The magician considers ordering one more drink before bed when a floating mug of ale floats past him, then gently sits down at the table by an unseen hand. A telekinetic shove hits him in the shoulder. The mage looks at the bard, who is laughing gleefully at his latest antics, and sighs, wondering, not for the first time, why he helped train her. bards.
The Telekinetic Talent is an excellent talent for Tasha that teaches and strengthens the magic hand trick, gives a telekinetic knockback as a bonus action, as well as a +1 stat boost to the player's attribute of choice.
This is a versatile stunt that may look underpowered on the page, but when presented in game situations it proves to be a very strong and versatile stunt that will go way up the list of stunts for pitchers.

Breaking Telekinetic Feat
The Telekinetic talent is one where breaking down exact words is crucial in determining how well this talent will work in-game.
Straight from Tasha's Melting Pot:
You learn to move things with your mind, granting the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- you learn themagic handjoke. You can cast it with no 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. Your spellcasting ability is the skill increased by this feat.
- As a bonus action, you can attempt to telekinetically push away 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 + your proficiency bonus + the ability modifier from the value increased by this feat) or must move 5 feet toward or away from you. away from you. A creature can willfully fail this saving throw.
Tasha's Cauldron of Everything, p.81

Let's discuss these interesting benefits one by one.
Perk #1: Increases your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
While I never see a stat boost as a huge part of a feat, mostly because you're giving up a skill score boost to perform a feat, minimize the loss in doing so. Also, I like how Tasha handles them, offering a wide range of stats, allowing the player to choose from a wider variety.
So the +1 to any of the cast stats is a solid "damage reduction" bonus compared to losing a skill score.
It's not worth it, since spells learned don't require a serious concentration check, this is a time when, if you have a main cast stat at max, or another talent in mind that gives you a +1, it's that. time to level up. Increase an odd-numbered secondary stat to the next even number to gain bonuses in these abilities.
Benefit #2: Learn themagic handcantrip, which can be invisible and cast without verbal or somatic components. If you already know the wizard's hand, you gain these benefits and the cantrip's range is doubled.
This is a really cool perk that really fits the theme of the exploit. This is one of the most useful utilitarian cheats out there, and being able to cast it without grumbling or using materials makes it even more useful as you can now use it in subtle ways. Stealth is important in most D&D campaigns, and having a stealthier version of the wizard's hand is very important.
Even better: the magician's hand is now invisible.Previously, the mage's hand was spectral, which in some cases meant that a DM could give an NPC a higher check number to perceive it because it wasn't a solid "image" itself, but is now just invisible, the which makes it extremely useful and versatile. trick even more.
That's a really nice boost, and having a super versatile gimmick is rare since there's no casting cost.
If you already know the Magician's Hand Trick...
You get the most benefit from being able to cast this cantrip without using the verbal/somatic requirements and making the hand invisible instead of spectral. In addition to gaining the same benefits that come with this feat, if you already know this Knack, the range is also doubled from 30ft to 60ft.
Perk #3: As a bonus action, you can attempt to push a creature within 30 feet of you. They can willfully fail to move 5 feet or must make a Strength saving throw to resist.
At first I thought it was attached to the magician's hand, but when you look closely, it's not. This is simply a bonus action now always available, which makes it especially useful for casting classes that don't have a consistent use for the bonus action during a turn (which, except for a few very specific builds, many of them don't). ) .
This can be used to try to move an opponent into a spell effect, towards the party's tank, or to get a party member out of a bad spot.
Since forced movement cannot produce an opportunity attack, this can give you some breathing room if one of the three or four tanks in the group is looking bad. This can also knock a caster down if an enemy creature lands on them.
Why is an invisible magic hand a huge benefit?
One of the main reasons why the magician's hand is such a popular trick is because it is so versatile. There are so many things you can do within a 30ft range, whether it's creating a distraction, trying to pickpocket, or taking advantage of your surroundings to create some battlefield control. For such a simple trick, you can do a lot.
And that's before making it completely invisible, further increasing the utility and allowing you to manipulate the scene from across the room.
Some creative uses of an enhanced mage hand that might come in handy in your next campaign:
- Create a distraction by pushing someone over the bar towards someone with a short fuse.
- Makes theft attempts possibly more effective... and impossible to trace back to you
- Causing distraction by banging on the wall or pushing something off a shelf elsewhere in the room
- (With 60ft range) Intentionally trigger a trap elsewhere in the room with an AOE range of 30ft
- Take a damp cloth to extinguish the torches in a cave tunnel
- Take the dagger or ceremonial bowl from the altar and send it flying across the room during the cult ceremony, while the other hidden members of your party use the chaos to stop the ritual and get into a better position.
- Pick up items that can be trapped with magic (from a distance, of course)
- Pour a potion into an unconscious player's mouth to revive them
- Throw alchemical fire or a vial of acid at a ranged enemy
- And many more.
5E classes that must have the telekinetic feat
This is a talent that works very well with spellcasters, and some of the caster classes don't always look at the caster's feats. While any mage designed to specialize in battlefield control would love to use this extra action, they almost never use it to push opponents. On the Internet. into flaming squares. In a river of acid. Whatever.
bards
Bards are all about controlling the battlefield, and while their unique spells have more use for bonus actions than the average caster, there's still plenty of time when that nudge will come in handy. Add in the fact that the mischievous, roleplaying, and troublesome personalities of most bards, and it's easy to see how well this feat fits well with this class.
druids
Druids have a unique spell list that includes several spells that create difficult terrain, magical tangles, and area effects. Because of this, having a bonus action that can push people in or out of an area of effect can be especially effective. This feat is even more useful for druid characters who must play the healer/caster role for the party and therefore must limit the use of wild forms.
sorcerers
Classic spellcasting class, and while they are typically built as blaster launchers, they have access to many of the same spells as mages using AOE effects or battlefield control, and while some wizard subclasses have use for bonus actions, many common builds do not. do this unless they have a spell that only requires an extra action to cast.
Because of this, talent can still be very useful for the right build, one that's more of a general checklist than a glass cannon.
sorcerers
Warlocks come in many builds, but when you look at some of the really nasty area-of-effect spells that Warlocks have, like Arms of Hadar, Entangle, or Evard's Black Tentacles, they make them a particularly interesting choice for this trick. Warlocks are easily the most versatile magic casters thanks to the unique pattern-based spells, invocations, and variety of builds available.
They also have the fewest spell slots, meaning that a versatile cantrip that offers these additional benefits will be a welcome addition to the limited number of spells they get. Throw in an extra push action on the many unique and terrifying AOE spells Warlocks have and you have a winning feat for many builds of this always interesting class.
wizards
Along with Warlocks, Mages are another perfect class for telekinetic talent. At least the versatile builds look to control the area or battlefield rather than launching an entire blaster.
Also, mages have very few uses for an extra action, so just having something to experiment with each round as you shape the battlefield area to your will can be a nice little addition to the game's array of tools. .
5th Edition classes that should always carry the telekinetic feat:
- bardo
- Druid
- Magical
- Sorcerer
- Seco
5E Classes Who Should Consider Taking the Telekinetic Feat
Three classes stand out for being able to make telekinetic feat work in interesting ways that make sense in the story, though it's not as big of a need or want compared to other feats or skill score buffs these classes will be watching.
clerics
Clerics are famous (or infamous, depending on how you look at it) as the class that always needs 2-3 strong ability scores and 3-4 feats, and they always need twice as much space for what they have. Which leads to a wide variety of builds, but also puts them on the "maybe" list for performing a feat that could be part of an interesting build, but not required.
I've seen the terror a cleric who doesn't heal can wreak with spiritual wards... the ability to push enemies into that death blender can be worth an extra action on a spiritual weapon in some cases. I love this in particular for a Trickery Domain Cleric build as it works mechanically and naturally in the RPG/narrative arc of things.
paladins
Paladins are all about bestowing buff after buff on party allies. Pushing a monk that went too far back in the bonus area, or pushing a caster away from an enemy creature that got behind the front line (giving them space and avoiding an attack of opportunity) is something that fits in the home of the enemy. helm of a class . who has less ability score and talent need than many of the others.
It's not an inherent setup, but it can work very well with game mechanics.
Forest ranger
Rangers are like druids in that they have some really unique spells that can affect the battlefield and adding the ability to push a creature (after the round's Hunter's Mark, of course) into thorny vines and other difficult terrain is a really cool feature. Especially if the ranger is seeing more melee than usual instead of shooting from a distance.
5th Ed classes you should consider doing the telekinetic feat:
- Cleric
- Paladin
- Forest ranger
5E classes who must NEVER perform the telekinetic feat
There are some classes that just don't have much use for this feat. Most classes in this group are obvious. While Telekinetic might seem like a feat that works in a rogue style, and it might be for an Arcane Trickster, rogues are so good at stealth and things like stealth that having a feat that empowers another version seems like overkill.
However, for an Arcane Trickster build... maybe. That might be interesting.
Otherwise, all these classes have better talents that really suit the needs of each class.
5th Edition classes that must never use the telekinetic feat:
- architect
- Barbarian
- Fighter
- Monge
- On its own
Final Talent Grade for or Telekinetic Talent 5E
Telekinetic talent rating:B+
It's the Telekinetic 5E Is the feat worth it?
The Telekinetic feat is a solid feat that does a great job and in niche situations can go from solid to powerful. The +1 to a spellcasting feat is a good way to even out an odd-numbered skill score, and it's hard not to like the wizard's sleight of hand improved characteristics. The bonus action that allows for a nudge is a very specific great feature, but it's useful in so many specific situations that it doesn't feel like a specific buff, but rather a versatile general buff that can be used for use or fun.
For many classes, a good case can be made for the telekinetic talent, and I wouldn't blame a player looking for a way to actually create a build around this talent, as it's an important cornerstone.
Telekinetic Talent FAQ
Is telekinetic knockback linked to the mage sleight of hand for the Telekinetic feat?
No, it's not. The telekinetic knockback used as a bonus action is its own and is used separately from any wizard hand action, making it more useful than if it were attached to the already versatile cantrip.
Can you struggle with the telekinetic talent in 5E?
No. Arguments about whether or not you can see yourself from the side, can't push yourself or pull away. The mechanic is clearly intended for other creatures and was written so that this interpretation makes more sense.
Can telekinetic talent cause attacks of opportunity?
No. Forced movement that isn't part of a creature's movement, action, or reaction can't cause attacks of opportunity, so Eldritch Blast pulls enemies toward you or pushes them away from you can't cause attacks of opportunity.
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Shane Dayton
Proud to adopt the locally created nickname "Corrupt Overlord" from one of the greatest Lords of Waterdeep races of all time, Shane is a member of the Assorted Meeples team and will work hard to create amazing content for the site. He is a long-time board game player, once a semi-professional poker player, and tends to run to the quirky or RPG side of things when it comes to playing video games. He loves tabletop RPG systems like Dungeons & Dragons, Pathfinder, Werewolf, Fate, and others, and not only is he a single player, but he's also been running games like DM for years. You can find other work by him in publications likelevel jumpohobby.