What if, as an Arcane Trickster Rogue, you took the Telekinetic feat? As far as I can tell, this would mean that you have an invisible magic hand with a range of 60 ft. that can pick locks, open doors, steal items from foes, etc.
As a DM, would you give the invisible mage hand feature of the Telekinetic feat some form of buff when trying to take items from creatures without being noticed? Perhaps advantage?
Is there anything that I've missed?
EDIT: I have a new question: If I take Variant Human (or Custom Lineage with starting feat) and put Telekinetic into the feat slot, will the benefits of increased range still apply when I reach level 3 and take the Arcane Trickster Subclass? As a DM I'd allow it, but I want to know if it works RAW.
Yeah, a very POWERFUL ability of the Telekinetic feat...
You can cast it without using V or S componenets. Therefore it can't be Counterspelled or even noticed by anyone.
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I took it on the Arcane Trickster I'm currently playing.
Our DM does not give out advantage for it being invisible (nor should he, RAW), but I'm having a blast with it.
Being able to cast it with just a thought means I can do that in social situations and thus get to use it a lot more frequently. The 60 feet range is also quite substantial.
What if, as an Arcane Trickster Rogue, you took the Telekinetic feat? As far as I can tell, this would mean that you have an invisible magic hand with a range of 60 ft. that can pick locks, open doors, steal items from foes, etc.
As a DM, would you give the invisible mage hand feature of the Telekinetic feat some form of buff when trying to take items from creatures without being noticed? Perhaps advantage?
Is there anything that I've missed?
Arcane Tricksters already get invisible mage hands - the feat doesn't add it to them. As such, no GM should hand out any buffs for the hand being invisible beyond what the class provides.
On the other hand, depending on your GM, the core defining feature of an AT, the mage hand, can be functionally unplayable base without the Telekinetic feat to fix it - there are no rules at all in the PHB for casting stealthfully, so without some helpful homebrew from your GM, and also without the feat, everyone in pickpocketing range of the hand knows when you summon it, and because the hand is so much slower than you are, and because you can bonus action control the hand but can't bonus action summon it, and the spell's duration is a minute, it's not generally credible for you to show up to a pickpocketing with the hand already out. So depending on your GM, the Telekinetic feat can be viewed as absolutely required if you want your AT to actually pick pockets with their Mage Hand.
What I’m picking up from what you are all saying is that these two abilities are nice on their own, but are incredibly powerful together. Thx for the feedback :)
My arcane trickser has the feat and it's a fun combo. Extra range on mage hand is nice, and sometimes the bonus action shove is useful for things like pushing the wizard away from an enemy so he can get away without taking an attack of opportunity or wasting an action on disengage, etc.
And mage hand not only being invisible but also requiring no spell components has allowed for some fun shenanigans. Unless an npc has some way to see past the invisibilty/detect magic going and you're subtle about it, you can do some fun stuff without anyone realizing it was you. Again as long as you're not too obvious about it.
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What if, as an Arcane Trickster Rogue, you took the Telekinetic feat? As far as I can tell, this would mean that you have an invisible magic hand with a range of 60 ft. that can pick locks, open doors, steal items from foes, etc.
As a DM, would you give the invisible mage hand feature of the Telekinetic feat some form of buff when trying to take items from creatures without being noticed? Perhaps advantage?
Is there anything that I've missed?
EDIT: I have a new question: If I take Variant Human (or Custom Lineage with starting feat) and put Telekinetic into the feat slot, will the benefits of increased range still apply when I reach level 3 and take the Arcane Trickster Subclass? As a DM I'd allow it, but I want to know if it works RAW.
Yeah, a very POWERFUL ability of the Telekinetic feat...
You can cast it without using V or S componenets. Therefore it can't be Counterspelled or even noticed by anyone.
I took it on the Arcane Trickster I'm currently playing.
Our DM does not give out advantage for it being invisible (nor should he, RAW), but I'm having a blast with it.
Being able to cast it with just a thought means I can do that in social situations and thus get to use it a lot more frequently. The 60 feet range is also quite substantial.
More Interesting Lock Picking Rules
Arcane Tricksters already get invisible mage hands - the feat doesn't add it to them. As such, no GM should hand out any buffs for the hand being invisible beyond what the class provides.
On the other hand, depending on your GM, the core defining feature of an AT, the mage hand, can be functionally unplayable base without the Telekinetic feat to fix it - there are no rules at all in the PHB for casting stealthfully, so without some helpful homebrew from your GM, and also without the feat, everyone in pickpocketing range of the hand knows when you summon it, and because the hand is so much slower than you are, and because you can bonus action control the hand but can't bonus action summon it, and the spell's duration is a minute, it's not generally credible for you to show up to a pickpocketing with the hand already out. So depending on your GM, the Telekinetic feat can be viewed as absolutely required if you want your AT to actually pick pockets with their Mage Hand.
What I’m picking up from what you are all saying is that these two abilities are nice on their own, but are incredibly powerful together. Thx for the feedback :)
My arcane trickser has the feat and it's a fun combo. Extra range on mage hand is nice, and sometimes the bonus action shove is useful for things like pushing the wizard away from an enemy so he can get away without taking an attack of opportunity or wasting an action on disengage, etc.
And mage hand not only being invisible but also requiring no spell components has allowed for some fun shenanigans. Unless an npc has some way to see past the invisibilty/detect magic going and you're subtle about it, you can do some fun stuff without anyone realizing it was you. Again as long as you're not too obvious about it.