6th Level Force Power
A beam of Force energy flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
You can create a new telekinetic gust as your action on your turn until the power ends.
Potency Effect: When you cast this power using a force slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!