(Universal) Until the power ends, your movement doesn’t provoke opportunity attacks.
Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
(Universal) In you response to when you would roll initiative, you sense a sudden shift in your environment through the force, and can seize on it with great speed. You gain advantage on your initiative check, and until the end of your first turn in combat, your walking speed increases by 30 feet.
(Universal) You use the Force to thrust a creature you can see to the ground. The target must make a Strength saving throw. On a failed save, a creature takes 1d4 kinetic damage and falls prone.
This power’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
(Dark) You hurl a bolt of lightning at a target within range, making a ranged force attack. On a hit, the target takes 1d10 lightning damage. The lightning ignites flammable objects in the area that arenРІР‚в„ўt being worn or carried.
This powerРІР‚в„ўs damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
(Dark) You curse an opponent within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
Force Potency. When you cast this power using a force slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a force slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours
(Universal) In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attackРІР‚в„ўs normal damage.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st
(Universal) In response to being hit by a ranged attack, you attempt to deflect the attack with the Force. When you use this power, the damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attackРІР‚в„ўs normal damage.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction increases by 1d10 for each slot level above 1st
(Universal) Choose one or more creatures or objects not being worn or carried within 60 feet that weigh up to a combined total of 15 pounds. The creatures or objects immediately move 60 feet in a direction of your choice. If the creatures or objects end this movement in the air, they immediately fall to the ground. If the creatures or objects collide with any one target during its travel, both the creatures or objects and the target take 3d8 kinetic damage. If the target is a creature, it must make a Dexterity saving throw. On a failed save, it takes the kinetic damage, or half as much on a successful one.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the maximum weight increases by 15 pounds and the damage increases by 1d8 for each slot level above 1st
(Universal) 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. 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.
(Universal) 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 powerРІР‚в„ўs range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weaponРІР‚в„ўs 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
(Universal) In response to being dealt damage by a ranged attack, you raise your weapon to attempt to deflect. When you use this power, the damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, youРІР‚в„ўre wielding a lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attackРІР‚в„ўs normal damage.
The powerРІР‚в„ўs damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
(Universal) You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
(Dark) You seethe with anger, letting the dark side of the Force flow through and empower you. As part of the action to cast this power, you spend one of your Hit Dice to recover hit points.
(Universal) Your attunement to the Force warns you when you are about to enter danger. Until the power ends, your base AC becomes 13 + your Dexterity modifier. This power has no effect if you are wearing armor
(Universal) When you cast this power, you raise your hand and unleash a burst of Force energy. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and, if it is Large or smaller, is also pushed back 5 feet. On a successful save, a creature takes half as much damage and isn’t pushed. All Medium or smaller objects that are not worn or carried within the area of effect are also pushed 5 feet.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. For each slot 2 levels higher than 1st, you can add an additional 5 feet to the push.
(Universal)
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 2d8 damage of the same type as the weapon’s damage and must make a Constitution saving throw. On a failed save, the target gains 1 slowed level until the end of its next turn and the weapon then immediately returns to your hand. The next attack made against the target that hits it before the end of the target’s next turn deals an additional 1d10 force damage. On a successful save, the target takes half as much additional force damage on the next attack that hits it, and suffers no additional effect. The weapon then immediately returns to your hand.
Force Potency. When you cast this power using a force slot of 3rd level or higher, the force damage increases by 1d10 for each slot level above 2nd.