 feet, and the creature you communicate with can telepathically reply to your utterance.
Becoming Incapacitated in any way other than the Unconscious condition does not break your Concentration.
You can choose to succeed on any saving throw that specifically targets your creature type, or any effect that would sense your emotions or read your thoughts.
You are able to target creatures that are not protected from having their emotions sensed or thoughts read as though you can see them even if you cannot, as with casting spells, as long as they are within 60 feet of you.
When you cast a level 1+ spell that requires Concentration using a spell slot, you can target one creature that is also Concentrating within 30 feet of you. You can attempt to break the Concentration of that creature. They must succeed on a Concentration check against your spellcasting DC to maintain Concentration.
When you would heal by spending Hit Dice, you can use your Charisma modifier in place of Constitution when determining the amount healed.
When you would heal by spending Hit Dice, you can use your Intelligence modifier in place of Constitution when determining the amount healed.
When you would heal by spending Hit Dice, you can use your Wisdom modifier in place of Constitution when determining the amount healed.
You can use your Charisma modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Charisma saving throw to maintain Concentration instead of Constitution.
You can use your Intelligence modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Intelligence saving throw to maintain Concentration instead of Constitution.
You can use your Wisdom modifier in place of your Constitution modifier to determine additional Hit Points per character level and you can use your Wisdom saving throw to maintain Concentration instead of Constitution.
When you take the Dodge action on your turn and your Speed is not 0, you can immediately teleport to an unoccupied space you can see within 5 times your Proficiency Bonus feet. You can teleport in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you complete a Long Rest, select one of your abilities. Whenever you make a D20 Test that would not use your selected ability, you can instead choose to use that ability. You may use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Charisma modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Intelligence modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you take damage from a creature that is within 5 times your Proficiency Bonus feet of you, you can tale a Reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Wisdom modifier). On a failed save, the creature takes twice your Proficiency Bonus Force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed. You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Charisma modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
As a Bonus Action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 plus your Proficiency Bonus plus your Wisdom modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a Long Rest before you can cast it this way again. When you cast Detect Thoughts creatures have Disadvantage on any saving throw or ability check associated with your probing. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. If you have level 2+ spell slots, you can cast this spell with them.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication does not give the creature the ability to respond to you telepathically.
Your telepathic utterances can now reach out to 120 feet, and the creature you communicate with can telepathically reply to your utterance.