The wizard contemplates ordering one more drink before turning in for the night when a floating mug of ale hovers in front of him, then gently sits down on the table from an invisible hand. A telekinetic shove punches him in the shoulder. The wizard glares at the bard who laughs in delight at her most recent antics, and he sighs wondering not for the first time why he helped train her. Bards.
The telekinetic feat is an excellent feat from Tasha’s that teaches and strengthens the mage hand cantrip, gives a telekinetic shove as a bonus action, as well as a +1 stat boost to the casting stat of the player’s choice.
This is a versatile feat that might look underpowered on page but when brought into in-game situations it proves to be a very strong and versatile feat that is going to move very high on the list of feats to take by spellcasters.
Breaking Down the Telekinetic Feat
The telekinetic feat is one where breaking down the exact wording is crucial to figuring out how well this feat will actually perform in-game.
Directly from Tasha’s Cauldron of Everything:
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without 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. It’s spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove 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 of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Tasha’s Cauldron of Everything, p.81
Let’s break these interesting benefits down one by one.
Benefit #1: Increase your intelligence, wisdom, or charisma score by 1, to a maximum of 20.
While I never see a stat boost as a big part of a feat, in large part because you are giving up an ability score boost to take a feat instead, it does minimize the loss from doing so. In addition, I do like how Tasha’s handles these by offering a wider range of stats, letting the player choose from a larger variety.
So the +1 from any of the casting stats is a solid “damage reduction” benefit compared to missing out on an ability score.
It’s worth nothing that since the spells learned don’t require a serious concentration check, this is a time where if you have a maxed out main casting stat, or another feat in mind that gives a +1, this is a good time to level up a secondary odd number stat to the next even number to get bonuses in those skills.
Benefit #2: Learn the mage hand cantrip, which can be invisible and cast without verbal or somatic components. If you already know mage hand, you gain these benefits and the range of the cantrip is doubled.
This is a really good benefit that really fits in with the theme of the feat. This is one of the most useful utility cantrips out there, and being able to know cast it without muttering or using materials makes it even more useful since you can now use it in a subtle way. Stealth is big in most D&D campaigns and having a stealthier version of mage hand is a pretty big deal.
Even better: mage hand is now invisible. Previously, mage hand was spectral which in some cases meant a DM might give an NPC a higher test number to notice because it wasn’t a solid “picture” per se, but now it’s just outright invisible which makes an already extremely useful and versatile cantrip even more so.
That is a pretty good boost, and having a super versatile cantrip is rare since there’s no casting cost.
If you already know the Mage Hand Cantrip…
You get the increased benefit of being able to cast this cantrip without using the verbal/somatic requirements, and making the hand invisible as opposed to spectral. Aside from getting those same benefits that come with this feat, if you already know this cantrip then the range doubles from 30 feet to 60 feet, as well.
Benefit #3: As a bonus action you can attempt to shove a creature within 30 feet of you. They can fail willingly to move 5 feet or must make a Strength saving throw to resist.
At first I thought this was attached to the mage hand but when you look closely, it’s not. This is simply a now always available bonus action, which makes it especially strong for casting classes that don’t have a consistent use for the bonus action during a turn (which short of 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 tank of the party, or to give a member of the party a push away from a bad situation.
Since forced movement can’t produce an attack of opportunity, this can buy some breathing room if one of the three or four tanks in the party is looking in rough shape. This can also push a spellcaster back if an enemy creature gets the drop on them.
Why Is an Invisible Mage Hand Such a Strong Benefit?
One of the biggest reasons mage hand is a such a popular cantrip is because it is so versatile. There are so many things you can do within a 30 foot range whether it’s creating a distraction, attempting a pickpocket, or taking advantage of the environment to create some battlefield control. For such an unassuming cantrip, it can do an awful lot.
And that’s before making it straight out invisible, which just more thoroughly ups the usefulness and lets you puppeteer the scene from across the room.
Some creative uses of an enhanced mage hand that could come in useful in your next campaign:
- Creating a distraction by shoving someone across the bar into someone with a short fuse
- Makes attempted pickpocketing possibly more effective…and impossible to track back to you
- Cause a distraction by knocking on a wall or pushing something off a shelf somewhere else in a room
- (With the 60 foot range) intentionally setting off a trap elsewhere in the room with a 30 foot AOE range
- Carry a wet rag to put out torches in a cave tunnel
- Grab the ceremonial dagger or bowl off the alter and have it take off across the room during the cult ceremony as your other hidden party members use the chaos to disrupt the ritual and get in better position
- Grab items that might be trapped with magic (from a distance, of course)
- Pour a potion into an unconscious player’s mouth to revive them
- Drop alchemical fire or a vial of acid on an enemy from a distance
- And many, many more.
5E Classes That Should Take the Telekinetic Feat
This is a feat that does very well with spellcasters, and some of the spellcasting classes that don’t necessarily always look at the caster feats. Although any wizard that is built to specialize in battlefield control will love to use that bonus action that they almost never use to shove opponents. Into web. Into flaming squares. Into a river of acid. Whatever.
Bards
Bards are all about the battlefield control, and while their unique spells have more use for bonus actions that the average spellcaster, there are still plenty of time where that shove will come in handy. Add in the fact that the mischievous, performing, trouble making personalities of most bards and it’s easy to see how this feat is a good fit with this class.
Druids
Druids have a unique spell list that includes multiple spells that create difficult terrain, magical entanglement, and area effects. Because of this, having a bonus action that can shove individuals in or out of an area of effect could be especially effective. This feat is even more useful for druid characters who have to play the role of healer/caster for the party and thus have to limit the wild shape uses.
Sorcerers
Classic casting class and while they’re normally built as blaster casters, they have access to many of the same spells as wizards which deal AOE effects or battlefield control, and while some sorcerer sub-classes have a use for bonus actions, many common builds do not unless they have a spell that only take a bonus action to cast.
Because of this the feat can still be very useful for the right build – one that’s more of overall control than glass cannon.
Warlocks
Warlocks come in so many builds, but when you look at some of the truly nasty area of effect spells warlocks have like Arms of Hadar, Entangle, or Evard’s Black Tentacles make them a particularly interesting choice for this cantrip. Warlocks are easily the most versatile of magic casters thanks to unique spells based on patron, invocations, and the variety of builds available.
They also have the fewest spell slots which means a versatile cantrip that offers these extra benefits is going to be a welcome addition to the limited number of spells they get. Add in a bonus action shove into the many unique and terrifying AOE spells that warlocks have and you have a winning feat for many builds of this always interesting class.
Wizards
Along with warlocks, wizards are another class that fit perfectly with the telekinetic feat. At least those builds that are versatile, look at controlling the area, or the battlefield, as opposed to going complete blaster caster.
Plus wizards have very few uses for a bonus action so simply having something to attempt each round while molding the battlefield area to their will can be a nice little addition to the wizard’s array of tools.
5th Ed Classes that should always take the Telekinetic Feat:
- Bard
- Druid
- Sorcerer
- Warlock
- Wizard
5E Classes That Should Consider Taking the Telekinetic Feat
Three classes stick out for being able to make the telekinetic feat work in some interesting ways that make sense in the story, though it isn’t as large of a need or want to have compared to some other feats or ability score improvements that these classes are going to be eyeing.
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 as they have space for. Which makes for a wide variety of builds, but also puts them in the “maybe” list for taking a feat that could be part of an interesting build but not a necessity.
I’ve seen the terror a non-healing cleric with Spiritual Guardians can cause…the ability to shove enemies into that blender of death might be worth a bonus action over 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 roleplaying/storytelling arc of things.
Paladins
The Paladins are all about giving off buff after buff to those allies in the party. Pushing a monk who went too far back into the bonus area, or pushing a spellcaster away from an enemy creature that got behind the front line (thus giving them space and avoiding an attack of opportunity) is something that fits in the wheelhouse for a class that has fewer ability score and feat needs than many of the others.
It’s not an inherent fit, but it’s one that can work really well with the mechanics of the game.
Rangers
Rangers are like Druids in that they have some really unique spells that can affect the battlefield and adding in the ability to shove a creature (after round one’s Hunter’s Mark, of course) into thorny vines and other difficult terrain is a pretty great feature. Especially if the ranger is going to see more close combat that usual as opposed to firing from a distance.
5th Ed Classes that should consider taking the Telekinetic Feat:
- Cleric
- Paladin
- Ranger
5E Classes That Should NEVER Take the Telekinetic Feat
There are some classes that just don’t have much use for this feat. Most of the classes in this group are obvious. While Telekinetic might feel like a feat that works with the style of a rogue, and it might for an Arcane Trickster, rogues are so good at stealth and things like pickpocketing that having a feat that enhances another version of that feels like overkill.
However, for an Arcane Trickster build…maybe. That could be interesting.
Otherwise all these classes have better feats that really meet the needs of each class.
5th Ed classes that should never take the Telekinetic Feat:
- Artificer
- Barbarian
- Fighter
- Monk
- Rogue
Final Feat Grade for 5E Telekinetic Feat
Telekinetic Feat Grade: B+
Is the 5E Telekinetic Feat Worth It?
The telekinetic feat is a solid feat that does some great work and in niche situations can move from solid to powerful. The +1 to a casting feat is a good way to even out an odd number ability score, and the boosted traits to the mage hand cantrip are hard not to like. The bonus action allowing a shove is a great feature that is very niche, but it’s useful in so many niche situations that it doesn’t feel like a niche benefit but a general versatile one that can be played for use or for fun.
For many classes a good case can be made for the telekinetic feat and I would not blame a player looking for a way to really create a build around this feat being a major cornerstone of it.
Telekinetic Feat FAQ
Is the telekinetic shove attached to the mage hand cantrip for the Telekinetic feat?
No, it is not. The telekinetic shove used as a bonus action is its own thing and used separate from any mage hand actions, making it more useful than if it was attached to the already versatile cantrip.
Can you shove yourself with the telekinetic feat in 5E?
No. Arguments on whether you can see yourself or not aside, you can’t shove yourself towards yourself or shove yourself away from yourself. The mechanic is clearly meant for other creatures and written in a way to make that interpretation the one that makes the most sense.
Can the telekinetic feat cause attacks of opportunity?
No. Forced movement that isn’t part of a creature’s own movement, action, or reaction can’t cause attacks of opportunity, which is why Eldritch Blast pulling enemies towards you or pushing them away can’t provoke opportunity attacks.
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Proud to embrace the locally created moniker of “Corrupt Overlord” from one of the all time great Lords of Waterdeep runs, Shane is one member of the Assorted Meeples crew and will be hard at work creating awesome content for the website. He is a long-time player of board games, one time 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 roleplaying systems like Dungeons & Dragons, Pathfinder, Werewolf, Fate, and others, and not only has been a player but has run games as DM for years. You can find his other work in publications like Level Skip or Hobby Lark.