A telekinetic thrust that can stun, exhaust, knock prone or disarm opponents, as well as knock back (10 feet), remove barriers and other objects erupts from your hand. Each creature in a 60-foot cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one and no additional effects apply to it.
Roll 1d6 dice to apply one of the following conditions.
4.Disarm.(A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.)
5.Knock back. Knock the target 10 feet backwards its prior position (as long as it it unoccupied space) in any direction of your choice and do an additional 1d8 bludgeoning damage.
Any active shields/barriers and other objects that are in the area of effect of this spell are being removed.
A creature and everything it is wearing and carrying killed by this spell, except magic items, are reduced to a pile of fine gray Dust of Disappearance.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.