TEXT:  
  Martial Archetypes 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Teleknight 
  The mind is the greatest weapon ever born of man. This is a 
  fact known by warriors the world over, but it is often 
  thought of as a euphemism, an eloquent statement about the 
  ability of the brain to absorb and utilize combat training to 
  great effect. For most, this is true; for Teleknights, this is 
  taken to its literal extreme. Teleknights hone their minds to 
  an uncanny sharpness, unlocking the ability to manipulate 
  objects and creatures at a distance. 
  Vectors 
  Starting at 3rd level, you learn to manipulate objects from 
  afar using a set of invisible "hands" known as vectors. On 
  your turn, you can use an action to summon a number of 
  vectors equal to your Intelligence modifier (minimum 1), 
  which you concentrate on as you would a spell. Your 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   vectors remain in existence until you dismiss them or until 
  your concentration breaks. On any turn you use your action 
  to either attack or manipulate objects with your vectors, 
  you can move each of them up to 30 feet, out to a 
  maximum range of 30 feet away from you. 
       On your turn, you can use your action to manipulate 
  your vectors. You can use each vector to manipulate an 
  object, such as opening an unlocked door or container, 
  stowing or retrieving an item from an open container, or 
  pouring the contents out of a vial. You can perform more 
  complex actions with your vectors, such as picking a lock 
  or playing an instrument, but you can only do so once per 
  turn. Your limbs can carry a total weight in pounds of 10 
  times your Intelligence score. 
       Additionally, you can wield weapons and fight with 
  your vectors. Each of your vectors can hold a single melee 
  weapon, even if it is heavy or two-handed. Whenever you 
  take the Attack action on your turn, you can forgo one or 
  more of your attacks to allow an equal number of your 
  vectors to attack. Your vectors use your Intelligence 
  modifier for attack and damage rolls. A vector that is not 
  carrying a weapon deals 1d4 force damage on a hit. 
  Vector Maneuver 
  At 3rd level, you can use your vectors to perform basic 
  combat maneuvers, such as the Grapple or Shove actions, 
  against creatures at range. When you do so, rather than a 
  Strength (Athletics) or Dexterity (Acrobatics) check, you 
  roll an intelligence check, and you add your proficiency 
  bonus to this check. 
     You may attempt to grapple multiple creatures with your 
  vectors, up to as many vectors as you have. While you are 
  maintaining a grapple on a creature (either physically or 
  with your vectors) if you attempt to grapple an additional 
  creature, you have disadvantage on the ability check to do 
  so. 
  Vector Sight 
  At 7th level, you send out numerous micro-vectors to feel 
  the world around you. You gain blindsense within 10 feet. 
  This sense fails in any place that your vectors fail to 
  function, such as in an antimagic field.  
       At 15th level, the range of this ability increases to 30 
  feet. 
  Improved Vectors 
  Through constant training with your vectors, you have 
  become much more deadly. At 10th level, your vectors 
  improve in a number of ways: 
  
   
   
  • The maximum range of your vectors increases to 60 ft. 
  • When a creature leaves a space adjacent to a space 
  occupied by a weapon you are wielding with a vector, 
  it provokes an opportunity attack from you.  
  • When you use the Attack action and make all of your 
  available attacks with your vectors, you may use a 
  bonus action to make an additional attack with a vector. 
  Vector Walk 
  At 15th level, you can use your vectors for movement. 
  While you are maintaining your vectors, you gain a flight 
  speed equal to your movement speed. However, you must 
  remain close to a solid surface; if at any time you are 
  further than your vectors' maximum range from a solid 
  surface, you fall. 
  Vector Annihilation 
  In the ultimate achievement of your vector abilities, you 
  can splinter your mind to attack everything in your reach. 
  Starting at 18th level, as an action, you can make a single 
  attack against any creatures within range of your vectors. 
  This attack deals 4d8 + your Intelligence modifier force 
  damage to each target. Doing so is highly taxing, and you 
  must finish a short or long rest before you can use this 
  ability again. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Teleknight.pdf