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=== 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.
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