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. Its 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 or away from you. A creature can willingly fail this save.
Telekinetic: Bear This in Mind
Review by Sam West, Twitter: @CrierKobold
A child in a plain, dirty brown robe turns their bald head to the side, staring intently at the tea kettle. Intense focus is all that is on their mind. Feeling the tea pot. Its shape, size, weight. With nothing more than mental prowess, the child gently raises their gaze, and with it, rises the teapot off the stove.
Telekinesis is top of my list of superpowers I’d want in real life. Honestly, it's just so convenient. In D&D, telekinesis has a few different shapes, from the spell (Telekinesis) to Mage Hand, characters have a few different ways to “lift things with their minds”. The Telekinetic feat, instead of giving you a new way to engage with telekinesis, offers you Mage Hand, or a version with double the range if you already knew it, and a weird ranged bonus action shove. Invisible Mage Hands are neat, and doubling the range of it isn’t a non-element, but seeing as with Magic Initiate you can get Mage Hand, another wizard or sorcerer cantrip, AND a 1st level spell once per long rest, this push needs to be putting in a lot of work to justify taking this instead.
Problem is, I don’t think it does put in a lot of work. It's fine, I guess, but its best use case probably is as a bonus action conditional disengage. That can be helpful, there will absolutely be times on many backline characters where getting somebody off of you while keeping your action and movement open is valuable, but I’m not sold that it's better than just picking up Minor Illusion or Prestidigitation and Shield or Find Familiar. Outside of disengaging, at its best this is pushing somebody back into a damaging spell effect; if that EVER happens, this is an incredible boon to your character. If you or another party member is investing into Blade Barrier, Wall of Fire, or Flaming Sphere like effects, having a cheap bonus action tool to get extra instances of that damage is exceptional. It does require the creature to be within 5 feet of the damaging area and said damaging area is somewhere in line with you and the creature. A creature needing to stay within 5 feet of the damaging area is the bigger hurdle here, but it can happen.
If you want invisible telekinesis powers, Telekinetic offers you that. It probably isn’t worth the bonus 30 feet on your mage hand if you already have it, and the shove, while neat, isn’t often doing much. Still, it comes with an ability score boost, so as long as you’re bumping up an important modifier, this can find a home on your sheets easily. If you aren’t improving an odd score to an even one, it's quite a bit harder to justify, especially while Magic Initiate exists.
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