Telekinetic Feat 5e - Make one of the best spells even better (2023)

Last updated on January 22, 2023

Welcome to our guide to the telekinetic feat indungeons and dragons 5e. If you're looking for a mechanically useful and thematically engaging piece of art with a host of interesting applications, look no further.

If you want to pretend to be a Jedi or everyone's favorite Eggo-loving tween with psychic powers, you've come to the right place, too.

Telekinetic Feat 5e - Make one of the best spells even better (1)

table of Contents

What is an achievement?

Talents are an optional, but unfortunately underused, feature ofD&D 5e.

Whenever your character has the opportunity to gain an Ability Score boost, you can choose to choose from an extensive list of Talents: special abilities, buffs, and tweaks that have the potential to change the way you play your character, renewing it for full, or just offering a nice incremental benefit.

How does telekinetic power work in DnD 5e?

The Telekinesis feat increases your Wisdom or Charisma skill score by +1, teaches you an enhanced version of the mage's hand cantrip, and as a bonus action allows you to use your mage's hand to push or drag people and things. .


(Video) Feat #80: Telekinetic (DnD 5E)

You gain the power to move objects and people with the power of your mind. If you choose this talent, you gain the following abilities:

  • Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  • you learn themmagician handjoke. You can cast Mage Hand without requiring any verbal or somatic components, and you can make Spectral Hand invisible.
  • If you already know Mage's Hand, the Telekinesis talent increases the spell's range by 30 feet when you cast it. His casting ability is the ability increased by this talent.
  • As a bonus action, you can attempt to telekinetically push away a creature you can see within 30 feet. The target of the push must succeed on a stamina save check with a DC of 8 + your skill bonus + the score attribute modifier increased by this feat. If the target fails its saving throw, you move it 5 feet toward or away from you. A creature can voluntarily fail this saving throw.

Those:Tasha's Cauldron of Everything

Whether you want to characterize it as violently pushing or pulling an enemy, attacking people with psychic powers, channeling Jean Grey, or surrounding yourself with trained spirits, this feat turns your character into a walking, talking X-Files.

Is telekinetic performance good?

Let's get the simple things out of the way first. mostly insideD&D 5e, to realize means to give up a coveted achievementSkill Score Increase(ASI) complete.

Since your ability scores (and thus your modifiers) control everything from a character's saving throws, attack rolls, and skill rolls to spell modifiers and weapon damage, opportunity cost of a talent can vary quite a bit depending on whether an ASI would result in one or more of your modifiers going up.

While you obviously get a minor boost to attribute scores and are only limited to Wisdom and Charisma (which may end up limiting the classes that can best use this talent), Telekinetics does at least soften the blow of skipping an ASI a bit.

Since the saving throw DC for your push-pull effect depends on the attribute score you increase with this feat, you should also keep in mind that telekinetics is actually more effective on classes that benefit from a high Wisdom or Constitution.

Now for the funnier stuff.

Learning the magician hand trick is great. This spell is rightly considered one of the best cantrips in the game for its versatility and flavor, along with things likesummon up,small illusion, Yconfirmed.

From stealing keys from a guard to creating diversions, picking flowers, rummaging through locked treasure chests, and many other fun and creative uses, the only limit to the Magician's Hand is your imagination (and, of course, its weight limit). 10 pounds).

magician hand

(Video) Big Brain Plays with the Telekinetic Feat D&D 5e #Shorts

eben: Trick

pour Time: 1 action

area/area: 30 pies

components: V, S

Time frame: 1 minute

School: Summon up

A creepy floating hand appears at a point you choose within range. The hand holds for its duration or until you reject it as an action.

The hand disappears if it is ever more than 30 feet from you or if you cast this spell again.

You can use your action to control the hand. You can use your hand to manipulate an object, open a door or container without a key, store or retrieve an item from an open container, or pour the contents of a vial.

You can move your hand up to 30 feet each time you use it. The hand cannot attack, activate magic items, or carry more than 10 pounds.

Telekinetics would be a pretty solid pick for any character if it just gave you a mage's hand as described inplayer's handbook.

However, this feat also allows you to make the hand invisible if you wish, and you don't have to elaborately move the hand or invoke ancient enchantments to cast it.

This is perfect if you want to keep the impression that you are moving things around with your mind rather than some ghostly little hand behind the emerald curtain.

(Video) Ranking the New Feats in Tasha's Cauldron Of Everything

It makes telekinetics an amazing tool for performing subtle tricks. It's somewhat similar to the rogue's magical hand, though unfortunately you can't use telekinetics to manipulate thieves' tools.

Finally, the ability to push or pull an enemy (or ally) across the map is not only a delightfully impressive ability, but it has more than a few interesting interactions and uses in combat.

First off, if you're playing the terminally soft type of caster who prefers to keep their enemies at a distance, using your telekinetic push to move an enemy into melee range gives you a chance to disengage as a bonus action each turn. like a villain.

Next, there's the obvious possibility of enemies getting in the way of environmental hazards like traps, open pits, fire, the party barbarian, etc.

In fact, if you have a party member with youPolearm MasterFeat, you can push an enemy within 10 feet of them and see them get hit.

On the other hand, you can also use your telekinetic jab to get your allies out of harm's way.

This is one of the few effects in the game where a target can voluntarily fail their saving throw, so use your ability to get your allies out of rings or pesky monsters and traps, or just maneuver them between you and a raid. of charging orcs.

What class should take the telekinesis feat?

As mentioned above, since this feat is heavily reliant on having a falling Wisdom or Charisma stat anyway, classes that prioritize either of those stats will get the most out of this feat, though you can use it on almost any character you want. have. good time.

Some of the classes that play best with the Telekinetics talent include...


Who knew warlocks could be scarier?

Use telekinetics to bring your enemies into AoE rangeSpells like Evard's black tentaclesand Hadar's Hunger, and doubles the knockback power of your Eldritch Blast when you accept Repelling Blast's summon.


(Video) Top 5 Underrated But AMAZING Feats in D&D

With a d6 hit die, casters need all the help they can get to keep their enemies at bay.


Come here." *slap*i need to say more


Like the Warlock, Druids excel at area of ​​effect spells that deal damage when enemies move through them. Well sometimes your enemies need a little push.

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Telekinetic Feat 5e - Make one of the best spells even better (2)

harry menear(Expert Contributor // Editor)

I played my first tabletop RPG (Boy Scouts 1e, specifically) at the university. With an unread rulebook and a human bard named Nick Jugger, I was late for the first session. It was a rocky start, but I had a lot of fun and now, almost a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a livingwild.

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