Published on March 12, 2022, Last modified on June 1st, 2022
Who doesn’t want the ability to move things with their mind? It’s one of the coolest super powers out there, and has shown up as Psionics in various Dungeons & Dragons supplements over the years.
Ryan Alexander Lee - Wizards of the Coast - Snapcaster Mage
What Is Telekinetic 5e?
Along with the release of Tasha’s Cauldron of Everything, we finally got the official versions of psionics-based subclasses, and along with it came an incredibly flavorful feat: Telekinetic.
How Does Telekinetic Work?
Once you’ve picked up this feat, you get three benefits:
- You can increase your Intelligence, Wisdom, or Charisma by one (this is still capped at 20.)
- You learn the cantrip mage hand, and you can cast it without the verbal or somatic components. You may also choose to make the hand invisible.
- If your character already knows this cantrip, its range increases by 30 feet.
- Anything that involves this hand as a spellcasting uses the stat you gained from this feat for its spellcasting ability.
- You may use your bonus action to shove a creature within 30 feet of you with your telekinesis. If you do, the target must succeed a STR saving throw ( DC being 8 + your proficiency bonus + the ability modifier for the stat you increased from this feat) or be pushed/pulled 5 feet.
- A creature can willingly fail this saving throw, allowing you to push allies around.
As you’d expect from the feat’s title, this allows you to have pseudo-Telekinesis within D&D’s rule system, replacing your Mid-chlorian count with a mage hand cantrip.
Is Telekinetic Good?
In our 5e Feats Tier List, Telekinetic was given a B Tier rating, making it a niche feat that can improve some builds in D&D 5e.
This feat can offer some serious utility. Never underestimate an invisible mage hand that can move 60ft and shove as a bonus action. Plus, an increase to INT, WIS, or CHA never hurts.