Telekinetic
You have learned how to move things with your mind.
Benefits
- You gain proficiency in Athletics or Acrobatics skill, if you are already proficient in the chosen skill you instead gain Expertise. When making an Athletics or Acrobatics checks, you make your check using your Intelligence modifier instead of Strength for Athletics and Dexterity for Acrobatics.
- 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 + Intelegence modifier) or be knocked prone or be moved 5 feet toward or away from you. A creature can willingly fail this save.
- When you obtain this feat, you gain 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..When you reach 3rd level, you gain the ability to cast the Hold Person spell, once per long rest. When you reach 5th level you gain the ability to cast the Crushing Fall spell once per long rest. Intelligence is your spellcasting ability for these spells. If you later gain access to the Pact Magic or Spellcasting class feature, these spells are added to your list of known spells, are considered always prepared, and are considered to be on that classes spell list.
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