Telekinetic Burst
Force power · Level 6 · Light
power-typeForcelevel6alignmentLightconcentrationtrue
⟜ Requires Telekinetic Storm
Tweaked from 5eYou already know this as 5e Lightning Bolt — It's your Lightning Bolt — same 60-ft line blasting 8d6 for half-on-save — but it rolls Con instead of Dex, knocks targets prone, and you can re-fire it each turn while it lasts. ✨
Fire a 5-foot-wide, 60-foot Force beam each action: Con save or 8d6 force damage and knocked prone, half damage and upright on a success.
DamageControl
●●○breadth · needs line of enemies each round
TargetingArea
Use whenenemies are lined up and you want repeated area damage plus prone
ScalingDamage increases by 2d6 per slot level above 6th.
!Concentration up to 1 minute — sustaining it lets you fire each turn but breaks if hit; requires Telekinetic Storm as a prerequisite.
telekinesiskineticarea-denial
Pairs withTelekinetic Storm (prerequisite) · melee allies who exploit prone enemies · high-Constitution concentrators
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.
Force Potency. 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.
- Casting Period
- 1 action
- Range
- Self (60-foot line)
- Duration
- up to 1 minute
- Concentration
- Yes