I’m playing a greatsword-wielding Githyanki Psi Warrior. I rolled insane stats, so I started with a 20 Str and 18 Int after racial ASIs. The current plan is to take a level of Wizard to pick up some ranged cantrips so that I can ditch the crossbow (plus major RP reasons), so Fighter 3/Wizard 1. I’m playing deep into the psionic flavor with this character, so my plan is to pick up both Telepathic and Telekinetic at Fighter 4 and 6, which will also take my Int to 20. The question, however, is which to take at 4 and which at 6?
Telepathic gives me a lot of cool RP opportunity, but the action economy of that free bonus shove is sweet (plus 60 ft Mage Hand). How tactically useful has Telekinetic been for those of you who have played it? Is it good enough to be worth delaying the RP of Telepathic?
Part of the main benefits of taking telekinetic is that invisible mage hand, but you already have that as part of your racial and class feature basically with telekinetic movement.youre really only getting the BA shove, honestly. Now, that shove can be pretty useful as I've made extensive use on bladesinger by combining it with booming blade. But on a psi warrior gith? I think there may be more efficient options. I'd go telepathic first if it has to be one of those two.
As a fighter, you already have a lot to do with your bonus action. Though telekinetic is a good feat for spellcasters that don’t have a lot to do with their bonus action, I’m not sure it is for a fighter.
for example, if a wizard is trying to catch creatures inside a circular wall of force, they can push one of the enemies that outside the radius inside. Or the sorcerer could push an enemy toward a fighter/barbarian with pole arm master and they would get an extra hit.
As a fighter, you already have a lot to do with your bonus action. Though telekinetic is a good feat for spellcasters that don’t have a lot to do with their bonus action, I’m not sure it is for a fighter.
for example, if a wizard is trying to catch creatures inside a circular wall of force, they can push one of the enemies that outside the radius inside. Or the sorcerer could push an enemy toward a fighter/barbarian with pole arm master and they would get an extra hit.
What else do I really have to do with my bonus action every round? I’m not dual wielding or taking crossbow expert, and the bonus action from GWM is conditional, so it isn’t available every turn. And Second Wind is only 1/short rest.
I’m playing a greatsword-wielding Githyanki Psi Warrior. I rolled insane stats, so I started with a 20 Str and 18 Int after racial ASIs. The current plan is to take a level of Wizard to pick up some ranged cantrips so that I can ditch the crossbow (plus major RP reasons), so Fighter 3/Wizard 1. I’m playing deep into the psionic flavor with this character, so my plan is to pick up both Telepathic and Telekinetic at Fighter 4 and 6, which will also take my Int to 20. The question, however, is which to take at 4 and which at 6?
Telepathic gives me a lot of cool RP opportunity, but the action economy of that free bonus shove is sweet (plus 60 ft Mage Hand). How tactically useful has Telekinetic been for those of you who have played it? Is it good enough to be worth delaying the RP of Telepathic?
Part of the main benefits of taking telekinetic is that invisible mage hand, but you already have that as part of your racial and class feature basically with telekinetic movement.youre really only getting the BA shove, honestly. Now, that shove can be pretty useful as I've made extensive use on bladesinger by combining it with booming blade. But on a psi warrior gith? I think there may be more efficient options. I'd go telepathic first if it has to be one of those two.
As a fighter, you already have a lot to do with your bonus action. Though telekinetic is a good feat for spellcasters that don’t have a lot to do with their bonus action, I’m not sure it is for a fighter.
for example, if a wizard is trying to catch creatures inside a circular wall of force, they can push one of the enemies that outside the radius inside. Or the sorcerer could push an enemy toward a fighter/barbarian with pole arm master and they would get an extra hit.
What else do I really have to do with my bonus action every round? I’m not dual wielding or taking crossbow expert, and the bonus action from GWM is conditional, so it isn’t available every turn. And Second Wind is only 1/short rest.