Telekinesis - DnD 5e stats

Telekinesis

  • Casting Time: 1 action
  • Classes: Sorcerer, Wizard
  • Components: V S
  • Concentration: Yes
  • Duration: Up to 10 minutes
  • Level: 5
  • Name: Telekinesis
  • Range: 60 feet
  • School: Transmutation
  • Target: See text

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.


The SendingStone review

Telekinesis is a fifth-level spell that allows Sorcerers and Wizards to move objects or creatures within 60 feet for up to 10 minutes. The spell requires verbal and somatic components and concentration to maintain. The casting time takes one action, and the spell can be used for both combat and non-combat situations.

Some players might view Telekinesis as too powerful, as it allows them to move even the heaviest of objects or creatures. Others might consider it a useful utility spell that can significantly aid in navigating traps and obstacles or solving puzzles. It all depends on how the Dungeon Master sets up their game and the creativity of the players.

Overall, Telekinesis seems like a versatile spell that can be used in many situations, but its effectiveness will ultimately depend on the creativity of the players and the DM's ruling on what objects or creatures can or cannot be affected by the spell.


Telekinesis is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Telekinesis Pathfinder edition. Want to use Telekinesis in a VTT (virtual tabletop)? Try out SendingStone for free today!


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