The telekinetic feat can almost entirely replace the spiritual weapon spell for a cleric when used with spirit guardians. The telekinetic bonus action can also be used on the same turn spirit guardians is cast on the first round, unlike the clunkiness of having to stagger both spells due to bonus action spellcasting restrictions. The bonus action to push creatures around is actually a separate feature that doesn’t rely on the magehand at all.
@RulesLawyerDnD2 жыл бұрын
Wow that's kinda amazing. Always using the bonus action to bring people into the spells area. Or a wizard using it to move people around for max AOE efficiency. Thanks for watching and for that comment.
@xiongray6 ай бұрын
Fun fact: RAW, Telekinetic Feat doesn’t address the Mage Hand disappearing outside of its static 30-ft limitation, even if casted at a greater distance. I always like to bringing this up because I like Spell Sniper, but then, what does increasing a Spell's range actually mean? There are a ton of spells with different ranges than its Spellcasting Range. So does that then mean, Metamagic: Distant Spell on a Telekinetic Mage Hand of 120-ft work? Can it move 120-ft at a time or 30-ft at a time? Would it extend its range to 120-ft before disappearing?
@RulesLawyerDnD6 ай бұрын
01. Spell Sniper doesn't work. - Spell Sniper - When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. - Mage Hand doesn't require an attack roll. So the range never gets doubled. 02. It can't move 120 ft. - Telekinetic - If you already know this spell, its range increases by 30 feet when you cast it. (This only increases the range of the spell.) - Mage Hand - You can move the hand up to 30 feet each time you use it. (Because of the wording in mage hand it wouldn't increase the rage it can be moved in a round. Only increases the range/area of the spell) 03. RAW that is correct but then it wouldn't make since to have the range increased at all if it disappears outside of 30 ft.
@proddito5053 жыл бұрын
A solid pair of feats that provide meaningful gameplay options to the player character and also being convenient for roleplay options. I don't have much criticisms, if any at all, for these two feats! The only thing I would think of, and this is pretty much nitpicking, would be that it could be awkward for a character to pick this feat up for a purely mechanical reason and have no roleplay reasons to have this feat. But that lies squarely in the hands of specific players and them working with the DM for a simple story to explain waking up with the power to move things with their mind :)
@RulesLawyerDnD3 жыл бұрын
We couldn't agree more about them being a solid pair of feats. But we could see someone getting the feat though and not knowing how they got it for roleplay. So the roleplay is that they have to figure out how they got it. Was it a gift from the gods, something to do with the characters blood line, or maybe they have the feat because they bonded with a creature or item.
@jinxdoonan9613 жыл бұрын
My character is small sized, and they got so frustrated climbing up to grab things that in a fit if rage they developed telekinesis! I don't flavour it as a hand at all
@terryroberts53092 жыл бұрын
What dice do I roll when pushing someone ive heard its not a d20
@RulesLawyerDnD2 жыл бұрын
Sorry for the late response. When you do the telekinetic shove they make a DC save. You don't actually have to roll anything. The creature you are shoving has to make the roll vs. Your DC save. 8 + prof. + ability score mod. That was increased when you chose the feat.
@terryroberts53092 жыл бұрын
@@RulesLawyerDnD dont worry about late reply am sure you get so many questions Ive been really worried about not getting the group on my side in my first assignment but its all good now they seem to be on board and next session is the when I assassinate my first target whos a Captain one of my group is a paladin and the other a guard. I told the paladin that the captain had something to do with his friends death and the other one was sent on a suicide mission by the captain we had to go investigate a situation ended up fighting undead cultist I am a assassin masquerading as a noble man also sent on the mission for sum reason it worked out so well in my favour I doubt the captain is connected to the cultist but who cares 😀
@RulesLawyerDnD2 жыл бұрын
@@terryroberts5309 Thanks for sharing. That's some crazy RP right there.