Holocron

Eruption

Force power · Level 6 · Universal
power-typeForcelevel6alignmentUniversalconcentration

⟜ Requires Convulsion

Tweaked from 5eYou already know this as 5e Wall of Stone — Like Wall of Stone, it conjures destructible nonmagical stone structures (here, AC 5 / 30 HP pillars instead of panels) that you raise for cover and that crumble into difficult terrain, rather than dealing damage like Earthquake. ✨
✨
Raise up to six pillars; creatures below (Dex save) are lifted, and those crushed against a ceiling take 6d6 kinetic and are restrained.
ControlDamage
●●○breadth · terrain-dependent, tricky setup
TargetingArea
Use whenyou want to reposition enemies vertically or pin them against ceilings
ScalingTwo additional pillars per slot level above 6th.
!Ceiling-crush damage and restrain only trigger in enclosed spaces; requires Convulsion as a prerequisite.
kineticcontrol-conditionarea-denial
Pairs withConvulsion (prerequisite) · indoor/cave encounters · party melee that benefits from restrained enemies
PlaystyleController✨

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the power's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

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