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== THE FORCE == The Force works somewhat similar to spells from the PHB and how a Warlock must cast and regain its spells. Force Energy is the number of Powers that a Force Use can use before requiring a short or long rest (which it regains all its Force Energy back). Anyone with the Force Sensitive Feat gains a few minor Force Powers which can be used as often as the User wishes. With the Force Training Feat a Force User gains access to Force Powers. Each time you use a Force Power it costs one Force Energy Power. '''Minor Powers''': these minor abilities do not cost Force Energy and most can be used as often as the Force User wishes. Force Users start knowing three Minor Powers at 1st level. They gain additional Minor Power every 4 Character level after that (4th, 8th, 12th, 16th and 20th). Every time a Force User learns a new Minor Power it can also exchange an existing known ability for a different one. '''Force Energy and Force Powers''': When the Force User first takes the Force Training its start with 2+ ½ it Character Level (round up), in Force Energy. It takes a Force Energy point to use a Force Power. Force Users regains all Force Energy after a short or long rest. The feat Force Training also grants the user 3 Force Powers to chosen from the list below and an additional 3 Force Powers each additional time you take the feat. '''Force Power Attack modifier and Saving Throws''': Many Force Powers require an attack roll to successfully affect a target or the target gains a Saving Throw or suffer its affects. A Force User’s Force Power Attack modifier is equal to your proficiency bonus + Force Attribute modifier and your Saving Throw DC is 8 + your proficiency bonus + Force Attribute modifier. A Force User’s ‘''Force Attribute''’ is their choice between their Intelligence, Wisdom or Charisma modifier. Once chosen it cannot be later changed. '''Force Power Level''': All Force powers start at a base level (referred going forward as 1st Power level). As the Force User gains Character levels its Force Powers also increase in their strength and versatility. It costs no additional Force Energy to use a Force Power at higher levels, the Force User simply uses the power at its maximum. At third Character level all of the Force Powers are considered 2nd Power level. The Power level increases an additional +1 for every three additional Character levels that creature achieves; 6th, 9th and 12th to a 3rd Power level, 4th Power level and finally 5th Power level respectively. Force Powers work similar to spells from the PHB. Factors for all powers include Time (how long it takes you to activate the power), Target (including your Self which means only you can benefit from the power, or Touch that you might possible share or range in feet), Duration (including Concentration powers that can be maintained past one round). [[File:StarWars.Force.jpg]] === Minor Powers === *'''Bane''' [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn. *'''Guidance''' [Mind-Affecting]: Your touch adds one adjacent target with a skill use. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time. *'''Light''': Your touch causes a soft light to glow. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light. *'''Lure''' [Telekinesis]: You force a target to move closer to you. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square. *'''Move Item''' [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. '''''Time''''': bonus action, '''''Range''''': 30 feet, '''''Duration''''': Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again. *'''Premonition''': You gain a brief sense of danger or flash of some near future event. '''''Time''''': Reaction, '''''Range''''': Self, '''''Duration''''': Instant. With a reaction you can make a Wisdom (Perception) check '''DC20''' to gain a flash of danger a round before it happens. This could prevent you from being surprised or alert you of something about to happen. GM will determine if you have this flash or can make the roll. *'''Resistance''' [Mind-Affecting]: You aid the target’s ability to overcome situations. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time. *'''Search Your Feelings''': the Force can guild you to favorable results in the near future. '''''Time''''': 1 full action, '''''Range''''': Self, '''''Duration''''': Instant. Make a '''DC10''' Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the '''DC''' by +5. After a long rest the '''DC''' resets to 10. *'''Sense Force''' [Mind-Affecting]: You can sense disturbances within the Force and other ways it affects the world around you. '''''Time''''': free action or 1 action, '''''Range''''': Self or up to the galaxy, '''''Duration''''': Instant. You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a '''DC15''' Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a '''DC15''' Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save '''DC'''. Success means you do not sense them. *'''Sense Surroundings''': You can ignore darkness and cover. '''''Time''''': bonus action, '''''Range''''': 100 feet, '''''Duration''''': Until the start of your next turn. Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you. :'''Stabilizing Touch''' [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves. *'''Swirling Force''' [Telekinesis]: You create a force that slams into anyone adjacent to you. '''''Time''''': 1 action, '''''Range''''': melee, '''''Duration''''': Instant. The Force slams into adjacent targets causing them 1d6 bludgeoning damage on a failed Dexterity save. *'''Telepathy''' [Mind-Affecting]: You can send a short message to a companion or familiar target. '''''Time''''': 1 action, '''''Range''''': Visual sight of the target or greater, '''''Duration''''': Instant. You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a '''DC15''' Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to '''DC20'''+, or within the same region or quadrant of the galaxy with a '''DC25'''+ check. If you make the check by '''DC30'''+ you can send your message anywhere in the galaxy. [[File:StarWars.Jedi4.jpg | 400px | right]] *'''Trance''': You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. '''''Time''''': 1 full round action, '''''Range''''': Self, '''''Duration''''': varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere). === Force Powers === *'''Battle Swiftness''': You use the Force to enhance your ability to move freely about the battle field. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Concentration 1 minute (10 rounds). For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage. ::'''''Higher levels''''': You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage. *'''Dark Rage''' [Dark Side]: You use your anger to fuel you in combat. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Until the end of your next round. You gain a +2 rage bonus on melee weapon attack rolls and melee damage rolls. ::'''''Higher levels''''': Each additional Power level increase the rage damage bonus that you deal by +2 (to a maximum of +10). ::'''''Special''''': While using dark raged you cannot use skills or perform tasks that require patience. With a Destiny Point the power duration is instead 5 rounds. *'''Energy Resistance''': You use the Force to protect you from damage caused by energy, sonic, fire, cold and lightning sources. '''''Time''''': 1 action; '''''Target''''': Self; '''''Duration''''': Concentration 1 minute (10 rounds). You reduce the damage types of all energy type attacks by 4 points. ::'''''Higher levels''''': Each additional Power level increase the damage reduction by an additional 2 points (to a max of 12 energy damage reduction). ::'''''Special''''': You can spend a Destiny Point to activate this power as a Reaction. *'''Farseeing''' [Mind-Affecting]: You gain a vague, momentary impression of events happening around a particular being in some distance place. '''''Time''''': 1 minute (Ritual, concentration); '''''Target''''': One creature you know or have met before; '''''Duration''''': Instant. Make a '''DC15''' Intelligence (Supernatural) skill check. If you succeed you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. With '''DC25'''+ you know that the target is dead (otherwise the power simply fails). ::'''''Higher levels''''': At 3rd Power level a successful use of this power grants you a clear mental image of the target’s surrounding as well as a view of the other beings within 30ft AOE. At 5th Power level the range of the image around the target is extends to 60ft. *'''Fear''' [Dark Side, Mind-Affecting, Fear]: You summon the power of the dark side of the Force to instill fear in your enemies. '''''Time''''': bonus action; '''''Target''''': One creature with 100 and who you can see; '''''Duration''''': Instant. A target must succeed with a Charisma save or gains the Frightened condition against you. At the end of each of the target’s turns it makes a new Charisma save. Success ends the condition. ::'''''Higher levels''''': At 3rd Power level a target the failed its save also loses its Reaction and Bonus actions until the end of your next round. At 4th Power level a failed save halves the target’s movement speed until the end of your next turn. A 5th Power level a target that failed its save is also at disadvantage with all attack rolls, skill and ability checks until the end of your next round. ::'''''Special''''': When a target fails its Charisma save you can spend a Destiny Point and impose a fear penalty equal to your Proficiency bonus to all of the target’s saving throws until the end of your next turn. *'''Force Disarm''' [Telekinesis]: You disarm an opponent or pull an unattended item to you with the Force. '''''Time''''': bonus action; '''''Target''''': One target within 100 feet that you can see; '''''Duration''''': Instant. The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically. ::'''''Higher levels''''': For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save. *'''Force Grip''' [Telekinesis]: You use the Force to choke or crush you enemy. '''''Time''''': 1 action; '''''Target''''': One target within 60 feet that you can see; '''''Duration''''': Concentration (no limit, but see below). Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 2d6 points of bludgeoning damage and the target is considered Grabbed. You can maintain concentration on this power for as long as you wish, the target suffering the same effects each round. Unlike normal concentration, it requires an Action to maintain this power but does not require a new attack roll. At the end of each of its rounds the target gains a Wisdom save. Success ends the condition and the power. ::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (up to a max of 6d6). Also at 3rd Power level the target that failed its Strength save is Restrained. At 5th Power level the target failed its Strength save is Paralyzed. Targets still get a Wisdom save to end these conditions and the power itself each round (save ends all conditions). ::'''''Special''''': If the target of your Force Grip is larger than Medium size add a size modifier to their Wisdom save to end the power – Large +2, Huge +5, Gargantuan +10, Colossal +25. [[File:StarWars.Lightning.jpg | 250px | right]] *'''Force Lighting''' [Dark Side]: You blast an enemy with a deadly arcs of Force energy fuel by your hatred and fear. '''''Time''''': 1 action; '''''Target''''': One target within 30 feet that you can see; '''''Duration''''': Instant. Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 6d6 points of lightning damage and gains the Reeling condition (recover normally). ::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 10d6). ::'''''Special''''': If your damage would also have imposed Reeling condition onto your target, you can spend a Destiny Point and instead cause the target to suffer the Stunned condition until the start of your next turn (target most recover Reeling afterwards as normal). *'''Force Scream''' [Dark Side; Mind-Affecting, Fear]: You create an intense sonic scream, amplified by the Force and fueled by your hate. '''''Time''''': 1 action; '''''Target''''': All creatures within 60 feet AOE sphere radius of you that can hear you; '''''Duration''''': Instant. All creature in the area must make a Charisma save. Failure results in them suffering 2d6 sonic damage, success and they suffer half damage. ::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 6d6). At 3rd Power level all targets that failed their save also gain the Frightened condition against you until start of you next turn. At 5th Power level all targets that failed their save gain the Frightened conditional against you for 10 rounds and must flee from your presence at their best possible speed. If any of the targets move to where they can no longer see you, at the end of each of its rounds it gets a new Charisma save. Success ends the condition. *'''Force Slam''' [Telekinesis]: You slam one or more creatures nearby with the Force. '''''Time''''': 1 action; '''''Target''''': All creatures within an adjacent 20x20ft AOE square; '''''Duration''''': Instant. All targets within the area of effect must make a Constitution save or suffer 4d6 thunder damage and are knocked prone. Successful save results in half damage and it is not knocked prone. ::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 8d6). At 3rd Power level all targets that failed their save are also pushed back 2d4 x5 feet before they fall prone. At 5th Power level targets that failed the save are pushed 3d6 x5 feet instead. ::'''''Special''''': If the targets of your Force Slam are larger than Medium size add a size modifier to the Constitution save verse the power – Large +2, Huge +5, Gargantuan +10, Colossal +25. *'''Force Stun''' [Mind-Affecting]: You can call upon the Force to overload an enemy’s senses. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Instant. The target of your power needs to make a Wisdom save. Failure results in the target gaining the Stunned condition until the start of your next turn. ::'''''Higher levels''''': At 3rd Power level targets that failed their save also falls prone and drop all items they are holding. At 5th Power level targets that failed their save instead gain the Unconscious condition for one minute. ::'''''Special''''': Allies can attempt to remove the Unconscious condition with an Action and a '''DC20''' Wisdom (Medicine) check. With a Medical Kit use this drops to '''DC15'''. *'''Force Thrust''' [Telekinesis]: You can shove nearby targets away from you with the Force. '''''Time''''': 1 action; '''''Target''''': 15x15 foot AOE centered on you (PHB pg. 204; you are not affected by your own power use); '''''Duration''''': Instant. All targets within your area of effect must make a Strength saving throw. Targets that fail are pushed 2d4 x5 feet away from you and are knocked prone. Targets that are forced into something solid (a wall, etc.) suffer 1d6 bludgeoning damage for every 10 full feet of forced movement. Targets colliding with other creatures fall in that square and the target they struck must make a Dexterity save or also fall prone. Target’s push over ledges, etc. fall as normal. ::'''''Higher levels''''': Each additional Power level increase the distance targets are pushed by an additional 1d4 x5 feet (to a maximum 6d4 x5 feet). ::'''''Special''''': You can instead use this power to affect one target that you can see within 120 feet. They are moved in the same manner with a failed save but you can determine their direction. If any targets of your Force Thrust are larger than Medium size add a size modifier to its Strength save against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25. *'''Mind Trick''' [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score; '''''Duration''''': Instant. The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice… :--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target. :--You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it. :--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable. :--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect. ::'''''Higher levels''''': Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets). *'''Move Object''' [Telekinesis]: You telekinetically move a target with the Force. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Concentration (no limit, but if you deal damage with the power the power ends immediately). Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target's '''AC'''. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed. ::'''''Higher levels''''': Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6). ::'''''Special''''': You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage). *'''Negate Energy''': You spontaneously negate damage dealt by energy weapon damage or force power, such as from a lightsaber or blaster. '''''Time''''': reaction; '''''Target''''': Self; '''''Duration''''': Until the start of your next turn. You gain Resistance (PHB pg. 194) to all types of energy damage (weapon, lightning, etc.) until the start of your next turn. ::'''''Higher levels''''': Each additional Power level allows you extend the duration of the power for one additional round (up to the start of your sixth turn after activation at power level 5). ::'''''Special''''': You can spend a Destiny Point as a free action and regain a number of lost hit points equal to all damage that you resisted from one weapon energy attack, up to your full hit point total. *'''Rebuke''': You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. '''''Time''''': reaction; '''''Target''''': Self; '''''Duration''''': Instant. When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save '''DC''' you can make a check against the attacker’s Force Save '''DC'''. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage. ::'''''Special''''': If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s '''AC'''. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save '''DC''' to redirect the power harmless away. It cannot try and re-rebuke it as it were. *'''Sever Force''' [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Destiny Points and making it difficult for him to use Force Powers. '''''Time''''': 1 action; '''''Target''''': One Force-Sensitive creature with a Dark Side Score of 1 or higher that is within 30 feet and that you can see; '''''Duration''''': Instant but see description. The target of this power must make a Wisdom save. Failure results in the target not being able to spend Destiny Points for a number of hours equal to its Dark Side score. ::'''''Higher levels''''': At 3rd Power level that target that failed its save also automatically acquires the Reeling condition (recovers normally) any time it uses a Minor Force or Force Power in the same time frame. At 5th Power level that target instead automatically acquires the Stunned condition until the start of your next turn each time it uses a power in the same time frame. ::''''Special''''': This Force power has no effect on targets with a Dark Side score of 0. If the target failed its Wisdom save against this power you can spend a Destiny Point and extend the duration of these effects by a number of days equal to the target’s Dark Side score. [[File:StarWars.JediMaster.jpg | 250px | right]] *'''Surge''': The Force enables you to jump great heights and distances as well as move quickly. '''''Time''''': bonus action; '''''Target''''': Self; '''''Duration''''': At the start of your turn. You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn. ::'''''Higher levels''''': At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed. ::'''''Special''''': You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn. *'''Valor''' [Light Side; Mind-Affecting]: You call upon the Force, reaching out to your allies and sharing your strength with them. '''''Time''''': 1 action; '''''Target''''': Yourself and all allies within 60 feet of you that you can see; '''''Duration''''': Concentration up to 10 rounds (one minute). For the duration you and all of your allies gain a +2 bonus to all mind-affecting and fear affects saves. ::'''''Higher levels''''': Each additional Power level increase the bonus to mind-affecting and fear affecting abilities by an additional +2 (maximum +10). ::'''''Special''''': After you have used this power you do not need to continue to see your allies in order for them to continue to gain the benefit of the power. *'''Vital Transfer''' [Light Side; Mind-Affecting]: You use your own life force to heal another living creatures. '''''Time''''': 1 action; '''''Target''''': One creature adjacent to you; '''''Duration''''': Instant. You touch a adjacent creature and deal yourself 1d8 + your Force Ability modifier in Force damage. The target regains back twice this damage in lost hit points up to their maximum full hit point total. ::'''''Higher levels''''': Each additional Power level increase the amount of damage you suffer by +1d8 (up to a maximum of 5d8 + your Force Ability modifier) and the target regains twice that amount back in lost hit points, up to their maximum hit point total. ::'''''Special''''': You can spend a Destiny Point to avoid taking any damage from this Force power. The target still regain twice of whatever you rolled. === Generic Force Talents === These talents can be taken by anyone with the Force Sensitive feat instead of a Class Talent. You must still qualify for all prerequisites. '''ALTER TALENT TREE''' * '''Disciplined Blast'''. Whenever you use a Force power that has any type of area of effect, you may exclude a certain number of target from the effects of the power. The number of targets that you may exclude in this manner is equal to your Force Attribute modifier. * '''Illusion'''. Prerequisite: Mind Trick power. When you use the Mind Trick power you can instead create the image of an object, a creature, or some other visible phenomenon that is no larger than a 10 foot cube. The image appears at a spot that you can see within 60 feet of you and lasts as long as you concentrate on it. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within 60 feet of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Similarly, you can cause the illusion to make different sounds at different times, even making it conversers, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check vs. your Force Saving throw '''DC'''. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. This is a mind-affecting effect. * '''Savant'''. Pick one Force Power from the list above. Once per long rest you can use this Force Power without spending a Force Energy point on it. You can pick this talent again, picking the same or a new power, as you wish. Each time you can use this one power without spending a Force Energy point, once per long rest. * '''Telekinetic Sovereign'''. When you roll a critical hit with a Force Attack check when using a power with the [telekinetic] descriptor, you may choose to use that same power again immediately as a free action and at no additional Force Energy cost. * '''Telepathic Link'''. Prerequisite: Telepathy Minor power. You form an enhanced telepathic link with a willing ally with the Force Sensitive feat as a Bonus Action. The link is maintained until you choose to remove it (no action). As long as you remain within a mile of your target, you and the target can communicate telepathically as if speaking. You may also use a Force Power from the target’s suite of power, or you may allow the target to use one of your Force Powers (the one with the power spends the Force Energy). You both must complete a short rest to use this ability again. You may only have one telepathic link active at a time. This is a mind-affecting effect. '''CONTROL TALENT TREE''' [[File:StarWars.animal.jpg | 300px | right]] * '''Beast Master'''. Against creatures with an Intelligence of 4 or lower, you may use Charisma (Persuasion) skill. Normal checks allow you to be treated as a member of the species and that the creature will take no aggressive actions against you. You can also impose the Charmed condition onto a similar creature that is within 30 feet of you with an action if it fails a Wisdom save. You can maintain this condition for as long as you wish so long as you take no hostile actions against the creature. If you or your allies do take a hostile action the condition ends and the creature treats you as it normally wound. This is a mind-affecting effect. * '''Damage Resistance'''. As an Action you spend a Destiny Point and you gain Resistance (PHB pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained. * '''Equilibrium'''. As a reaction you spend a Destiny Point to instantly remove any one of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned. This also removed one level of Exhaustion. * '''Force Focus'''. As an Action, you make a '''DC15''' check using your Force Ability modifier plus proficiency bonus. If you succeed, you regain one spent Force Energy. You must take a short or long rest to attempt to use this feature again. You can take this talent multiple times, each time allowing you to send another action to make an additional check before requiring a rest. * '''Force Recovery'''. Prerequisite: Equilibrium. Whenever you use your Second Wind, you also regain a number of additional hit points equal to 1d6+ your Force Ability modifier per Destiny Point you have remaining (maximum 10d6, minimum 1d6). * '''Fortify Body'''. Prerequisite: Equilibrium. The Force shields you against a harmful environment. You are now immune to disease, poison damage, toxins and radiation damage and the Poison condition. '''DARK SIDE TALENT TREE''' :You must have a Dark Side Score of 1 or higher to select any talent from this tree. If you Dark Side Score is reduced to 0, you lose access to all talents in this tree until your score increases. Each time you use a dark side talent increase your Dark Side Score by 1 until it equals your Wisdom score. * '''Anger'''. Prerequisite: Power of the Dark Side. As a Bonus action to fly into a rage. You gain a +2 rage bonus on melee attack rolls and your proficiency bonus as a rage bonus to damage for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration you gain one level of Exhaustion. While raging you cannot use skills or abilities that require patience or concentration. You must take a long rest before you can reuse this ability. This counts as the rage trait for Rage feats. * '''Channel Aggression'''. Prerequisite: Power of the Dark Side. If you only make one attack on your round (regardless of how many you have) you can spend a Bonus action to channel you rage. With a successful attack check you deal additional +1d6 force damage to the target equal to ½ your character level (round down; maximum 10d6). You can use this ability a number of times equal to your Force Ability modifier (min once). You regain all of these uses after a short or long rest. * '''Crippling Strike'''. Prerequisite: Power of the Dark Side. Whenever you deal enough damage that meets or exceeds your target’s Damage Threshold, you can spend a Destiny Point as a free-action to also reduce the target’s speed by half and impose a -2 to all of its attack rolls, skills and ability checks. This is a persistent condition that lasts until the target has been fully healed (maximum hit points). A target can only be suffering on crippling affect at a time. * '''Dark Presence'''. Prerequisite: Charisma 13+, Power of the Dark Side. As an Action, you grant yourself and all allies within 30 feet that you can see a +2 force bonus to their Armor Class and all saves for up to 1 minute (10 rounds). This requires no additional concentration on your part. Affected allies that move out of this range loss the bonus. It also ends if you are Incapacitated or knocked to 0 hit points. This is a mind-affecting effect talent. * '''Embrace the Dark Side'''. Prerequisite: Channel Aggression, Power of the Dark Side. Whenever you use a Force Power with the [dark side] descriptor you use your Reaction to gain Advantage on your next Force Attack checks or you impose Disadvantage on the base save to resist its affects. Upon choosing this talent you can no longer use Force powers with the [light side] descriptor. You must complete a short or long rest to regain the use this talent again. * '''Power of the Dark Side'''. You allow your hatred to fuel your attacks. When you spend a Destiny Point to modify a check (i.e. add to your attack roll) that causes damage you also add the result of your Destiny die to the roll for your damage total. * '''Revenge'''. Prerequisite: Power of the Dark Side. Whenever an ally you can see, that is at least ½ your level in heroic levels, is killed or reduced to 0 hit points by an enemy’s action, you gain a +2 rage bonus on attack and damage rolls verse that target that stuck down your ally until it is incapacitated or dropped to 0 hit point or until you are. If another ally of heroic character levels at least equal to ½ your level suffers a similar fate these bonuses extended to this new target also. * '''Swiftness'''. Prerequisite: Power of the Dark Side. You can use a power with the [dark side] descriptor that normally take an Action as a Bonus action. If the power takes a Bonus or Reaction it now takes a free/no action. You must complete a long rest before you can use this talent again. '''FORCE ADEPT TALENT TREE''' :These talents may only be taken as non-Jedi heroic level class talents. [[File:StarWars.JediMaster2.jpg | 300px | right]] * '''Force Adept'''. Prerequisite: Heroic level 3+. You are skilled at resisting Force Powers of the dark side. As a free action you gain Advantage on any saving throw against a power with the [dark side] description. You can use this a number of times equal to your Force Attribute modifier (min 1). You regain these uses after a short or long rest. * '''Force Treatment'''. You can make a Wisdom (Medicine) check and gain all the bonus of using a medical kit without actually requiring one (see Gear and also First Aid and Medic feats; basically using the Force instead of gear to heal nor does it cost any extra supplies). '''FORCE ADEPT ITEM CREATION TALENT TREE''' :These talents may only be taken as non-Jedi heroic level class talents. * '''Attune Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to attune a non-advanced melee weapon (or a lightsaber). Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 force bonus on melee weapon attacks and damage rolls. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers. * '''Empower Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to empower a non-advanced melee weapon (or a lightsaber). Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals double the base weapon damage die in force damage. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers. * '''Force Talisman'''. Prerequisite: Heroic level 3+. You may spend a Destiny Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Hour of concentrations. While you wear or carry the talisman on your person you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. You may only have one Force Talisman active at any given time, and if you Force Talisman is destroyed you may not create another until after a long rest. * '''Greater Force Talisman.''' Prerequisite: Force Talisman, Heroic level 5+. Your Force Talisman is enhanced to now also grant you +2 force bonus to all ability and all skill checks and '''AC'''. '''SENSE TALENT TREE''' * '''Force Perception'''. You can use your Intelligence or Charisma modifier instead of Wisdom modifier when making Wisdom (Perception) and you can use your Wisdom or Charisma modifier when making Intelligence (Investigation) checks. You also gain a +2 force bonus with both skills. * '''Force Pilot'''. You use your Intelligence, Wisdom or Charisma modifier instead of Dexterity modifier when attempting a Piloting skill check and you gain a +2 force bonus with the Piloting skill. * '''Foresight'''. Prerequisite: Force Perception. You can spend a Reaction to get a natural 20 on your Dexterity (Initiative) checks. You take a short or long rest to regain the use of this ability again. * '''Psychometry'''. Prerequisite: farseeing power. You use the Force to peer into the past of a held object. The force user must make an Intelligence (Supernatural) skill check. With a '''DC10''' you get a few vague flashes of strong emotions of the object or vicinity within the last 48 hours. High '''DC''' might see farther back in time or more detailed information about who last held or used the item, etc. * '''Visions'''. Prerequisite: farseeing power. Whenever you use the farseeing Force power, you can spend a Destiny Point as a free action to see into the target’s past or future instead of the glimpsing the target’s present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your heroic character level. Any information gained about the target’s future is subject to change, etc. This is a mind-affecting effect talent. '''SITH TALENT TREE''' :All of these Talents require that the person be part of a Sith organization and that they have a Dark Side score equal to at least ½ Wisdom scores. If their Dark Side points fall below ½ Wisdom you can no longer access these talents. [[File:StarWars.SithAco.jpg | 250px | right]] * '''Cloud Thoughts'''. You have advantage on saves to avoid detection as a Force User and sensing your Force Potential. You impose disadvantage on skills to avoiding the Sense Surrounding Minor Power. You gain advantage with Charisma (Deception) to appear to be a non-Force User when interacting with anyone that might suspect it. * '''Dark Healing'''. You can heal your wounds by drawing the life energy from another creature. As an action you spend a Destiny Point and one target that you can see within 30 feet must make a Constitution save. Failure deals a number of 1d10 force damage equal to ½ your Heroic level (round up, max 6d10), and you heal back an equal amount of damage (up to your maximum hit point total; if you drop the target to 0 hit points you only regain a number of HP equal to what it lost). This is a mind-affecting effect talent. * '''Dark Scourge'''. Prerequisite: Heroic level 3+.You have dedicated your life to wiping out the Jedi and your hatred of them knows no bounds. Against any target with levels in Jedi, that also has less than ½ its Wisdom in dark side points, you gain a +2 bonus to attack and damage rolls. * '''Dark Side Adept'''. You gain a +1d4 force bonus on any Force Attack checks made when using a Force power with the [dark side] descriptor. Prerequisite: Heroic level 5+. * '''Force Deception'''. You gain advantage with Charisma (Deception) check modifier to deceive others and an additional +2 dark side bonus to the result. This is a mind-affecting effect talent. * '''Improved Dark Healing'''. Prerequisite: Dark Healing. You dark healing ability improves such that the range increases to 60 feet and even with a successful Constitution save the target still suffers half damage while you heal back an equal amount. This is a mind-affecting effect. * '''Temptation'''. Prerequisite: Heroic level 11+. You are adept at using ''Dun Möch'', an ancient and vile technique for tempting other to tap into the dark side of the Force. As an Action a target you can see within 100 feet must make a Charisma save. If it fails then for the next 10 rounds (1 minute) anytime it spend a Destiny Point, it must either add 1 point to its Dark Side Score or add the Reeling Condition as it is overcome with doubt and remorse. If the target spent two Destiny Points before the end of your next turn it instead must add 1d4+1 points to its Dark Side Score or add the Stunned Condition until that lasts until the start of you next turn. This is a mind-affecting effect talent. * '''Wicked Strike'''. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, level 7+. When you score a critical hit with a lightsaber you automatically impose the Stunned condition to the target, even if your attack would not have cause even a Reeling condition. The target remains Stunned until the start of your next turn. You must take a short or long rest to use this talent again. === Force Techniques === These abilities are gained by taking the Force Technique feat. Each time you take the Force Technique feat you may select two new techniques from the list below. * '''Empower Force Power''': As a reaction, you can re-roll a number of damage dice up to your Force Attribute modifier from a Force Power that you just used to deal damage to targets. You must take a short or long rest to use this ability again. You can take this technique multiple times, each time allowing you to use this ability an additional time before you are required to take a rest. * '''Force Energy Recovery''': As an Action your regain one spent Force Energy point. You can use this technique again after you have completed a short or long rest. You can take this technique a second time but only when you have reached at least 12th level character allowing you to regain two spent Force Energy points between rests (as two separate actions). * '''Destiny Point Recovery''': You can spend a reaction and regain one spent Destiny Point that you had just used. You can use this technique again after you have completed a long rest. You can take this technique more than once, allowing you to regain additional spent Destiny Points using a reaction to regain one just used per long rest. * '''Improved Bane''': Your minor force power lasts for 1 minute. Prerequisite: Bane Minor Force Power. * '''Improved Guidance and Resistance''': Your minor force powers now grant a 2d4+2 bonus. Prerequisite: both Guidance and Resistance Minor powers. * '''Improved Move Item''': You can now move a small item well enough to use in combat. As a Force Attack action you attempt to strike a target with a range of 30/100 feet. If you succeed your attack does 2d6 + your Force Attribute modifier bludgeoning damage. If you take this technique a second time the damage increases to 4d6 + your Force Attribute modifier. Also extend the range of Move Item to 100 feet. Prerequisite: Move Item Minor power. * '''Improved Sense Force''': You have advantage with Intelligence (Supernatural) checks with the Sense Force Minor power and double the basic range. Prerequisite: Sense Force Minor power. * '''Improved Sense Surroundings''': You can use Sense Surrounding Minor Force power as a free action and you extend the range out to 500 feet. Prerequisite: Sense Surroundings. * '''Improved Stabilize''': Your minor power now restores a target to 1d6 back in lost Hit Points. Prerequisite: Stabilizing Touch Minor power. * '''Improved Swirling Force''': Your minor power now deals 3d8 + your Force Attribute modifier bludgeoning damage, ½ with a successful save. Prerequisite: Swirling Force Minor power. * '''Improved Telepathy''': You have advantage your Intelligence (Supernatural) check when using Telepathy and you can send a message that is up to one minute long. If you spend your action in full concentration you can share basic feeling with the target. Prerequisite: Telepathy Minor power. * '''Improved Trance''': At the end of a short rest you regain one additional spent Hit Dice back. Each Hit Dice spent during this rest adds ½ (round down) your heroic level to the total hit points healed. You must complete a long rest to use this technique feature again. Prerequisite: Trance Minor power. * '''Power Expert''': As a reaction, you add your proficiency bonus twice to either your next Force Attack bonus or the DC for others to save against this power. You must take a short or long rest to use again. You can take this technique multiple times, each time applying the bonus to an additional attack or save DC of choice before requiring a rest. * '''Subtle Powers''': Most Force Powers are generally not recognized by non-Force users as powers at all (such as Mind Trick, etc.) but for other Force Sensitive creatures they are fairly obvious. With this technique your powers now require other Force Users to make a Wisdom save to notice you using them. === Force Secrets === These secrets are learned by taking the Force Secret feat. Each time you take that feat you learn one new secret selected from the list below. * '''Devastating Power''': When using a Force Power that deals damage, you can spend a Destiny Point to deal damage as if you rolled a critical (double dice). A successful critical hit would deal triple dice. * '''Distant Power''': Double the distance of any Force Power that has a range expressing in feet. You can also spend a Destiny Point to multiple the range by 10 (if you have the Lucky or Strong in the Force feat you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement. * '''Force Energy Mastery''': With a Destiny Point and a one minute ritual to regain a number of spent Force Energy points equal to your Force Attribute modifier. You must take a short or long rest to regain the use of this secret. * '''Power Mastery''': With one Force Power of your choice you gain advantage on the Force Attack Roll or you impose disadvantage on a power’s Saving Throw by the target(s). You must take a short or long rest to regain the use of this secret. You can take this secret multiple times, each time allowing you to use it an additional time before requiring a rest, with the same power or new one of choice. * '''Quicken Power''': You can spend a Destiny Point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus or Reaction spending a Destiny Point means that it is a free/no time action. * '''Shaped Power''': When you use an AOE (spheres, squares, etc.) Force Power you can double the base AOE in feet. If you spend a Destiny Point you can increase the AOE by five times its normal area. * '''Twin Power''': When you use a power that target’s only one creature and doesn’t have a range of self, you can target a second creature within range with the same power. This does not cost any additional Force Energy to use or action above what it would normally. You must take a short or long rest to use this secret again. You can take this secret multiple times, each time allowing you to use it an additional time before requiring a rest.
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