Expend all of your remaining barrier ticks to create a negative mass effect field in a 2m sphere originating from you. Each Medium or smaller creature or object within the sphere must succeed on Strength saving throw or becomes lifted until the end of your next turn. If you expend at least 4 barrier ticks, Large targets must make the saving throw. Creatures with at least 1 shield point have advantage on this saving throw. Increase the range of the sphere by 2m at 5th level (4m), 11th level (6m), and 17th level (8m). Advancement Options Shaped Lift You may choose the shape of the detonation into a cone, cube, or cylinder. You may also shape it into a line, if you do, the line is twice as long as the sphere's radius and 2m wide. Heavy Lift Large creatures are affected. If you spend at least 4 barrier ticks, Huge creatures must make the saving throw.
Your Spellcasting Ability determines how far you can jump. Long Jump. When you make a long jump, you cover a number of meters up to your Spellcasting Ability score. If jumping over an obstacle, subtract 1 meter of distance per 2 meters of the obstacle's height. High Jump. When you make a high jump, you leap into the air a number of meters equal to 2 + your Spellcasting Modifier.
Increase the mass of your fist and strike at a target. Make a melee spell attack on a target creature or object within range. On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
Choose a creature or object within range and use the target's mass to pull yourself to its location with incredible force (this movement does not provoke opportunity attacks). The target must make a Dexterity saving throw. On a failed save the target takes 1d10 force damage and becomes prone The damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10) and 17th level (4d10).
Transfer the energy of your barrier into a biotic explosion, consuming your remaining barrier ticks. Creatures within a 2m sphere centered on you must make a Dexterity saving throw. On a failed save, a creature is knocked prone and takes force damage equal to Xd8, where X is the number of barrier ticks. On a successful save, a creature takes half as much damage. This spell's damage increases by 1d8 when you reach 5th level (X + 1d8), 11th level (X + 2d8), 17th level (X + 3d8)