Hard disagree on the feat. That bonus action shove is amazing for a caster. Unless you're a cleric with spiritual weapon 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).The Telekinetic feat is terrible as a feat. Great. Invisible mage hand, greater range on it if I dedicate a cantrip to it from another source, and a...a ranged shove attack. A ranged shove, really, not a shove attack. A very weak one, at that.
And when you aren't trying to prevent OAs, you can yank an enemy into 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 mage hand is nothing to sneeze at, either. Mage hand 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 telekinesis spell needs a total revamp, and we need more low-level options, but the feat is just fine.
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