Holocron

Force Throw

Force power · Level 2 · Universal
power-typeForcelevel2alignmentUniversalconcentration

⟜ Requires Force Push/Pull

Tweaked from 5eYou already know this as 5e Telekinesis — It's your Telekinesis, but recast as a lower-level instantaneous attack — one Strength save to fling a creature or object and deal force damage on impact, rather than the sustained, concentration-based manipulation you know.
Hurl a Large-or-smaller creature or object up to 90 feet on a failed Strength save; both it and whatever it hits take 2d8 force damage.
ControlDamage
●●breadth · save limits reliability
TargetingSingle
Use whenan enemy is near a wall or pit to slam them into
ScalingThrow range increases by 10 ft (up to 90 ft) and damage increases by 1d8 per slot level above 2nd.
!Requires prerequisite Force Push/Pull; objects auto-fail but creatures make a Strength save.
telekinesiskineticcontrol-condition
Pairs withForce Push/Pull · environmental hazard tactics · high force save DC
PlaystyleController

You use the Force to move a Large 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 90 feet, a Small creature or object can be moved up to 60 feet, a Medium creature or object can be moved up to 30 feet, and a Large creature or object can be moved up to 10 feet. If at the end of this movement the creature or object strikes another creature or object, they both take 2d8 force damage.

Force Potency. When you cast this power using a force slot of 3rd level or higher, the range you can throw a creature or object increases by 10 feet, to a maximum of 90 feet, and the power's damage increases by 1d8.

Codex
Casting Period
1 action
Range
90 feet
Duration
Instantaneous
Concentration
No