You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, 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. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell’s range.
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.
I will miss the ability check for glibness and lore bards
Yeah the ability check was neat but it was a bit too strong depending on the character, and also bypassed legendary resistance.
Up the upside, the 1,000 pound limit on objects has been removed and replaced with a limitation to huge objects. Also, you can now more effectively steal worn or carried objects from other people.
I wonder what kind of Huge objects we can drop on our enemies? Maybe a nearby boulder or log? A vanquished giant? A cauldron? A stalagtite?
I don't think WotC realizes just how heavy a Huge object can be, or if they do, having no rules for falling objects damage and leaving it up to the DM is the ultimate cop-out. They removed the 1000 pounds hard limit but in doing so, they made the can of worm that is lifting an object and dropping it on someone's head even worse than what it was.
By RAW, if you read the spell and ONLY apply what it does, taking a Huge boulder and dropping it on top of someone should not deal any damage, which just feels incredibly wrong and would break any sort of narrative coherence. And on the other side, if you try to interpret the situation, there's no way any humanoid-sized creature would survive that and you'd have an insta-kill spell (maybe with a dex save to only get partially crushed?). Completely unbalanced for a level 5 spell.
There needs to be official rulings and limits on what you can do with the Object part of the spell.
So can my very religious Paladin who has a Ring of Telekinesis cast it upon himself and use that as a mode of transport for 10 minutes?
Sure. Cast it on yourself, deliberately fail the saving throw (this is something you can do with any saving throw under 2024 rules) and go wild. However, since you're Restrained, you can't move using your normal movement, you have disadvantage on all your attack rolls, and everyone has advantage on attack rolls against you. That might be worth it depending on what you're trying to do.
Sure huge is heavier but 1,000 pounds dropped from 30 feet is killing people anyways realistically. But hit points past level 2 or 3 stops being realistic. And yeah they don't have specific dropped on damage so the DM has to wing it based on their improvised damage table. Probably more than the 4d10 from falling rubble, but less than the 18d10 from having a castle fall on you.
Not bypassing legendary resistance means I can waste legendary resistance all 3 times with 1 spell and have it be valid.
After that I still have 8 more minutes and the spell is still great.