Until the end of your next turn, you can use your
forcecasting ability score instead of your Strength score when you jump, and always count as having made a running start before jumping.
You gain the minor ability to move or manipulate
creatures and objects with the Force. 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 opening a door or a container, or pouring the contents from a vial.
Alternatively, you can push or pull a creature or object you can see.
You use the Force to move a Medium or smaller
creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 kinetic damage.
This power improves when you reach higher levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the power's damage increases to 2d4 kinetic damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the power's damage increases to 3d4 kinetic damage. At 17th level, you can move a Medium creature to up 30 feet, and the power's damage increases to 4d4 kinetic
A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modier. This power has no eect on droids or constructs.
When you cast this power using a
force slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power's range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon's damage. The weapon then immediately returns to your hand.
This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.
You imbue your weapon with the purifying light of the Force. As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suers the attack's normal effects, and it becomes wreathed in a glowing barrier of force energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 force damage, and the power ends. This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.