Editing StarWars for 5ed/Caron Halla

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 67: Line 67:
  
 
'''Minor Powers'''
 
'''Minor Powers'''
*'''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.
+
*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 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.
+
*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.
*'''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.
+
*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.
*'''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).
+
*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).
  
 
'''Major Powers'''
 
'''Major Powers'''
*'''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.
+
*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).
 
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.
 
Special: You can spend a Destiny Point to activate this power as a Reaction.
*'''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.
+
*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.
 
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 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.
+
*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.
 
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.
 
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.
*'''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…
+
*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 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 can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.
Line 87: Line 87:
 
--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.
 
--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).
 
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.
+
*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).
 
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).
 
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.
+
*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).
 
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.
 
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.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)