Looking for Telekinetic Feat 5e? So you reached the right spot. Here in this post, you will get the complete guide to the Telekinetic feat in Dungeons & Dragons 5e.
If you are in the market for a thematically flavorful, mechanically helpful feat with a variety of applications and pretend to be a Jedi or everyone’s favorite, Eggo-loving tween with psychic powers, you have come to the right place.
Now without any delay let’s start the Telekinetic Feat 5e guide.
Telekinetic Feat 5e
Feats are actually an optional, woefully underused feature of DnD 5e in the game.
Whenever your in-game character has the option to take an in-game Ability Score boost, you can instead opt to select from an extensive list of feats – buffs, special abilities, and tweaks that have the ability to entirely rework the way you play your in-game character or just offer a nice incremental buff.
Telekinetic Feat 5e Work
The Telekinetic feat offers you a +1 bump to each of your Charisma ability scores or Wisdom, teaches you a souped-up version of the in-game Mage Hand cantrip, and allows you to use your mage hand to pull or push people and things around as an in-game bonus action.
You have the power to move people and objects around using the in-game power of your mind. When you select this feat then you gain the following in-game abilities:
- Increase your Wisdom, Intelligence, or Charisma score by one to a maximum of twenty.
- You learn that the mage hand cantrip and you can cast the mage hand without the requirement for verbal or somatic components. Also, you can make the spectral hand invisible in the game.
- If you do know mage hand, taking the Telekinetic feat boosts the spell’s range by thirty feet when you cast it. Its spellcasting power is increased by this feat.
- With a bonus action, you can attempt to telekinetically shove one creature you can actually see within thirty feet of you. The in-game target of the shove has to be successful on a Strength saving action with a DC equal to 8 + your proficiency bonus + the in-game ability modifier of the score boosted by this feat. If the target fails its saving throw then you move it either five feet toward you or five feet away from you. A creature can willingly fail actually this save in the game.
Overall, whether you choose to describe it as the force pulling or pushing an opponent, blasting people with channeling Jean Grey, psychic powers, or surrounding yourself with trained in-game ghosts, this feat turns your game character into actually a walking, talking X-File.
Is The Telekinetic Feat Good In DnD?
First of all, let’s cover the basic stuff out of the way. Most of the time in DnD 5e, taking a feat means passing up a coveted in-game ability score boost (ASI) entirely.
Because your in-game ability scores (and consequently your modifiers) drive everything from a character’s check saves, attack rolls, and in-game ability checks to weapon damage and spellcasting modifiers, the opportunity cost of taking a feat can change pretty dramatically based on whether an ASI would result in any of your modifiers increasing in the game.
While you are obviously gaining a smaller in-game ability score increase and are restricted to just Charisma and Wisdom (which can have the in-game effect of limiting the classes that can actually make the best use of this feat), Telekinetic somewhat softens the blow of in-game skipping an ASI somewhat.
Also, it is also worth mentioning that, because the save DC for your pull and push effect is going to be based on the ability score you improve when taking this in-game feat, Telekinetic truly is most effective on classes that benefit from Constitution score or a high Wisdom.
Some Fun Stuff
Getting to know the mage hand cantrip is really great. This in-game spell is rightfully considered among the most effective cantrips in the game for its flavor and versatility, alongside stuff like minor illusion, prestidigitation, and thaumaturgy.
From stealing a guard’s keys to picking flowers, poking trapped treasure chests, creating distractions, and any number of other creative and fun applications, the only restriction to mage hand is your imagination (and its weight limit of ten pounds, of course) in the game.
- Level – Cantrip
- Range/Area – Thirty feet
- Components – V, S
- Casting Time – One Action
- Duration – One Minute
- School – Conjuration
A spectral, floating hand will appear at a point you select within range. The hand lasts for a period of time or until you actually dismiss it as an action.
The hand vanishes if it’s ever more than thirty feet away from you or if you actually cast this spell again.
Also, you can use your in-game actions to control the hand. You can use the hand to move an object, open an unlocked container or door, retrieve or stow an item from an open container, or pour the substance out of a vial.
You can actually move the hand up to thirty feet each time you actually use it. The hand can not attack, activate magic in-game items, or carry more than ten pounds.
Telekinetic would be a very solid pickup for any in-game character if it just gave you a mage hand as described in the Player’s Handbook.
In addition, this feat also lets you turn the hand invisible if you want, and you do not have to do any elaborate hand movements or shouting of ancient incantations to actually cast it.
This is the best option if you need to maintain the impression that you are moving in-game things with your brain rather than a small, ghostly hand behind the emerald curtain in the game.
It allows Telekinetic a powerful tool for performing subtle tricks. It is somewhat akin to the rogue’s mage’s hand legerdemain, though you cannot use Telekinetic to actually manipulate thieves’ tools.
Additionally, the ability to pull or push an opponent (or ally) around the map is not just a deliciously evocative ability in the game but has more than a few interesting interactions and uses in battle.
First of all, if you are actually playing the kind of terminally squishy spellcaster who wants to keep their opponents at a distance, using your Telekinetic shove to move an opponent in melee range effectively allows you the chance to disengage as an in-game bonus action on every turn, like a rogue.
Then, there is the obvious chance to move opponents into the path of in-game environmental hazards like open pits, fire, traps, the party barbarian, etc.
Moreover, if you equip a party member with the Polearm Master feat, you can push an opponent within ten feet of them and see them get bonked in the game.
Furthermore, you can use your Telekinetic shove to drag your in-game allies out of harm’s reach.
This is actually one of the few in-game effects where a target can willingly fail their saving throw, so use full advantage of your in-game ability to yank your fellow party companions out of grapples or away from troublesome traps and monsters or just maneuver them in the way of you and a gang of charging orcs in the game.
Which Class Should Take the Telekinetic Feat In DnD?
As above mentioned, because this feat is mostly reliant on having a Charisma score or descend Wisdom anyway, classes that favor one of those stats are going to actually get the most out of this feat – however, you can feasibly stick it on just about any in-game character and have fun.
Classes that work best with the in-game Telekinetic feat include…
Would you have thought warlocks could get even spookier?
Use Telekinetic to actually drag your opponents into the reach of AoE spells like The Hunger of Hadar and Evard’s Black Tentacles and double up on the pushing power of your in-game eldritch blast if you take the Repelling Blast ability in the game.
With a d6 hit die, sorcerers require all the help they can actually get to keep their opponents at a distance.
“Come here.” Smite Should I say more?
Like the warlock, druids are very good at area-of-effect spells that inflict in-game damage when opponents move through them. Well, sometimes your opponents require a bit of push in the game.
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