Telekinetic Feat DnD 5E

Hello adventurers of all shapes and sizes! Welcome to the 62nd episode of our feat series. Today we’re going to be taking a look at Telekinetic. This particular feat is found in the unearthed arcana series. So it’s primarily meant to be play tested, this is another one of wizards of the coast attempt at bringing in psionics to the main game which i think is really great and it’s a great idea and it’s about time they’re pushing that direction but personally i got a little bit of a bone to pick with this one and i’ll get into that in a little bit here. Before we do that let’s actually take a look at the description here and figure out exactly what’s going on.

Description

So first and foremost there are no prerequisites for this which i think is fine. I would like to see something like an intelligence score of 13 or higher, something like that would make a lot of sense with this but i’ll get into kind of why feel that way a little bit later as well. So it reads as followed.

You gain the power to move things with your mind, you also gain the following effects: You Increase your Intelligence score by 1, to a maximum of 20 which is fair. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. I think that’s a little too good but you know whatever.

As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.

Man it is pretty dang good and that is a bonus access not a full action so hot diggity damn. So let’s do a quick walkthrough.

Walkthrough

So basically +1 and 2 intelligence nothing particularly fancy about that, there are a couple feats that do that as well. Not a whole lot but still the verbal and somatic components scratch those out of the conversation when it comes to magehand it’s also completely invisible instead of just a translucent ghostly hand which i think makes it way too good as a cantrip but neither here nor there, bonus action to shove your opponent five feet away from you heck yes, i think that’s amazing.

The DC is eight plus your proficiency modifier, plus your intelligence modifier. So it can get quite high depending on your class and in terms of my personal thoughts if you can’t tell i think this is a little bit too good.

Thoughts

I think a good way of balancing this would be to only be able to cast the mage hand maybe once per short rest or maybe use the shove once per short rest, i just think it’s a little bit too good in general or something along those lines i don’t know it’s….i would probably boost the prerequisites just to make it so every class stand grab this because it’s kind of a no-brainer.

In terms of who benefits from it most i’d probably say the rogue or maybe even the monk depending on how situations played out or maybe the ranger i don’t know there’s a lot of classes i could benefit from this. Anytime you don’t want to be super close and personal this is a great way to get out of it.

Conclusion

So yeah i don’t know i think it’s a little bit too good but tell me what you think down beneath in the comment section, how would you use it, how would you tweak it, how would you allow it? do you like psionics, you not like them let me down beneath in the comment section, i’m always curious to listen you guys. Thank you so much guys, i hope you’ve a great day and as always happy adventuring.

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