You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Damn Nickolalangford that would be brutal. Should totally do it.
I mean, you could just use fly and save yourself a fifth level slot
So if I am reading this right, does a target creature restrained unable to make a check on their turn to escape since it does not directly state that it can like Web or Maximilian's Earthen grasp?
I like this most when you have a teamate that con concentrate on a damaging wall spell like blade barrier, can hold them in the area while they are continuously damaged.
Since it's also just contested ability checks it benefits greatly from Hex targeting the enemy's strength checks or a ray of enfeeblement. Also an enhance ability on your spellcasting ability.
20d6
This is amusing when your player also has innate flight. Providing they can maintain the duel, over the course of several rounds they can perform anime style aerial lifts before dropping their foe for huge fall damage.
Bonus inspiration if they fly in a spiral around the victim while ascending for added cool.
ok something that bothers me about this spell. it says you can move huge or smaller creatures by winning an ability check... but you can only lift an object no heavier than 1,000 lbs. so if you go by the spell as written you can lift a living cow into the air with Telekinesis... but if it dies while you're holding it it'll immediately drop to the ground as it's now an object(a corpse in this case) that weighs more than 1,000 lbs!
Being able move move a 1000 lb object 30 feet is incredible! Would it be possible to use that ratio to move lighter objects further? Maybe using a diminishing scale? For instance, Move a 500lb object 50f, a 250 lb object 100 feet, or a 125 lb object 150 feet.
RAW, no
cool houserule though
i'd rule no, it dosen't say you can rip peoples limbs off, so it can't
Bleddyn05, this why I love role-playing. Rules are there, but what goes on in the house stays in the house! Gotta make it plain that this is a HOUSE RULE, though....
(concerning ripping off arms...) I would lump that into moving PART of a creature, where the description clearly states that the entire creature gets moved. Semantics....
assuming horizontal damage was treated like falling damage 3d6
If you're a wizard taking arcane/bigby's hand is just generally better, which is sad because I really like this spell. But if you're a sorcerer or can't get your hands on bigby's then this is a really cool spell.
In 5e, magic treats objects and creatures differently. A famous example of this is low level damage spells; most of which can only harm creatures. There are some exceptions sure, but those exceptions specify that they can target/damage both creatures and objects, whereas others say only creature.
Does this make no sense? Sure, if you are thinking with real world logic, but these spells don't exist in the real world, so why would they conform to irl logic?
If you have lots of time on your hands, a fun exercise (imo) is to try and come up with some laws for magic. Instead of saying, for example, eldritch blast should be able to target objects, come up with an in-universe reason as to why it can't. Don't undertake this lightly though, DnD 5e's magic system may have trends, but strict rules are few.
May have already been answered and I'm a bit late but couldn't you just carry a slab of stone beneath you
I would say that's a house rule, well my table usually strength checks for this kind of stuff.
True, but bladesingers are wizards, so it could work. Granted, if a wizard wants to telekinetically wield a longsword, why not just use “animate objects” and have a whole bag full of them at the same time?
To those asking about damage for throwing or crushing with a 1000lb object. Let's say that the average player is 200lb and takes 1d6 bludgeoning damage for falling 10 ft. The object in question will travel 30 ft, so that's 3d6 bludgeoning damage. Now most people in the comments stop here, but remember that the spell applies about 1000 lbs. of force or 5 times the weight of a player so you could easily justify upwards of 15d6 damage for a 1000lb boulder or such. However, the boulders will rarely already be suspended in the air, so you would prob use half the move speed of the spell to lift the object first and then release it, so now you can reasonably pin the damage to about 7d6 bludgeoning damage.
7d6 feels about right for the level of the spell and the repeatability of the damage as long as the caster can hold concentration. And remember, this takes the casters action on each turn.