Seize Reality

At 17th level, your potential is unleashed, granting you powerful telekinetic abilites. As a bonus action, you can spend 2 ki points to target an object or creature that you can see within 120 feet of you and use any of the following effects:

Strike. You make a ranged spell attack at the target, adding your Wisdom modifier to its attack roll. On hit, the target takes 4d8 force damage.

Move. You attempt to shove the target in a direction you choose. You can add your Wisdom modifier to the Strength (Athletics) check, and you have advantage on the check if the target is Medium or smaller. If you succeed and choose to push the target, it is pushed up to 5 feet plus a number of feet equal to five times your Wisdom modifier.

Crush. You attempt to grapple the target if it is a Huge or smaller creature. You can make this with a free hand, you can add your Wisdom modifier to the Strength (Athletics) check, and you have advantage on the check if the target is Medium or smaller. While grappling a target this way, you can use a bonus action to either move it 30 feet in any direction or to crush it. When you crush it, the target takes bludgeoning damage equal to 2d6 + your Wisdom modifier.

Block. You protect yourself against the target, creating a protective field in a 10-feet radius around you, which moves with you. You have half cover against the target while it is outside of the field, and if the target's Strength score is less than or equal to the your Wisdom score + your proficiency bonus, then it cannot move into the field. If its Strength score is higher than your Wisdom score + your proficiency bonus, the target can move through the field, but the field's area is considered difficult terrain for it.

You can have only one creature under any effect of Seize Reality at a time, and any ongoing effect ends if you use a different effect of this feature, or if one minute has passed.