I’ve played a Druid who took Telekinetic and then picked Gust and Infestation as cantrips. Honestly, it’s pretty fun, emphasising the battlefield controller role. Cheesegrater spike growth always feels badass.
Maybe not the most optimal pick, but bonus action shoving/pulling isn’t ever going to be useless.
Thorn Whip, Gust, and Tekekinetic is a pretty neat combo for Spike Growth or Moon Beam. If possible, Thorn Whip is preferred, but Gust is for if the enemy is too close and needs to be shoved into the AOE.
I think most people lean towards telepathic more as the wis half-feat cuz not being able to talk to your party while wild shaped sucks. It for sure would be somethint you have to deal with more often if nothing else.
I meant that moon druids are the main subclass to benefit from Telepathic.
But even tho moons *can* heal as a BA, that’s still not something they’re doing every turn.
Sure. It's a great feat for casters, especially being a half-feat. Just keep in mind a lot of Druids do in fact use their BA frequently, like Wildfire or Dreams for example.
Spores is a good one for telekinetic.*
*if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day
> if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day
You can't keep the temporary hit points for an entire day. There are more details in TCE p. 36 for the spore druid.
> These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Temp HP is separate from the other features
> Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. **While this feature is active, you gain the following benefits:**
- When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
> **These benefits** last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
The two bullet points are the only things that count as benefits. The THP is unrelated and lasts all day.
Yep! Spores is really good as just a tankier caster druid, bc you can reup your thp at the beginning of the day and right before a short rest
Alternatively! If you’re already wildshaped as an Ape, for instance, you can activate Symbiotic Entity and do extra damage w your ape punches and get extra hp while shaped up. It uses all your wildshapes tho
Spores is a good one for telekinetic.*
*if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day
As a shepherd druid with telekinetic, I'm a big fan of shoving my squishy allies out of melee reach so they can evade opportunity attacks and blast without disadvantage on their turn.
My bonus action gets used once in combat for my totem, and most all other times for either telekinetic or healing word.
It's not atrocious, but it's not really that good, I think. 5 feet of movement doesn't really add that much damage to Spike Growth versus, say, grappling and dragging.
Plus a lot of druids are reliant on their BAs. Dream, Wildfire, Moon, and Shepherd can all really burn through bonus actions with their main subclass features.
Additionally, a fair number of popular druid spells chew through bonus actions too. Healing Word, Healing Spirit, Shillelagh, Flame Blade, Flaming Sphere, Heat Metal, etc.
It’s pretty good: boost your wisdom, move people around as needed, and do the spike growth funny. Spike growth aside, it’s still pretty neat, especially if enemies are standing 5 feet from some kind of deadly pit or fall
Yes, *if* your subclass isn't bonus action heavy (basically everything except land and spores). It's good control, and fun to use in combination with spike growth (cast spike growth, BA shove them 5ft across it) and thorn whip. It's also good at moving your allies out of your AOEs, or ranged allies out of melee. Also, flavor.
In short: great if you're a land or spore druid. Otherwise nah.
I was considering Circle of Spores Druid as you can kinda play with the aura and shunt opponents in and out of the aura. Pushing allies out of spell areas is also a huge boon.
Alot of Druids use their BA for things, unfortunately, but a compassionate DM might let you cast Mage Hand in Wildshape form, since the Telekinetic movement of objects is just represented by Mage Hand for ease of ruling what you can move; you're just moving stuff with your mind, it makes sense you could do that as a Wolf, even if it's casting a spell mechanically.
Better for wizard IMO. Almost no wizards use BA for much, I am loving telekinetic on my wizard its great! I can move allies out of melee and whatnot. Lovely feat to have!
It could work well with *Moonbeam*. Use the telekinetic shove to push the target into the area for 2d10 damage, and then let the target start it's turn in the area for another 2d10.
Since *Moonbeam* has exceptional scaling this could be effective at higher levels as well. Not *optimal* because of the conjuring spells, but still effective.
Let’s check this actually
Druids, ironically, have some of the worst Summon X spells
6d10 (33) save for half, vs 2d6+6 (13) on an attack roll. Not very good tbh. Even after the summon gets a second attack with a 4th level slot.
Summon Earth Elemental is a bit better, with decent resistances and HP, doing 2d10+16 (27) damage for a while, while also being a good tank. Moonbeam at this level would do 8d10 (44) save for half. So it’s a decent trade off in either direction, I think.
>6d10 (33) save for half, vs 2d6+6 (13) on an attack roll. Not very good tbh.
Not a fair comparison because moving moonbeam costs your action, and you are *going* to need to move it if the enemy runs more than 10 feet away from it. With a free action you could be casting Produce Flame for an easy additional 2d8 damage.
Additionally Telekinetic requires a STR save. If the target succeeds then you either need to be able to use your action to get them in the area, or you will miss out on all damage from moonbeam against that target for the round unless someone else shoves them in.
Lastly the comparison isn't including the cost of the feat. This moonbeam build requires the Telekinetic feat, whereas the summon spells give consistant bonus damage no feat required.
I will also mention that I was thinking more of Conjure Animals/Woodland Beings.
I would suspect that if you were in a Pokémon themed campaign playing a stars druid it would be a very effective feat 😉. You'll probably get better answers on r/3d6 but, as others have said, Druids can already have a fairly busy bonus action. Therefore, a better option can actually be Crusher. Crusher doesn't provide a save (although there is a size requirement) and allows you to push a target in any direction instead of just toward or away from you. Take High Elf Variant Half Elf or Kobold for Booming Blade and then take Shillelagh. Push enemies around with your Thunder stick. Telekinetic still combos with this so you can move a creature 10 feet into an area of effect. I don't think that Telekinetic is better than Fey Touched but it is most certainly not a bad choice for a Druid that's not bonus action dependent.
I’ve played a Druid who took Telekinetic and then picked Gust and Infestation as cantrips. Honestly, it’s pretty fun, emphasising the battlefield controller role. Cheesegrater spike growth always feels badass. Maybe not the most optimal pick, but bonus action shoving/pulling isn’t ever going to be useless.
Thorn Whip, Gust, and Tekekinetic is a pretty neat combo for Spike Growth or Moon Beam. If possible, Thorn Whip is preferred, but Gust is for if the enemy is too close and needs to be shoved into the AOE.
I think most people lean towards telepathic more as the wis half-feat cuz not being able to talk to your party while wild shaped sucks. It for sure would be somethint you have to deal with more often if nothing else.
OP didn’t really mention being a moon druid, and that’s the main subclass that benefits from it. The other good ones use wildshape for other stuff
Moon Druid also has bonus actions for wild shape and healing
I meant that moon druids are the main subclass to benefit from Telepathic. But even tho moons *can* heal as a BA, that’s still not something they’re doing every turn.
No, i was adding to your point—moon druids benefit less from Telekinesis in addition to benefitting more from Telepathy
OP didn’t really mention being a moon druid, and that’s the main subclass that benefits from it. The other good ones use wildshape for other stuff
Unless you don’t wild shape
Sure. It's a great feat for casters, especially being a half-feat. Just keep in mind a lot of Druids do in fact use their BA frequently, like Wildfire or Dreams for example.
Spores is a good one for telekinetic.* *if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day
> if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day You can't keep the temporary hit points for an entire day. There are more details in TCE p. 36 for the spore druid. > These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Temp HP is separate from the other features > Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. **While this feature is active, you gain the following benefits:** - When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. - Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. > **These benefits** last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again. The two bullet points are the only things that count as benefits. The THP is unrelated and lasts all day.
> The two bullet points are the only things that count as benefits. The THP is unrelated and lasts all day. Ah. This is handy.
Thank you, dude. I have been playing a spore druid for months and have been unintentionally nerfing myself.
Yep! Spores is really good as just a tankier caster druid, bc you can reup your thp at the beginning of the day and right before a short rest Alternatively! If you’re already wildshaped as an Ape, for instance, you can activate Symbiotic Entity and do extra damage w your ape punches and get extra hp while shaped up. It uses all your wildshapes tho
Spores is a good one for telekinetic.* *if you just use the Symbiotic Entity for the thp at the beginning of the day/after short rests and then just function as a fullcaster druid for the rest of the day
As a shepherd druid with telekinetic, I'm a big fan of shoving my squishy allies out of melee reach so they can evade opportunity attacks and blast without disadvantage on their turn. My bonus action gets used once in combat for my totem, and most all other times for either telekinetic or healing word.
It's not atrocious, but it's not really that good, I think. 5 feet of movement doesn't really add that much damage to Spike Growth versus, say, grappling and dragging. Plus a lot of druids are reliant on their BAs. Dream, Wildfire, Moon, and Shepherd can all really burn through bonus actions with their main subclass features. Additionally, a fair number of popular druid spells chew through bonus actions too. Healing Word, Healing Spirit, Shillelagh, Flame Blade, Flaming Sphere, Heat Metal, etc.
My Stars druid used that bonus action radiant damage arrow attack like, all the time.
It’s pretty good: boost your wisdom, move people around as needed, and do the spike growth funny. Spike growth aside, it’s still pretty neat, especially if enemies are standing 5 feet from some kind of deadly pit or fall
Yes, *if* your subclass isn't bonus action heavy (basically everything except land and spores). It's good control, and fun to use in combination with spike growth (cast spike growth, BA shove them 5ft across it) and thorn whip. It's also good at moving your allies out of your AOEs, or ranged allies out of melee. Also, flavor. In short: great if you're a land or spore druid. Otherwise nah.
I was considering Circle of Spores Druid as you can kinda play with the aura and shunt opponents in and out of the aura. Pushing allies out of spell areas is also a huge boon.
Do it! Sounds like it would work pretty well.
Alot of Druids use their BA for things, unfortunately, but a compassionate DM might let you cast Mage Hand in Wildshape form, since the Telekinetic movement of objects is just represented by Mage Hand for ease of ruling what you can move; you're just moving stuff with your mind, it makes sense you could do that as a Wolf, even if it's casting a spell mechanically.
Telekinetic movement does not require the Mage Hand spell at all. They are entirely unrelated abilities.
Better for wizard IMO. Almost no wizards use BA for much, I am loving telekinetic on my wizard its great! I can move allies out of melee and whatnot. Lovely feat to have!
It could work well with *Moonbeam*. Use the telekinetic shove to push the target into the area for 2d10 damage, and then let the target start it's turn in the area for another 2d10. Since *Moonbeam* has exceptional scaling this could be effective at higher levels as well. Not *optimal* because of the conjuring spells, but still effective.
Let’s check this actually Druids, ironically, have some of the worst Summon X spells 6d10 (33) save for half, vs 2d6+6 (13) on an attack roll. Not very good tbh. Even after the summon gets a second attack with a 4th level slot. Summon Earth Elemental is a bit better, with decent resistances and HP, doing 2d10+16 (27) damage for a while, while also being a good tank. Moonbeam at this level would do 8d10 (44) save for half. So it’s a decent trade off in either direction, I think.
>6d10 (33) save for half, vs 2d6+6 (13) on an attack roll. Not very good tbh. Not a fair comparison because moving moonbeam costs your action, and you are *going* to need to move it if the enemy runs more than 10 feet away from it. With a free action you could be casting Produce Flame for an easy additional 2d8 damage. Additionally Telekinetic requires a STR save. If the target succeeds then you either need to be able to use your action to get them in the area, or you will miss out on all damage from moonbeam against that target for the round unless someone else shoves them in. Lastly the comparison isn't including the cost of the feat. This moonbeam build requires the Telekinetic feat, whereas the summon spells give consistant bonus damage no feat required. I will also mention that I was thinking more of Conjure Animals/Woodland Beings.
I would suspect that if you were in a Pokémon themed campaign playing a stars druid it would be a very effective feat 😉. You'll probably get better answers on r/3d6 but, as others have said, Druids can already have a fairly busy bonus action. Therefore, a better option can actually be Crusher. Crusher doesn't provide a save (although there is a size requirement) and allows you to push a target in any direction instead of just toward or away from you. Take High Elf Variant Half Elf or Kobold for Booming Blade and then take Shillelagh. Push enemies around with your Thunder stick. Telekinetic still combos with this so you can move a creature 10 feet into an area of effect. I don't think that Telekinetic is better than Fey Touched but it is most certainly not a bad choice for a Druid that's not bonus action dependent.
I use it on my stars Druid and love it. Dragon form + spike growth + thorn whip + telekinetic is fun.