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Telekinesis Is A Bad Spell, For The Game
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<blockquote data-quote="Dausuul" data-source="post: 8987399" data-attributes="member: 58197"><p>Hard disagree on the feat. That bonus action shove is amazing for a caster. Unless you're a cleric with <em>spiritual weapon </em>up, you're not using your bonus action for anything else most turns, and the ability to run away from a melee foe without provoking is huge. It's even better for your allies, since you can target the ally instead of the monster and get them clear of multiple foes (remember you can pull as well as push).</p><p></p><p>And when you aren't trying to prevent OAs, you can yank an enemy <em>into</em> the fighter's reach, push monsters off cliffs and bridges, open a gap in the enemy line, give the rogue an extra 5 feet of movement to reach the MacGuffin... the possibilities are endless. It's my go-to "+1 stat" pick for a caster.</p><p></p><p>That invisible <em>mage hand</em> is nothing to sneeze at, either. <em>Mage hand</em> is one of the best cantrips around; I was probably going to take it anyway, so now I have another cantrip slot, or double range if I want it.</p><p></p><p>I do agree the <em>telekinesis</em> spell needs a total revamp, and we need more low-level options, but the feat is just fine.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8987399, member: 58197"] Hard disagree on the feat. That bonus action shove is amazing for a caster. Unless you're a cleric with [I]spiritual weapon [/I]up, you're not using your bonus action for anything else most turns, and the ability to run away from a melee foe without provoking is huge. It's even better for your allies, since you can target the ally instead of the monster and get them clear of multiple foes (remember you can pull as well as push). And when you aren't trying to prevent OAs, you can yank an enemy [I]into[/I] the fighter's reach, push monsters off cliffs and bridges, open a gap in the enemy line, give the rogue an extra 5 feet of movement to reach the MacGuffin... the possibilities are endless. It's my go-to "+1 stat" pick for a caster. That invisible [I]mage hand[/I] is nothing to sneeze at, either. [I]Mage hand[/I] is one of the best cantrips around; I was probably going to take it anyway, so now I have another cantrip slot, or double range if I want it. I do agree the [I]telekinesis[/I] spell needs a total revamp, and we need more low-level options, but the feat is just fine. [/QUOTE]
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Telekinesis Is A Bad Spell, For The Game
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