Force Blast
KineticUniversal- Cost
- 2 FP
- Activation
- Action
- Range
- 30 ft
- Recommended Lv
- Lv 1+
Effect
As an Action, you fire a concentrated bolt of compressed Force energy at a creature within 30 ft. The target makes a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d6 + your Proficiency Bonus + your Wisdom modifier bludgeoning damage. On a successful save, it takes half as much damage.
At the Table
A Padawan, cornered on a catwalk by an onrushing battle droid, throws out a hand and spends 2 FP to fire Force Blast as an Action. The droid (within 30 ft) rolls a Dexterity save against her DC of 8 + Proficiency + Wisdom modifier and fails, so it eats the full 2d6 + Proficiency + Wisdom in bludgeoning damage and staggers back toward the railing. Even when a target ducks and makes the save, it still takes half, so Force Blast almost never whiffs entirely. It is a clean, no-frills opener: no concentration, no attack roll, just a compressed bolt of telekinetic force that any Force-user can throw from level 1.
In the Lore
Force Blast is the telekinetic-strike side of the classic Alter discipline that underpins powers like Force Push and Force Throw. Rather than shoving or hurling objects, the user gathers raw telekinetic force into a single, concentrated, percussive impact, a kinetic blunt-force attack that both Jedi and Sith have employed across the eras. Telekinetic offense of this kind is a staple of Legends-era games such as Knights of the Old Republic and Jedi Knight: Jedi Academy, where Force-users wield Push, Wave, and Throw to hammer enemies with unseen force. Because it draws on telekinesis rather than the corruption of Force Lightning, it sits comfortably in the Universal tradition, available to light- and dark-siders alike as a reliable offensive staple.