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=== 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.
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