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If you're a psi warrior with this feat, you could fight someone while pulling their hair like nott, without wasting a psi die. This feat is great for the subclass as it lets you save on the die.
Eldritch Knight and Echo Knight: "Double Jump!" Since the Eldritch Knight can teleport twice with its Action Surge Effect and a Teleport Spell after making the first jump. Or, cast the higher level teleport with the lower level teleport versions then use Telekinetic as a Bonus Action. The Echo Knight can fly with their two Echos up to 30ft each then use Telekinetic for an extra 5ft, or do a mix up with Echo Teleport but you'll do this in two turns. Not to mention Action Surge for an extra 30ft of Echos' flight movement, at will. Then spend two Teleportation Scrolls before and after Action Surging.
An invisible hand that can be cast without any components that can shove seems like something you could have fun with out of combat, shove people in taverns into each other, spill their drinks, shove someone off a cliff, etc and other than you being around there's no reason for them to suspect you.
Best thing about Telekentic for an Arcane Trickster isn't the range. It is the removal of verbal and somatic components (which Arcane Tricksters don't get!). Having an invisible Mage Hand is great, but if you have to do a movement and speak magic words, everyone with good perception is going to notice. Having a Mage Hand with 60feet range, that can pick pockets or unlock things while you are hiding silently or even talking to someone as a distraction is the reason I would always take this on my Arcane Trickster.
The number 1 thing I think of is breaking allies out of grapples. They can choose the fail and the grappler doesn't get to save or contest RAW. Getting allies that have been knocked prone away from others could be huge too.
Fantastic for Alchemists who have no bonus action; without using an infusion. This combines very well with Thorn Whip with an Alchemist. You can known or pull off so many people off so many things.
@@professionalsleeper6281 exactly how I'm using this. Combine with repulsion shield, lightning lure, thunder gauntlets, blur and the likes for stopping your allies getting hit
An odd mix is the Sunsoul monk. Their ranged Radiant attack limits unarmed bonus attack options if playing at a distance. If conserving ki points this could be used to help move players, saving them from opportunity attacks. Additionally can be used to push your own attacker back and save a ki point (if you’re WIS is high enough)... or if you are out of ki points. The way our DM works, this would be useful. He limits short rests, and grinds us with combat.
I think this is really good for Scribe Wizards. I imagine Manifest Mind and using mage hand through the spectral tome. The time has a 300' range and Mage hand would have added 60' to that. You could make the spectral look like a ghost w/ an invisible hand pushing peps and knocking things over.
Getting this on my Tome Warlock's first Ability Score Improvement, both to round his Cha up to 20 (we rolled for stats and I got a 17, which of course goes to Cha on a Warlock), and also because I want all the (useful) cantrips. At fourth level, I'll have Eldritch Blast, Prestidigitation, Mind Sliver, Thaumaturgy, Minor Illusion, Guidance, and Mage Hand. If we get high enough level to grab the fourth cantrip, I'll probably take Chill Touch to prevent enemies from healing themselves since, at that point, I'll already have all the great utility options.
Warlocks and Archers getting a free bonus action move 5ft so their attacks can be made without disadvantage. It's really good. Combo, rebuke of the talisman, 2x repelling blast at level 5, plus telekinetic in there somewhere. It's a lot of position manipulation.
Never mind I guess. Just got to the point where he said forced movement doesn’t provoke attack of opps (was looking at the comments while video was playing). Tho I don’t think my Dm would say that. I think he would say it still provokes it sadly. Maybe idk.
@@davidstratton696 Under general rules (not Feats), you only provoke an OA if you move past their melee hit range of 5ft. Telekinetic does not use your Move Action and forces you to move 5ft in an direction, unless you crash into a wall or something like that.
@@davidstratton696 Indeed, as per the rules, there is no opportunity attack when a creature is moved against its will. But if you DM makes a house rule to the contrary, then you should abuse your telekinetic feat to provoque an opportunity attack in your favour every round!
@@princevesperal Imma be honest I completely forgot about this. But reading this now I know RAW it doesn’t provoke attack of oops cause it’s forced movement. And I was wrong to in my comment my Dm allowed it which was surprising cause it doesn’t seem like he would’ve despite it being RAW. But even if he did yea u could do that but sadly it wouldn’t be as good cause enemies can make a save against it and if they make it nothing happens (I mean it’s worth a shot especially since it’s just a bonus action) but with allies theirs no save cause they can just choose to fail. I think that’s where my confusion lied was if your allies choose to fail then it’s not forced (that’s what I thought the Dm was gonna say too). But RAW it’s still “forced”. It seems weird that it is but eh that’s the game I guess. I mean u can shoot fireballs out of your hands and stuff so we’re past weird at this point 😂.
@@josedarocha2949 An updated version would be... Lv 20 Eberon Warforged, Human, or Variant Human Eldritch Knight (These Race are my preference.) Stat Block - Point Buy: Try to be between 18 and 13 without Feats. At max 8x Feats without Variant Human. Stay between 16 and 10 ASI. Fighting Style: Unarmed Fighter Fighting Style Feats: (With Variant Human) 1) Telekinetic - Get Mage Hand for the extra 30ft Mage Hand Movement. 2) Warcaster - To cast Spells as a replacement for Opportunity Attacks. To cast Spells without gesturing it. (But you still have to speak and use spell components.) 3) Fighter Initiate - Blind Fighter Fighting Style or Battle Master Fighting Style 4) Eldritch Initiate - Eldritch Blast 5) Sentinel - Opportunity Attack 6) Mage Slayer - Opportunity Attack 7) Polarm Master - Opportunity Attack 8) Shield Master - Reaction: 100% Damage Negation, or Bonus Action: Shove (not Prone but speak with your DM since Shove and Prone Attack Actions are considered the same Attack Action.) 9) Heavy Armor Master - Negate 3 Damage (Variant Human Option) The question is... Do I need the Dual Wielder Feat?... It depends. Mainly because it allows me to put away or take out two weapons at once (Interact Action) without using my Main Action. I would switch Shield Master for Dual Wielder. I would also switch Polarm Master for Alart in order to negate the enemy's Surprise Turn. As for the two Fighting Styles (1 from the Feat: Fighter Initiate, and if you want a third Fighting Style, use the Fighter: Champion Subclass.)... I would also swap both with Battle Master Fighting Style, and Fighter Adept. Since the Feat: Fighter Adept gives you one extra Battle Master Dice to use, and it grants you the ability to pick one Battle Master Action... So it all stacks. Tunnel Fighter Fighting Style is insane for Opportunity Attacks but since it's in Unearth Arcana... It's just test material. Rune Knight and Echo Knight are great too. Just swap Warcaster for another Feat. You can keep Eldritch Initiate for Eldritch Blast. Oh, and no, you don't need to be a Warlock in order to obtain Eldritch Blast because Feats and Multiclassing exceeds the general rule. Plus, Eldritch Blast levels up based on Character Level, not Class Level. Since all Cantrips scale with Character Level. Leveled Spells have other rules to follow, like Class Level or Spell Slot Upcast Level.
I took this as my variant human feat for a level 1 fighter I plan on making a Psi-Warrior. It lets me have that psionic flavor and abilities before going whole-hog with them. Also took blind fighting for some more jedi flavor of being aware of your unseen surroundings. I only use it for support unless an enemy happens to be on the edge of a cliff🤷
I'm considering putting this on a Barbarian character concept with 2 or 3 levels in wizard. Ancestral gaurdians don't use there bonus action till later level so having a away to help keep enemies away from your allies could help with tanking
I will be using this for a monk lowkey Jedi build. The plus 1 to wisdom still allows the ability to max out my dex and wis. And the push/pull feature will ad to utility.
A Warlock's Use for Telekinetic Mage Hand: When in melee range, use your bonus action to push them 5' away and then use your action to Repelling Blast them in the face.
Question: Do you have to cast the Mage Hand as an action to use the Bonus Action shove, or can you use a Bonus Action to shove without using an action on the Mage Hand?
@@theaross8562 Yes. I would let them use the bonus action, because it doesn't require a cast. The Mage Hand part specifically says it requires you to cast it and the wild shape ruling states that spells cannot be cast while shaped so that'd be a no.
@@Luftgitarrenprofi I was thinking, and hoping, that would be the case. Bonus Actions can be scarce for Wild Shaped Druids, so a neat combo. What a great feat. Thanks again for an answer to my questions - Have a fantastic day!
Other points you can add to your gust cantrip video & to this one. 1) You can jump +5 feet higher by pushing yourself up. 2) You don't need a high Str score to move or lift things temporarily. 3) You can use this in the same manner feather fall is used. You push yourself upwards as you fall to neutralize fall damage. 4) When moving out of combat you gain +5 to your speed.
i think maxing out the effectiveness of mage hand with arcane trickster is really good. imagine talking to someone while taking everything they have or distracting a guard while you unlock a door 60 feet away
Give the feat the ability to move inanimate objects too. The Telekinetic Str is 8 + Proficiency + Ability Mod, they can use it for Str checks to !SLOWLY! move and lift stuff.
I wonder if you could like...double jump with this? Like say you need to get across a gap and fail the jump...could you use this to maybe push yourself that extra 5 feet?
I'm strongly considering this feat for my sorlock. My charisma is currently 19 and I seem to have 3 decent choices to get it to 20. This feat, the shadow touched feat (which I'm less inclined to take), or just upping cha and con both by 1 so my con equals 12. So I guess the question is; is this telekinesis worth trading off 1 HP per level? As the ranged character aiming to avoid getting hit, I am thinking so.
Take the artificer. If you take this feat, without mage hand, then you gain another cantrip outside your basic. So now you have 3 cantrips at level 4. Am I reading this right? Then at level 5 you can change mage hand with another cantrip, like firebolt.
The Feat: Telekinetic, always grants an upgraded version of Mage Hand. If you already have this Cantrip, then the range is boosted by +30ft. However, when using Telekinetic Shove, you can only push or pull a target 5ft within 30ft of your line of sight, in regard to your position. You cannot Prone the target, but in RAW, you can force the target to be stuck in the ground if you position yourself well. You can even Fly too but that's really not optimal per turn. RAI... There is none... "I cast Wish upon a Simulacrum." - Wizard
Can you cast on yourself? maybe for that extra jump move? maybe float 2 feet above the ground to make an aperance over the top? can telekinesis throw weapons? it gains the Cleric extra d8 damage on the 8th lv? so many questions...
You talk about the arcane trickster a lot. Why would you get this on a class that gets half of the features already and the other half takes their invaluable bonus action. Think about this What do wizards usually do with their bonus action? Not much. What do you want to do with your bonus action? Push people in all your environmental hazard spells that’s what! Push them into a prismatic wall, push them into a wall of fire push them into a cloud of daggers. Push them just a bit closer to their friends before they fireball. Bones of the earth them to the ceiling then push them off for fall damage, now they’re prone. Here’s some other uses: Pulling an ally out of a grapple. Yep this works and it’s one of the only ways to automatically break a grapple no check or save. Just push them out of range. Unlike the shove action where the grappler can choose to make the check your ally can choose to fail, and auto break a grapple if you are pushed out of the range. Cheaper disengage to push people away. It’s your bonus action after all, unlike shocking grasp you can try it and if it doesn’t work you can disengage. A bonus action shove at range is actually quite amazing! The shove action was valuable when it was just replacing an attack. Put it on anyone that uses any mental stat but not their bonus action and has AOE effects or environmental hazard spells. Wizards, warlocks, sorcerers that don’t have quickened spell. Warlock is my favorite provided you aren’t fathomless and don’t frequently use your BA. Push people into your hunger of hadar shadow moil or cloak of flies. Or push them back so eldritch blast doesn’t get disadvantage when the target you hexed bum rushes you. Or combine it with some invocations to slow by 10 and push people 15. You’ll never need worry about being caught in melee again, nor need worry about that little class of disadvantage on ranged attacks when point blank.
The point was more about who would likely take it and I kinda agree that a rogue with or without AT subclass would go for it especially for long campaigns with other advantages it can have like distracting distant enemy and shooting them for a sneak attack.
The effectiveness of this confuses me though because Mage Hand normally can't lift more than 10 pounds in weight, so if an enemy or ally weighs more than that is shoving them 5 feet even going to be possible?
Your not using the mage hand to do such a thing. U don’t even need to have the mage hand out. It’s a completely separate thing. Tho I do kinda wish that this feat also increased the carry weight of the mage hand but maybe it would be too good if that was the case (it’s already pretty good).
@@davidstratton696 I realised this after it, however after making the decision to choose this feat my character then died in the next session in our campaign hahaha. I am now a different character entirely now
@@kevh9610 Sorry bout that. I’ve never had that happen to me. I’ve never had a character die. Well yes and no kinda. I don’t count it cause the character was brought back instantly and I had no control over it cause it was for the story. 2 of our group members turned on us and one of them casted power word kill on my character (keep in mind the group was only lv 3). Turns out while we were in this one town for 2 weeks they went through a portal and basically trained for 2 years in there and came back (those 2 years in that place was the same as 2 weeks in that town). Yea that took me by surprise lol.
@@kevh9610 If my character were to actually die in a campaign I would kinda be done with the campaign. I just wouldn’t have any interest in playing it anymore. Especially if I really liked the character.
@@davidstratton696 we had just levelled up so I picked my changes and then we went to a cave and rather than being stealthy our Goliath decided to just walk right in (he has a low intelligence in game so makes sense) and we got ambushed by a bunch of demons and the necrotic damage was too much to get away from so my Evocation Wizard ended up dying permanently in the game and the other players had to flee the area. I am back in the campaign now though and I am a Warforged Life Domain Cleric.
Basically, an Invisible Mage Hand (Arcane Trickster) that can shove someone as a bonus action. If that one creature you can see means you qualify as well, there's nothing saying that you can't shove yourself out of melee range of an enemy and then move without provoking Opp attacks.
@@alvarolasc4003 It only states a creature you can see within 30' of you. I'd allow a player to target themselves. @OP If you're a Rogue you should already have Cunning Action to Disengage with a bonus action. I could see this used to escape from a grapple or other effect that relies on you moving out of range by choice (Booming Blade etc)
@@NCKRDDL I know you cant but one of the abilities is to distract it does not say how you do that Also you can't make an attack roll it says nothing about squeezing it to painful levels Edit also it has a shove ability so with all those it may be dm say on what a shove to the -blank- will do
@@westernjustice3824 I think it just depends on the dm for that, really I dont think mine would allow that but some might As for the shove ability, I think it just depends how your dm thinks it works too
Also, the 5ft is a minimum. They're pushed 5x the number you rolled on your d4, d6, or d8, depending on your psionic die. If you roll the max amount, you'll move from a d6 (or your current dice size) to a d4 (or the dice size immediately lower), if you roll the minimum, you'll move from your current dice size up to the size immediately larger. So there's potential to really toss someone with it.
Correct me if I'm wrong, but if you're able to push someone; it also means that you can knock someone prone in 5e? Allowing you to use your bonus action to knock someone prone with a bonus action, like with shield master. If that's the case, seems like a pretty good use of this feat as well
RAW it only says move 5', although it uses the word "shove" it is not to be confused with the shove action. On a failed save, I wouldn't rule that the target falls prone, unless there was some other factor, like it was pushed off a bridge or cliff.
@@MegaRetroRocket You'll have to push Telekinetic downward on your target in order to force a Prone or sweep Telekinetic under their feat... But sometimes players are not creative.
The wording of the feat in a bad. I brought it up on Twitter when the UA came out. Dan Dillon responded, but the wording wasn’t altered. The fact that the feat increases magehand range by 30 feet doesn’t actually do anything to alter the spell. The spells description limits the hands existence to within 30 foot of the caster, not within range of the spell. Poor editing that they even acknowledged over a year ago.
Pro tip: we know it's been said. It is the epitome of amateur public speaking to repeat a phrase over and over just like "uh" "um" "ah." I find the videos decent, even insightful at times but the constant "that being said" is not only cliché but annoying as hell. Keep up the good work, just ditch that phrase. Please.
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this is amazing for classes with a bad action economy, like wizards, druids, some warlocks.
If you're a psi warrior with this feat, you could fight someone while pulling their hair like nott, without wasting a psi die. This feat is great for the subclass as it lets you save on the die.
Eldritch Knight and Echo Knight: "Double Jump!"
Since the Eldritch Knight can teleport twice with its Action Surge Effect and a Teleport Spell after making the first jump. Or, cast the higher level teleport with the lower level teleport versions then use Telekinetic as a Bonus Action.
The Echo Knight can fly with their two Echos up to 30ft each then use Telekinetic for an extra 5ft, or do a mix up with Echo Teleport but you'll do this in two turns. Not to mention Action Surge for an extra 30ft of Echos' flight movement, at will. Then spend two Teleportation Scrolls before and after Action Surging.
Pushing or pulling an enemy into an area effect seems like a godsent for alot of casters.
You can technically perform a double jump by using Telekinetic on yourself in a direction of 5ft... No need to roll against yourself.
An invisible hand that can be cast without any components that can shove seems like something you could have fun with out of combat, shove people in taverns into each other, spill their drinks, shove someone off a cliff, etc and other than you being around there's no reason for them to suspect you.
A straight upgrade for Arcane Trickster. +30feetmage hand, another way to use mage hand. And of course +1int.
You also get to cast it without any somatic and verbal components which allows Rogues to cast it without the chance of anyone seeing them do so
I wonder if the bonus action shove is counted as a spell for it to be used with magical ambush
Best thing about Telekentic for an Arcane Trickster isn't the range. It is the removal of verbal and somatic components (which Arcane Tricksters don't get!). Having an invisible Mage Hand is great, but if you have to do a movement and speak magic words, everyone with good perception is going to notice. Having a Mage Hand with 60feet range, that can pick pockets or unlock things while you are hiding silently or even talking to someone as a distraction is the reason I would always take this on my Arcane Trickster.
The number 1 thing I think of is breaking allies out of grapples. They can choose the fail and the grappler doesn't get to save or contest RAW. Getting allies that have been knocked prone away from others could be huge too.
Fantastic for Alchemists who have no bonus action; without using an infusion. This combines very well with Thorn Whip with an Alchemist. You can known or pull off so many people off so many things.
and armorers only have one bonus action only on their guardion mode
@@professionalsleeper6281 exactly how I'm using this. Combine with repulsion shield, lightning lure, thunder gauntlets, blur and the likes for stopping your allies getting hit
An odd mix is the Sunsoul monk. Their ranged Radiant attack limits unarmed bonus attack options if playing at a distance. If conserving ki points this could be used to help move players, saving them from opportunity attacks. Additionally can be used to push your own attacker back and save a ki point (if you’re WIS is high enough)... or if you are out of ki points. The way our DM works, this would be useful. He limits short rests, and grinds us with combat.
I think this is really good for Scribe Wizards. I imagine Manifest Mind and using mage hand through the spectral tome. The time has a 300' range and Mage hand would have added 60' to that. You could make the spectral look like a ghost w/ an invisible hand pushing peps and knocking things over.
Getting this on my Tome Warlock's first Ability Score Improvement, both to round his Cha up to 20 (we rolled for stats and I got a 17, which of course goes to Cha on a Warlock), and also because I want all the (useful) cantrips. At fourth level, I'll have Eldritch Blast, Prestidigitation, Mind Sliver, Thaumaturgy, Minor Illusion, Guidance, and Mage Hand. If we get high enough level to grab the fourth cantrip, I'll probably take Chill Touch to prevent enemies from healing themselves since, at that point, I'll already have all the great utility options.
Warlocks and Archers getting a free bonus action move 5ft so their attacks can be made without disadvantage. It's really good. Combo, rebuke of the talisman, 2x repelling blast at level 5, plus telekinetic in there somewhere. It's a lot of position manipulation.
Wait wouldn’t it provoke an attack of opp? Since your leaving their threat? Or were u talking about using it on the enemy?
Never mind I guess. Just got to the point where he said forced movement doesn’t provoke attack of opps (was looking at the comments while video was playing). Tho I don’t think my Dm would say that. I think he would say it still provokes it sadly. Maybe idk.
@@davidstratton696
Under general rules (not Feats), you only provoke an OA if you move past their melee hit range of 5ft. Telekinetic does not use your Move Action and forces you to move 5ft in an direction, unless you crash into a wall or something like that.
@@davidstratton696 Indeed, as per the rules, there is no opportunity attack when a creature is moved against its will. But if you DM makes a house rule to the contrary, then you should abuse your telekinetic feat to provoque an opportunity attack in your favour every round!
@@princevesperal Imma be honest I completely forgot about this. But reading this now I know RAW it doesn’t provoke attack of oops cause it’s forced movement. And I was wrong to in my comment my Dm allowed it which was surprising cause it doesn’t seem like he would’ve despite it being RAW. But even if he did yea u could do that but sadly it wouldn’t be as good cause enemies can make a save against it and if they make it nothing happens (I mean it’s worth a shot especially since it’s just a bonus action) but with allies theirs no save cause they can just choose to fail. I think that’s where my confusion lied was if your allies choose to fail then it’s not forced (that’s what I thought the Dm was gonna say too). But RAW it’s still “forced”. It seems weird that it is but eh that’s the game I guess. I mean u can shoot fireballs out of your hands and stuff so we’re past weird at this point 😂.
That being said
Eldritch Knight with Mage Hand Cantrip
Feats:
Warcaster
Mage Slayer
Sentinel
Telekinetic
Tavern Brawler
"Is this... The Force?"
I was thinking in a Tespest Domain Cleric with telekinesis, but that sounds neat ^^
@@josedarocha2949
An updated version would be...
Lv 20 Eberon Warforged, Human, or Variant Human Eldritch Knight (These Race are my preference.)
Stat Block - Point Buy: Try to be between 18 and 13 without Feats. At max 8x Feats without Variant Human. Stay between 16 and 10 ASI.
Fighting Style: Unarmed Fighter Fighting Style
Feats: (With Variant Human)
1) Telekinetic - Get Mage Hand for the extra 30ft Mage Hand Movement.
2) Warcaster - To cast Spells as a replacement for Opportunity Attacks. To cast Spells without gesturing it. (But you still have to speak and use spell components.)
3) Fighter Initiate - Blind Fighter Fighting Style or Battle Master Fighting Style
4) Eldritch Initiate - Eldritch Blast
5) Sentinel - Opportunity Attack
6) Mage Slayer - Opportunity Attack
7) Polarm Master - Opportunity Attack
8) Shield Master - Reaction: 100% Damage Negation, or Bonus Action: Shove (not Prone but speak with your DM since Shove and Prone Attack Actions are considered the same Attack Action.)
9) Heavy Armor Master - Negate 3 Damage (Variant Human Option)
The question is... Do I need the Dual Wielder Feat?... It depends. Mainly because it allows me to put away or take out two weapons at once (Interact Action) without using my Main Action. I would switch Shield Master for Dual Wielder.
I would also switch Polarm Master for Alart in order to negate the enemy's Surprise Turn.
As for the two Fighting Styles (1 from the Feat: Fighter Initiate, and if you want a third Fighting Style, use the Fighter: Champion Subclass.)... I would also swap both with Battle Master Fighting Style, and Fighter Adept. Since the Feat: Fighter Adept gives you one extra Battle Master Dice to use, and it grants you the ability to pick one Battle Master Action... So it all stacks.
Tunnel Fighter Fighting Style is insane for Opportunity Attacks but since it's in Unearth Arcana... It's just test material.
Rune Knight and Echo Knight are great too. Just swap Warcaster for another Feat. You can keep Eldritch Initiate for Eldritch Blast. Oh, and no, you don't need to be a Warlock in order to obtain Eldritch Blast because Feats and Multiclassing exceeds the general rule. Plus, Eldritch Blast levels up based on Character Level, not Class Level. Since all Cantrips scale with Character Level. Leveled Spells have other rules to follow, like Class Level or Spell Slot Upcast Level.
I took this as my variant human feat for a level 1 fighter I plan on making a Psi-Warrior. It lets me have that psionic flavor and abilities before going whole-hog with them. Also took blind fighting for some more jedi flavor of being aware of your unseen surroundings.
I only use it for support unless an enemy happens to be on the edge of a cliff🤷
I'm considering putting this on a Barbarian character concept with 2 or 3 levels in wizard. Ancestral gaurdians don't use there bonus action till later level so having a away to help keep enemies away from your allies could help with tanking
That being said..... :D
I'm currently playing a variant human fighter and I'm taking telekinetic and telepathic. Going Psi warrior.
That being said ...
I will be using this for a monk lowkey Jedi build. The plus 1 to wisdom still allows the ability to max out my dex and wis. And the push/pull feature will ad to utility.
A Warlock's Use for Telekinetic Mage Hand: When in melee range, use your bonus action to push them 5' away and then use your action to Repelling Blast them in the face.
This is very good for ranged characters that don’t use their bonus action
I like the hit and run tactic for cleric. On a more martial subclass. Smack and ba push 5ft. Move back and you're out of their range for OA.
Question: Do you have to cast the Mage Hand as an action to use the Bonus Action shove, or can you use a Bonus Action to shove without using an action on the Mage Hand?
The latter. Mage hand just gets an upgrade and the bonus action isn't tied at all to mage hand.
@@Luftgitarrenprofi thank you for the response! What would be your ruling - could a Telekinetic Druid use the shove while wild shaped?
@@theaross8562 Yes. I would let them use the bonus action, because it doesn't require a cast.
The Mage Hand part specifically says it requires you to cast it and the wild shape ruling states that spells cannot be cast while shaped so that'd be a no.
@@Luftgitarrenprofi I was thinking, and hoping, that would be the case. Bonus Actions can be scarce for Wild Shaped Druids, so a neat combo. What a great feat. Thanks again for an answer to my questions - Have a fantastic day!
Taking this as an astral guardian barbarian and rping it as her ancestors haunting her.
Psi Warrior/Blade Singer + Sun Blade + Telekinetic + Telepathic
How many levels into each?
Yes
Is a waste of feats? Gust cantrip does what tk feat does. And you can cast detect thoughts.
I am making a Soul Knife rogue that's going to be doing this. Multiclassing Psi Knight is tempting, but a level of sorcerer is going to be essential.
But yeah, D&D jedi 😁
Other points you can add to your gust cantrip video & to this one. 1) You can jump +5 feet higher by pushing yourself up. 2) You don't need a high Str score to move or lift things temporarily. 3) You can use this in the same manner feather fall is used. You push yourself upwards as you fall to neutralize fall damage. 4) When moving out of combat you gain +5 to your speed.
i think maxing out the effectiveness of mage hand with arcane trickster is really good. imagine talking to someone while taking everything they have or distracting a guard while you unlock a door 60 feet away
This would also benefit a Barbarian too. As this feat is not spell casting, you can use this while raging.
Give the feat the ability to move inanimate objects too. The Telekinetic Str is 8 + Proficiency + Ability Mod, they can use it for Str checks to !SLOWLY! move and lift stuff.
For Bonus-poor builds, this is amazing.
I wonder if you could like...double jump with this? Like say you need to get across a gap and fail the jump...could you use this to maybe push yourself that extra 5 feet?
I'm strongly considering this feat for my sorlock. My charisma is currently 19 and I seem to have 3 decent choices to get it to 20. This feat, the shadow touched feat (which I'm less inclined to take), or just upping cha and con both by 1 so my con equals 12.
So I guess the question is; is this telekinesis worth trading off 1 HP per level? As the ranged character aiming to avoid getting hit, I am thinking so.
Is it possible to use the shove on myself as a bonus action to avoid an opportunity attack?
Take the artificer. If you take this feat, without mage hand, then you gain another cantrip outside your basic. So now you have 3 cantrips at level 4. Am I reading this right? Then at level 5 you can change mage hand with another cantrip, like firebolt.
The Feat: Telekinetic, always grants an upgraded version of Mage Hand. If you already have this Cantrip, then the range is boosted by +30ft.
However, when using Telekinetic Shove, you can only push or pull a target 5ft within 30ft of your line of sight, in regard to your position. You cannot Prone the target, but in RAW, you can force the target to be stuck in the ground if you position yourself well. You can even Fly too but that's really not optimal per turn.
RAI... There is none... "I cast Wish upon a Simulacrum." - Wizard
Can you cast on yourself? maybe for that extra jump move? maybe float 2 feet above the ground to make an aperance over the top? can telekinesis throw weapons? it gains the Cleric extra d8 damage on the 8th lv? so many questions...
I would say no bc mage hand can't attach and the push the feat gives is only on creatures (which is dumb imo, but as written it would be)
You talk about the arcane trickster a lot. Why would you get this on a class that gets half of the features already and the other half takes their invaluable bonus action.
Think about this
What do wizards usually do with their bonus action? Not much.
What do you want to do with your bonus action? Push people in all your environmental hazard spells that’s what! Push them into a prismatic wall, push them into a wall of fire push them into a cloud of daggers. Push them just a bit closer to their friends before they fireball. Bones of the earth them to the ceiling then push them off for fall damage, now they’re prone.
Here’s some other uses:
Pulling an ally out of a grapple. Yep this works and it’s one of the only ways to automatically break a grapple no check or save. Just push them out of range. Unlike the shove action where the grappler can choose to make the check your ally can choose to fail, and auto break a grapple if you are pushed out of the range.
Cheaper disengage to push people away. It’s your bonus action after all, unlike shocking grasp you can try it and if it doesn’t work you can disengage.
A bonus action shove at range is actually quite amazing! The shove action was valuable when it was just replacing an attack.
Put it on anyone that uses any mental stat but not their bonus action and has AOE effects or environmental hazard spells. Wizards, warlocks, sorcerers that don’t have quickened spell.
Warlock is my favorite provided you aren’t fathomless and don’t frequently use your BA. Push people into your hunger of hadar shadow moil or cloak of flies. Or push them back so eldritch blast doesn’t get disadvantage when the target you hexed bum rushes you. Or combine it with some invocations to slow by 10 and push people 15. You’ll never need worry about being caught in melee again, nor need worry about that little class of disadvantage on ranged attacks when point blank.
The point was more about who would likely take it and I kinda agree that a rogue with or without AT subclass would go for it especially for long campaigns with other advantages it can have like distracting distant enemy and shooting them for a sneak attack.
The effectiveness of this confuses me though because Mage Hand normally can't lift more than 10 pounds in weight, so if an enemy or ally weighs more than that is shoving them 5 feet even going to be possible?
Your not using the mage hand to do such a thing. U don’t even need to have the mage hand out. It’s a completely separate thing.
Tho I do kinda wish that this feat also increased the carry weight of the mage hand but maybe it would be too good if that was the case (it’s already pretty good).
@@davidstratton696 I realised this after it, however after making the decision to choose this feat my character then died in the next session in our campaign hahaha. I am now a different character entirely now
@@kevh9610 Sorry bout that. I’ve never had that happen to me. I’ve never had a character die. Well yes and no kinda. I don’t count it cause the character was brought back instantly and I had no control over it cause it was for the story. 2 of our group members turned on us and one of them casted power word kill on my character (keep in mind the group was only lv 3). Turns out while we were in this one town for 2 weeks they went through a portal and basically trained for 2 years in there and came back (those 2 years in that place was the same as 2 weeks in that town). Yea that took me by surprise lol.
@@kevh9610 If my character were to actually die in a campaign I would kinda be done with the campaign. I just wouldn’t have any interest in playing it anymore. Especially if I really liked the character.
@@davidstratton696 we had just levelled up so I picked my changes and then we went to a cave and rather than being stealthy our Goliath decided to just walk right in (he has a low intelligence in game so makes sense) and we got ambushed by a bunch of demons and the necrotic damage was too much to get away from so my Evocation Wizard ended up dying permanently in the game and the other players had to flee the area. I am back in the campaign now though and I am a Warforged Life Domain Cleric.
Basically, an Invisible Mage Hand (Arcane Trickster) that can shove someone as a bonus action. If that one creature you can see means you qualify as well, there's nothing saying that you can't shove yourself out of melee range of an enemy and then move without provoking Opp attacks.
How can you shove yourself away from yourself? you're misusing the feat m8
@@alvarolasc4003 Rules as fun/ dm fiat. It sounds reasonable
@@alvarolasc4003 since you could push away from the direction you are facing/ your hand
@@awtm7456 in this case, youre projecting yourself away from something, and this is not clarified in the feat. But of course, your dm may allow it.
@@alvarolasc4003 It only states a creature you can see within 30' of you. I'd allow a player to target themselves.
@OP If you're a Rogue you should already have Cunning Action to Disengage with a bonus action. I could see this used to escape from a grapple or other effect that relies on you moving out of range by choice (Booming Blade etc)
Can i use this and arcane trickster to punch a man in the -Redacted- and or pull his pants down.
You cant use it to attack
@@NCKRDDL I know you cant but one of the abilities is to distract it does not say how you do that
Also you can't make an attack roll it says nothing about squeezing it to painful levels
Edit also it has a shove ability so with all those it may be dm say on what a shove to the -blank- will do
@@westernjustice3824 I think it just depends on the dm for that, really
I dont think mine would allow that but some might
As for the shove ability, I think it just depends how your dm thinks it works too
Also, the 5ft is a minimum. They're pushed 5x the number you rolled on your d4, d6, or d8, depending on your psionic die. If you roll the max amount, you'll move from a d6 (or your current dice size) to a d4 (or the dice size immediately lower), if you roll the minimum, you'll move from your current dice size up to the size immediately larger.
So there's potential to really toss someone with it.
That's the old UA rule. Telekinetic was published in Tasha's Cauldron and it doesn't use a die roll. It's only 5ft now.
Correct me if I'm wrong, but if you're able to push someone; it also means that you can knock someone prone in 5e? Allowing you to use your bonus action to knock someone prone with a bonus action, like with shield master. If that's the case, seems like a pretty good use of this feat as well
RAW it only says move 5', although it uses the word "shove" it is not to be confused with the shove action. On a failed save, I wouldn't rule that the target falls prone, unless there was some other factor, like it was pushed off a bridge or cliff.
@@MegaRetroRocket
You'll have to push Telekinetic downward on your target in order to force a Prone or sweep Telekinetic under their feat... But sometimes players are not creative.
DUDE. I JUST USED THIS WITH MY ARTILLERIST TO MAKE DEATH DRONES.,!!¡!!
The wording of the feat in a bad. I brought it up on Twitter when the UA came out. Dan Dillon responded, but the wording wasn’t altered.
The fact that the feat increases magehand range by 30 feet doesn’t actually do anything to alter the spell. The spells description limits the hands existence to within 30 foot of the caster, not within range of the spell.
Poor editing that they even acknowledged over a year ago.
Transitive by proxy right?
It's a 30ft increase on top of the original 30ft for Mage Hand, IF you already know this Cantrip.
dude, 1 ad every 20 seconds? seriously?
Pro tip: we know it's been said. It is the epitome of amateur public speaking to repeat a phrase over and over just like "uh" "um" "ah." I find the videos decent, even insightful at times but the constant "that being said" is not only cliché but annoying as hell.
Keep up the good work, just ditch that phrase. Please.
That being said