Saga Edition Transfer: General Material

This is going to be an ongoing project to try and convert the Saga Edition of D&D over to 5th edition so that it can be played and enjoyed. Much of the core general material is pulled from, or inspired by Fedorable1's work found here https://www.scribd.com/doc/278947931/Star-Wars-D-D-5th-Edition-Conversion-PF?irgwc=1&content=10079&campaign=Skimbit%2C%20Ltd.&ad_group=66663X1511838X35ef6130f78e35069d57333a2fa2763b&keyword=ft750noi&source=impactradius&medium=affiliate

Species

The Star Wars galaxy contains a bewildering variety of species, each with its own unique outlook and civilization. Although Humans dominate the known galaxy, there are many intelligent alien species that can be encountered wherever you travel.

Known Languages

The primary language used throughout known space is called Basic. Most characters can speak Basic, and all characters understand it even if they can’t speak it. Nonhuman characters can also speak, read, and write the language associated with their species. Other prevalent languages include Huttese (particularly common in the Outer Rim), Binary (used by droids and programmers), and Bocce (a trade language that can be spoken by almost any species). A few of the more common languages are listed below:

Basic Gamorrean Quarrenese
Binary High Galatic Rodese
Bocce Huttese Ryl
Bothese Ithorese Shriiwook
Cerean Jawa Trade Sullustese
Dosh Kel Dor Zabrak
Durese Mon Calamari

Bothans

Native to Bothawui, these short, fur-covered humanoids have had hyperspace travel for thousands of years. Bothans use information as a measure of wealth and power, even wielding it as a weapon when necessary. The Bothan SpyNet, one of the largest intelligence agencies during most eras, plays an important role in the Galactic Civil War.

Personality. Bothans are curious, manipulative, crazy, suspicious, and even a bit paranoid. They can be irritating, but they are also loyal and brave.

Physical Description. Bothans are covered with fur that ripples in response to their emotional state. They have tapered ears, both male and female Bothans sport beards, They range in height from 4 to 5 feet tall and have a maturity rate and lifespan slightly greater than Humans.

Homeworlds. The industrial world of Bothawui, with various colony worlds throughout the Mid Rim territories.

Male Names. Borsk, Eramuth, Hosk, Kai, Nek, Oryon, Traest, Ultric, Yanathar

Female Names. Asyr, Glynn-Beti, Knol, Kolir, Yaqeel

Clan Names. Bwua'tu, Fey'lya, Hudorra, Hu'lya, Kre'fey, Saa'etu, Sandov, Sei'lar, Trey'lis, Ven'nari

Bothan Species Traits

Bothans share the following species traits:

Ability Score Increase. Your Dexterity score increases by 2, and Intelligence increases by 1

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Bothese

Iron Will. Bothans have above average willpower, as a result, they have advantage against mind-affecting powers.

Natural Spies. You have proficiency in the Investigation and Stealth skills.

SpyNet. You have advantage on Charisma checks made to gather information.

Cereans

Cereans are a sophisticated and cultured humanoid species native to Cerea, a world on the fringes of known space. Their elongated heads distinguish them from most other humanoid species

Personality. Cereans tend to be calm, rational, and extremely logical.

Physical Description. Cereans range in height from 6 to 7 feet tall, with elongated craniums housing binary brains. They have a maturity rate and lifespan similar to those of Humans.

Homeworlds. The blissful planet of Cerea.

Names. Bo-Ro-Tara, Ki-Adi-Mundi, Marr Idi-Sahel, Ni-Cada, O-Mer, Sen Udo-Mal, Tap-Nar-Pal

Cereans Species Traits

Cereans share the following species traits:

Ability Score Increase. Your Intelligence score increase by 2, and Wisdom increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Cerean

Intuitive Initiative. A Cerean may choose to reroll their initiative, but the result of the reroll must be accepted even if it is worse. Despite their general lack of coordination, Cerean's reaction speed is superior to that of most other species.

Perceptive. You are proficient in the Perception and Investigation skills.

Binary Brain. Your large binary brain allows you to concentrate much easier than other species. You have advantage on concentration checks.

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Duros

Tall, hairless humanoids from the Duro system, Duros were one of the first species to become a major influence in the Galactic Republic, and many respected scholars credited the Duros with creating the first hyperdrive. The Duros have a natural affinity for space travel, possessing an innate grasp of the mathematical underpinnings of astrogational computations.

Personality. A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud, self-sufficient, fun-loving people who also have a tendency toward gregariousness.

Physical Description. Duros range from 7 to 8 feet tall. They are hairless, with large eyes and wide, lipless mouths. Skin color ranges from blue-gray to deep azure.

Homeworlds. The orbiting cities of the Duros system

Male Names. Cad, Felanil, Gar, Hoolidan, Jenssar, Lodenth, Ohwun

Female Names. Chachi, Leslomy, Rana, Tarla

Family Names. Baaks, Bane, De Maal, Mas Trehalt, Kashar, Keggle, Limpan, SoBilles, Stazi, Tacema

Duros Species Traits

Duros share the following species traits:

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Durese.

Expert Pilot. You gain proficiency in Vehicles(Space). You also have advantage on Vehicle (Space) Skill checks for plotting hyperspace jumps.

Galatic Traveler. You gain proficiency in Galactic Lore.

Humans

Humans dominate the Core Worlds can be found in virtually every corner of the galaxy. They are the descendants of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. As a species, Humans are physically, culturally, and politically diverse. Hardy or fine, light-skinned or dark, Humans remain one of the most dominant species throughout all eras of play.

Personality. Human personality runs the gamut of possibilities, though members of this species tend to be highly adaptable, tenacious, and willing to keep striving no matter the odds. They are flexible and ambitious, diverse in their tastes, morals, customs, and habits.

Physical Description. Humans range from 5 feet tall to well over 6 feet tall. Skin shades run from nearly black to very pale, hair from black to blond. Men are usually taller and heavier than women. Humans achieve maturity about the age of 15 and rarely live beyond 100.

Homeworlds. Various, including Coruscant, Corellia, Naboo, Tatooine, and Alderran.

Human Species Traits

Humans share the following species traits:

Ability Score Increase. Two different ability scores of your choice increase by 1.

Size. Your size is medium.

Speed. Your base movement speed is 30 feet.

Languages. You know Basic and one extra language of your choice.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Gamorreans

Gamorreans are green-skinned, porcine creatures native to Gamorr. Their tendency toward violence makes them valued as criminal enforcers. Though viewed as mindless brutes, they don’t care so long as they are paid to fight.

Personality. Gamorreans are brutish, violent, and proud. They respect physical prowess and have no problem facing death against a foe they feel they are on at least equal footing with.

Physical Description. Gamorreans range from 5 1/2 to 6 feet tall, with thick green skin covering powerful muscles. Close-set eyes, a thick snout, tusks, and small horns give them a distinct look.

Homeworlds. The pre-industrial world of Gamorr.

Names. Gartogg, Jubnuk, Ortugg, Ugmush, Venorra, Warlug.

Gamorrean Species Traits

Gamorreans share the following species traits:

Ability Score Increase. Your Strength and Constitution scores increase by 2.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic (but cannot speak it) and Gamorrean.

Great Fortitude. You have advantage on Constitution saves.

Gamorran Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Ithorians

Ithoreans are tall humanoids whose appearance leads many to refer to them colloquially as “Hammerheads.” Peaceful and gently, Ithoreans are widely recognized as talented artists, brilliant agricultural engineers, and skilled diplomats

Personality. Ithorians tend to be calm, peaceful, tranquil, and gentle.

Physical Description. Ithorians are humanoid, ranging in height from 6 to 7 1/2 feet tall, with long necks that curl forward and end in dome-shaped heads. They have two mouths, one on each side of their neck, producing a stereo effect when they talk.

Homeworlds. Ithor, or a specific herd ship

Names. Fandomar, Momaw, Oraltor, Tomia, Trangle, Umwaw

Ithorian Species Traits

Ithorians share the following species traits:

Ability Score Increase. Your Charisma score increases by 2 and your wisdom by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Ithorian.

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Bellow. As an action, you can open all four of your throats and emit a terrible subsonic bellow. Each creature and unattended object within a 15-foot cone originating from you must make a Constitution save, the DC equal to your Constitution score. On a failed save, they take 3d6 sonic damage. Once you use this ability, you must take a short or long rest to use it again. The damage increases to 4d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.

Green Thumb, Silver Tongue. You gain proficiency in Nature and Persuasion.

Kel Dor

The Kel Dor evolved on Doran, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common atmospheres. Conversely, Dorin’s atmosphere is toxic to most non-native life. Calm and kind, the Kel Dor never turn away a being in need. Still, most believe in quick, simple justice.

Personality. Calm and Kind, the Kel Dor never turn away a being in need. Still, most believe in quick simple justice (even engaging in vigilantism).

Physical Description. Kel Dor is very similar in height to Humans. Their skin ranges from peach to deep red, and most have black eyes.

Homeworlds. The technological plant of Dorin.

Male Names. Charsae, Gnost-Dural, Hetchkee, Plo, Pol

Female Names. Sha, Tila

Family Names. Koon, Mong, Saal, Temm

Kel Dor Species Traits

Kel Dor share the following species traits:

Ability Score Increase. Your Dexterity and Wisdom score increases by 2.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Kel Dor.

Darkvison. Having evolved on a planet with a dense atmosphere, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Telepath. You know the message core power.

Special Equipment. You suffer limitations outside of your native atmosphere. Without protective goggles, you are considered blind. Without an antiox breath mask, you suffer a level of exhaustion every round. You begin with this equipment, which is also poisonous to other species.

Mon Calamari

Amphibious land-dwellers, the Mon Calamari share their Outer Rim homeworld with the aquatic Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari suffered under great oppression at the hands of the Galactic Empire, thus it was one of the first worlds to openly declare support for the Rebel Alliance.

Personality. Creative, quiet, and inquisitive, the Mon Calamari are dreamers who cherish peace but aren't afraid to fight for the causes they believe in.

Physical Description. Standing a little shorter then Humans the Mon Calamari have high domed heads, large eyes, and smooth, mottled skin.

Homeworlds. The Watery World of Mon Calamari.

Names. Ackbar, Bant, Cilghal, Ibtisam, Jesmin, Oro, Perit, Rekara.

Mon Calamari Species Traits

Mon Calamari share the following species traits:

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet. Your base swim speed is 20 feet.

Languages. You know Basic and Mon calamarian. Mon Calamari have a tendency to learn Quarrenese as well.

Amphibious. You can breathe both air and water, and cannot drown in water.

Darkvison. Hailing from an underwater realm, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Expert Swimmer. You have advantage on Strength (Athletics) ability checks used to swim. In addition, if you roll less than a 10 on these checks, you are treated as if you had rolled a 10.

Quarren

The Quarren hail from the distant Outer Rim world of Mon Calamari, sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the more isolationist Quarren dwell in oxygen-filled cities in the deep recesses of the oceans.

Personality. Practical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism.

Physical Description. Standing about the same height as Humans, Quarren have leathery skin and heads that resemble four tentacled squids, hence the name "squid head" sometimes used by others.

Homeworlds. The Watery World of Mon Calamari.

Names. Kelmut, Seffor, Tessek, Tsillin, Vekker, Vuhlg.

Quarren Species Traits

Quarrens share the following species traits:

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet. Your base swim speed is 20 feet.

Languages. You know Basic and Quarrenese. Quarrens have a tendency to learn Mon calamarian as well.

Amphibious. You can breathe both air and water, and cannot drown in water.

Darkvison. Hailing from an underwater realm, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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Expert Swimmer. You have advantage on Strength (Athletics) ability checks used to swim. In addition, if you roll less than a 10 on these checks, you are treated as if you had rolled a 10.

Negotiator. You are proficient in Persuasion, and have advantage on Persuasion ability checks if you do not have a weapon visible.

Rodians

Rodians hail from the Tyrius star system in the Mid Rim, their homeworld humid and choked with heavy rain forests teeming with dangerous life forms. In this hostile environment, the Rodians evolved into brutal hunters and killers to survive. As a result, the Rodian culture centers around the concept of “the hunt.” Their art glorifies violence and the act of stalking prey. The more intelligent and dangerous a hunter’s prey, the more honorable the hunt.

Personality. Rodians tend to be violent, tenacious, and dedicated.

Physical Description. Humanoid, with multifaceted eyes, a tapered snout, and deep green skin. They stood a little bit shorter than most humans.

Homeworlds. The industrial word of Rodia.

Names. Andoorni, Beedo, Chido, Doda, Greedo, Greeata, Keiko, Navik, Neela, Neesh, Wald.

Rodians Species Traits

Rodians share the following species traits:

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Rodese. Rodians have a tendency to learn Huttese as well.

Darkvison. Having been raised under a dense canopy, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Heightened Awareness. You have advantage on Wisdom (Perception) ability checks.

Hunter. You are proficient in Survival and Stealth.

Sullustan

To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet’s numerous caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come from all over the galaxy to visit them. Living underground helped the Sullustans to develop acute senses, and they are renowned for their navigational and piloting skills.

Personality. Sullustans tend to be pragmatic, pleasant, and fond of practical jokes.

Physical Description. Humanoid with large round eye, big ears, and jowls, the average Sullustan stands 5 feet tall.

Homeworlds. The volcanic, technological world sullust.

Names. Aril Nunb, Dllr Nep. Nien Nunb, Sian Tevy, Syub Snunb.


Sullustan Species Traits

Sullstans share the following species traits:

Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Sullustese.

Expert Climber. You have advantage on Strength (Athletics) ability checks used to climb. In addition, if you roll less than a 10 on these checks, you are treated as if you had rolled a 10.

Heightened Awareness. You have advantage on Wisdom (Perception) ability checks.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Trandoshans

The reptilian Trandoshans are known for their great strength and warlike natures. Many of these beings dedicate themselves to martial training, and some follow the path of the hunter on their native world. A few have even become renowned (or infamous) bounty hunters in galactic society. Trandoshans have a long-standing enmity with Wookiees, and the two species have fought often over the centuries.

Personality. Violent, brutal and drive, Trandoshans love to compete but can show compassion and mercy as the situation warrants.

Physical Description. Trandoshans range from 6 to 7 feet tall. Their scaly hides offer additional defense against attacks.

Homeworlds. Trandosha.

Names. Bossk, fusset, Krussk, Ssuurg, Tusserk.

Trandoshans Species Traits

Trandoshans share the following species traits:

Ability Score Increase. Your Strength score increases by 2.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Dosh.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Armor. You have tough scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier, You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Trandoshan Toughness. Your hitpoint maximum increases by 1, and it increases by 1 every time you gain a level.

Twi'Leks

From the dry, rocky world or Ryloth, Twi’leks have made a place for themselves along the galactic rim. These tall, thin humanoids include a variety of distinct subraces, but all are instantly recognizable by their tentacular “head-tails” (called lekku) that protrude from the backs of their heads.

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Sly, calculating beings, Ti’leks prefer to avoid trouble and stick to the shadows until an opportunity to at without undue danger to themselves presents itself.

Personality. Twi'leks are calculating, pragmatic, and charismatic people. Generally, they try to avoid being swept up in open conflict, preferring instead to duck into the shadows where they can observe, plan, and prepare to profit from the outcome.

Physical Description. Humanoids with long head-tails, the average Twi'Lek stands around the same height as Humans. Skin tones include white, green, blue, red, and orange, among others.

Homeworlds. Twi'Leks come from the planet Ryloth.

Names. Bib Fortuna, Deel Surool, Firith Olan, Koyi Komad, Lyn Me, Oola, Tott Doneeta.

Twi'Leks Species Traits

Twi'Leks share the following species traits:

Ability Score Increase. Your Charisma score increases by 2 and your Dexterity score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Ryl. They can also communicate with one another using their lekku (a form of sign language). Some also learn Huttese.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Deceptive. You are proficient in Deception.

Great Fortitude. You have resistance to poison damage, and you have advantage on ability saves against environmental hazards.

Wookiees

Wookiees are widely recognized as one of the strongest and fiercest intelligent species in the galaxy. Wookiees have many customs and traditions that revolve around honor and loyalty, including the special bond called the life debt. A Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness.

Personality. Wookiees tend to be honorable, rash, loyal, and short-tempered.

Physical Description. Wookiees are large fury bipeds ranging in height from 7 to 8 feet.

Homeworlds. The forest world of Kashyyk.

Names. Chewbacca, Gorwooken, Froznik, Lobacca, Ralrra, Rorwarr, Salporin, Tyvokka.

Wookiees Species Traits

Wookiees share the following species traits:

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic (but cannot speak it) and Shyriiwook.

Expert Climber. You have advantage on Strength (Athletics) ability checks used to climb. In addition, if you roll less than a 10 on these checks, you are treated as if you had rolled a 10.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Intimidating Reputation. Known to pull the ears off gundarks, you have advantage on Charisma(Intimidation) checks.

Zabrak

The Zabrak are an early spacefaring race distinguished by patterns of vestigial horns on their heads. Zabrak hail from many worlds and have been spacefarers for so long that they define themselves and each other according to their colony of origin. The harness of Iridonia, their homeworld, forged in the Zabrak an unbreakable will to survive and escape their planet.

Personality. Zabrak tends to be dedicated, intense, and focused, sometimes appearing obsessive and single-minded to other species.

Physical Description. Humanoid, distinguished by patterns of vestigial horns atop their heads. The average Zabrak stands 6 feet tall.

Homeworlds. Iridonia or one of the eight colonies in the Mid Rim region of space.

Names. Aagh Odok, Eeth Koth, Kooth Aan.

Zabrak Species Traits

Zabrak share the following species traits:

Ability Score Increase. Your Constitution score increases by 2.

Size. Your size is medium.

Speed. Your base walking speed is 30 feet.

Languages. You know Basic and Zabrak.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Skills

All of the original skills in the Player’s Handbook are compatible with this conversion and are used by Star Wars characters.

In addition to the following changes and additions:

Intelligence (Galatic Lore)

This replaces Intelligence (History) and is used just as the Intelligence (History) skill.

Intelligence (Force)

This replaces Intelligence (Arcana) and is used just as the Intelligence (Arcana) but for force abilities instead of magic.

Intelligence (Mechanics)

You can bypass locks and traps, set dand disarm explosives, fix malfunctioning devices, and modify and repair damaged droids.

Disable Device (requires security kit). You can use this skill to disarm a security device, defeat a lock or trap, or rig a devie to fail when it is used. The effort takes a action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown below:

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Device DC Examples
Simple 10 Sabotage a mechanical device, jam a blaster, bypass a basic mechanical lock.
Tricky 15 Sabotage an electronic device, bypass a basic electronic lock.
Complex 20 Disarm an electronic security system, bypass a complex mechanical or electronic lock.

If you attempt to leave behind no trace of the tampering, increase the DC by 5.

If the Mechanics check fails by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally.

Handle Explosives. Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive decive.

Setting a detonator, placing an explosive device, or disarming an explosive device is a action.

Set Detonator. Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means then explosive goes off as the detonator is being installed.

You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC-5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosive becomes 15 (instead of the normal 10).

Place Explosive Device. Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don't know exactly how well you've done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 20 or higher, the explosive deals double damage to the structure or vehicle against which it's placed. On a result of 30 or higher, it deals triple damage. In all cases, it deals normal damage to all other targets withing its burst radius.

Disarm Explosive Decive (requires a security kit). Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator chose a higher disarm DC. If you fail the check, you do not diarm the explosive, If you fail it by 5 or more, the explosive detonates while you are adjacent to it.

Jury-Rig. You can make temporary repairs to any diabled mechanical electronic device, from a simple tool to a complex starship component. Jury-rigging takes an action an drequires a sucessful DC 20 check. If you use a tool kit, you have advantage on the check. A jury-rigged device functions for the next hour. At the end of the hour the device stops functioning, and the DC to jury-rig it again goes up by 5, and it takes an additional 30 minutes to repair for each time a device has been jury-rigged.

Repair Droid (requires a tool kit). You can spedn 1 hour and make a DC 15 Mechanics check ot repair a damaged or disabled droid, restoring hit points equal to teh droid's character level and removing any persistent conditions currentely affecting the droid. A droid can attempt to repair itself, but it has disadvantage on the check.

Repair Object. You can spend 1 hour and make a DC 15 Mechanics check to repair a damaged or disabled object, restoring 1d8 hit points and removing any persistent conditions currently affecting the device or vehicle.

Wisdom (Medicine)

Use this skill to keep a baly wounded friend from dying, to heal the injured, or to treat a diseased or poisoned character.

The following uses are added or changed from the Medicine Skill as presented in the Player's Handbook.

First Aid (requires a medpac). As an action, you can adminster first aid to an unconscious or wounded creature. If you succeed on a DC 10 treat Injury check, the creature regains a number of hit points equal to its character level, +1 for every point by which your check result exceeds the DC. Using a medical kit grants advantage on your skill check. If the skill check succeeds, the tended creature cannot benefit from additional first aid for 24 hours.

You can administer first aid on yourself, but you have disadvantage on your Medicine check.

Perform Surgery (Trained Only; requires a surgeons kit). You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Medicine check. If you fail you check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature takes damage equal to 10 + its level + its Constitution modifier. If this daage reduces the creature to 0 hit points, it dies.

Heal Damage. You can make a DC 15 Medicine check to perform surgery on a wounded creature, healing an amount of damage equal to the creature's Constitution modifier (minimum 1) * the creature's level. You can perform surgery to heal damage, but you have disadvantage on the check. Perfomring surgery to heal damage also removes any persistent conditions afflicting the target.

Install a Cybernetic Prosthesis (requires proficiency in Mechanics). At the end of the procedure, make a DC 15 Medicine check. If the check succeeds the prosthesis is installed properly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uniterrupted hour of surgery. You can install a cybernetic prsthesis on yourself, but you have disadvantage on the check.

A cybernetic implant can be installed or removed in the same way, except you may not install a implant into yourself. You may also only have one cybernetic implant at a time.

Install a Bio-Implant (requires proficiency in Biotech Tool Kit). At the end of the procedure, make a DC 15 Medicine check. If the check succeeds the prosthesis is installed properly. If the check fails, the bio-implant is not properly installed; however, you can try again after another uniterrupted hour of surgery. You can install a bio-implant on yourself, but you have disadvantage on the check.

Made by Llama513 @ Giant in the Playground

However, somethimes the shaping of the new bio-implant has flaws, or the recipients's body rejects teh implant for some reason. When a bio-implant is first installed, make an attack roll (1d20+5+2*the number of bio-implants the recipient has), if the attack roll equals or exceeds 10 + the recipients level + the recipients Constitution modifier, the recipient's body rejects the impant and the recipient gains a level of exhaustion. The bio-implant is also destroyed. This level of exhaustion can only be removed with 8 hours of uninterrupted rest; furthermore, any future attempts to install the smae kind of bio-implant gain a +10 bonus to their attack roll.

Remove a Bio-Implant. At the end of the procedure, make a DC 15 Medicine check. If the check is successful you remove the bio-implant. If the check fails, the bio-implant is not properly removed; however, you can try again after another uniterrupted hour of surgery.

Revivify (Trained Only; requires a medical kit). As a action you can revive a creature that has just dies. You must reach the dead creature within 1 round of its death to revive it, and you must succeed on a DC 20 Medicine check. Using a medpac grants advangtage on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature.

Treat Disease (Trained Only; requires a medical kit). Treating a diseased character requires 8 hours. At the end of that time, make a Medicine check against the disease's DC. If the Check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained.

Treat Poison (Trained Only; requires a medical kit). Treating a poisoned character requires an action. Make a Medicine check against the poison's DC. If the Check succeeds, you sucessfully detoxify the poison in the charecter's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).

Treat Radiation (Trained Only; requires a medical kit). Treating an irradiated character requires 8 hours. At the end of that time, make a Medicine check against the radiation's DC. If the Check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained.

Intelligence (Use Computer)

Use this skill to access secured files and defeat security systems.

Access Information (requires computer attitud of indifferent or better). Getting information through a computer requires you to connect to the appropriate network (such as the HoloNet, or its equivalent in other eras) and locate the files you seek. Connecting to a network ( a action) doesn't require a skill check if you use a computer that's already linked to it. However, establishing a connection to a network using a remote computer requires a DC 10 Use Computer check. You can also get information without connecting to a network if you use a computer whose memory conatins that information; the GM decides what information a computer's memeory actually holds.

Finging information on a single topic requires a set amount of time; at the end of this time, you must make a Use Computer check. The time required and teh check Dc are determined by the type of information sought. For example, locating general information about a senator is easier than locating specific information (such as the senator's date of birth). Which is easier than finding private information (such as the senator's private comm channel code), which is easier than uncovering secret information (such as the senator's cred stick code).

Information DC Time Required
General 10 1 minute (10 rounds)
Specific 15 10 minutes
Private 20 1 hour
Secret 25 1 day (8 hours)

Secret information can only be accessed on a computer that is helpful toward you.

Astrogate (Trained Only). Moving from a given location to a desired destination through hyperspace requires a successful Use Computer check. Because every object in the galaxy is constantly in motion, the precise path between two locations changes from day to day. If the astrogator uses current data (one day old at most), they can plot a safe course. Doing so takes 1 minute and requires a successful DC 10 Use Computer check. If an astrogator has no data with which to plot a jump through hyperspace, the base DC for the Use Computer check is 25, and the astrogator must spend 1 hour calculating coordinates and vectors before attempting to the check. Generally, data for a route through hyperspace is available to anyone whit access to the HoloNet - although that data might be outdated if the route in question is not frequently traveled by other ships.

Certain situations or circumstances can also modify the check as shown in the Astrogate DC Modifiers table. The lack of a nav computer (or failing that, an astromech droid with stored coordinates) makes the task much ore difficult. If time is of the essence, the astrogator can perform the check as an action by taking a -10 penalty on their Use Computer check.

If the Use Computer check is successful, the starship enters hyperspace without incident and arrives at its destination in a number of days equal to 1d6 * the ship’s hyperdrive multiplier.

A failed Use Computer check indicates that the astrogator has made a potentially dangerous error in their calculations. Make another Use Computer check using eth same modifiers and against the same DC. If this second hyperspace and the process of plotting a course must being anew. If this second Use Computer check fails, the starship takes damage equal to 5% of its total hit points for every point by which the check fails. (The damage remains until the ship undergoes maintenance.) If the ship is not disabled or destroyed, it arrives at the intended destination in double the expected travel time. If the sip is disabled, it drops out of hyperspace in a random location somewhere between the point of origin and the destination (the exact location is determined by the GM).

Made by Llama513 @ Giant in the Playground

Astrogate DC Modifiers
Situation Check Modifier
Using nave computer +5
No nav computer used -10
No HoloNet access -5
Attempt to make check in 1 round -10

Disable or Erase Program (Trained Only; requires computer attitude of helpful). You can disable or erase a program on a computer that is helpful to you. Disabling or erasing a program takes 10 minutes and requires a DC 15 Use Computer check.

Improve Access (Trained Only). As an action, you can make a Use Computer check to adjust the attitude of a computer to gain access to its programs and information. You must be able to communicate with the computer either through a direct interface (such as a keypad) or by connecting to it through an appropriate network (such as HoloNet). Apply a modifier on the check based on the computer’s attitude toward you: hostile disadvantage and subtract the computers Intelligence modifier (if the computer normally has a negative Intelligence modifier instead add its intelligence modifier), unfriendly -5, indifferent -2, friendly +0. If the check equals or exceeds the computer’s Intelligence, the computer’s attitude shifts one step in your favor. If you fail, the computer’s attitude does not change. If you fail by 5 or more, the computer’s attitude becomes one step worse (for example, indifferent to unfriendly) and the computer notifies the computer’s administrator of the access attempt. A hostile computer can be dangerous. If a computer becomes hostile or if you fail any Use Computer check made to improve access to a hostile computer, it traces your exact location and notifies the nearest security personnel. In addition, if you fail by 5 or more when attempting to improve access to a hostile computer, it isolates your connection and rejects any further attempts you make to access it for 24 hours.

Issue Routine Command (requires computer attitude of friendly or better). As an action, you can issue a routine command to a computer. Examples include turning a computer on or off, viewing and editing documents or recordings in its memory, printing a hard copy of a or image on a flimsiplast sheet, opening or closing doors that the computer controls, and the like.

Issuing routine commands doesn’t normally require a Use Computer check. However, if another character issues a contradictory command, the computer follows the command of the character toward whom it has a better attitude (for example, it follows a command from someone toward whom it is helpful over someone toward whom it is friendly). If the computer has the same attitude toward both characters, make an opposed Use Computer check against the competing character. If you succeed, your command takes effect. If you fail, the opposing character’s command takes effect.

Reprogram Droid (Trained Only; requires tool kit). You can make a check to reprogram a droid to obey a new master, copy data stored in its memory banks, change its trained skills, erase memories selectively, or erase its memory entirely (resetting the droid to its factory preset status). The DC for the check is equal to the Intelligence of the droid. Reprogramming a droid takes 10 minutes.

Computer Attitude Steps
Attitude Reaction
Hostile Treats you as a hostile intruder and attempts to trace your location and isolate your connection.
Unfriendly Treats you as an unauthorized user and blocks your access to its programs and information.
Indifferent Treates you as a gues tor visitor and grants you access to non-secret programs and information (as long as this does not conflict with previous commands).
Friendly Treats you as an authorized user and grants you access to any programs and non-secret information (as long as this does not conflict with previous commands). You may add a bonus to your Use Computer check equal to the computers Intelligence modifier.
Helpful Treats you as if you are its owner or administrator, granting access to all of its prgrams and information (even if doing so overrides previous commands). You may add a bonus to your Use Computer check equal to the computers Intelligence modifier.

Use The Force (Cha)

You draw upon the Force to Help you recover from injuries, gain special insights, or perform other remarkable acts. Unless your class grants you this skill you must grab the Force Sensitivity Feat to gain proficiency in this skill.

Force Trance. As an action, you can enter a Force trance with a DC 10 Use the Force check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a bonus action. If you remain in a Force trance for 4 consecutive hours, you emerge from the trance as if you had slept for 8 hours, you do not gain any benefits a long rest beyond the removal of an exhaustion level if you have any.

While you're in a Force trance, you can go ten times as long as normal without food or water.

Move Light Object. As an action, you can use the Force to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use the Force check allows you to move an object weighing up to 10 pounds a distance of 30 feet in any direction.

Made by Llama513 @ Giant in the Playground

Search Your Feelings. As an action, you can make a DC 15 Use the Force check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). For example, you can make the check to determine whether destroying a dark side artifact will have immediate unforeseen repercussions. The answer does not take into account the long-term consequences of a contemplated action. Using the above example a successful check would not portend a future encounter with vengeful Darksiders angered by the destruction of the dark side artifact.

Sense Force. You automatically sense disturbances in the Force. A location that is strong on the dark side of the Force can be sensed out to a range of a half mile. A relative, companion, or close friend in mortal danger or great pain can be sensed out to a range of 10,000 light years. A great disturbance, such as the destruction of an entire populated planet or the distress of a whole order of allies, can be sensed anywhere in the same galaxy. As an action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.

As an action, you can use this ability to actively sense other Force-users out to a range of 3 miles. If you succeed on a DC 15 Use the Force check, you know have many Force-users are within range. their approximate distance and direction from you, and whether you've met them before or not. Another Force-user within range can try to conceal their presence from you by making an opposed Use the Force check. If their check equals or exceeds your Use the Force check, you don't sense their presence at all.

Sense Surroundings. As a bonus action, you can make a DC 15 Use the Force check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by if this ability is used against targets with total cover.

Telepathy. As an action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as "Go!", "Help!", or "Danger!" The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see below). Against an unwilling target, your Use the Force check is contested by their Wisdom saving throw; if the target equals or exceeds your Use the Force check you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.

Telepathy Distance DC
Same Planet 15
Same System 20
Same region/quadrant of the galaxy 25
Different region/quadrant of the galaxy 30

Use The Force (Int)

As above, except Intelligence is the ability used for determining your bonus.

Use The Force (Wis)

As above, except Wisdom is the ability used for determining your bonus.

If your Race grants you the option to choose a skill, you may not choose any of these skills.

Backgrounds

All of the original backgrounds in the Player’s Handbook are compatible with this conversion and are used by Star Wars characters. With some slight adjustment and imagination, there is no need to replace or add anything.

Luke Skywalker, for example, could easily have the Folk Hero background. Obi-Wan Kenobi could be an Acolyte in the prequel films or a Hermit in the original trilogy. Han Solo would likely be a Criminal. The list goes on.

One minor adjustment is to the Acolyte background. Representing monastic orders like the Jedi, Sith, Jal Shey, and others, the associated skills would more appropriately be History and Force.

Similarly, the Sailor background could be Spacer, with associated skills being Mechanics and Perception, and of course space vehicles instead of sea.

Feats

Many of the feats found in the Players handbook transfer over just fine. Presented below are some of the adjustments needed for specific feats, and some new feats.

Consular's Reach

Prerequisite: The ability to use at least one force power

You have learned techniques to enhance your attacks with certain kinds of force powers, gaining the following benefits:

  • When you cast a force power that requires you to make an attack roll, the power’s range is doubled.
  • Your ranged force attacks ignore half cover and three-quarters cover.
  • You learn one core power that requires an attack roll.

Replaces Spell Sniper

Force Hunter

You have practiced techniques useful in melee combat against force users, gaining the following benefits:

  • When a creature within 5 feet of you uses a force power, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a force power, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against force powers used by creatures within 5 feet of you.

Replaces Mage Slayer

Made by Llama513 @ Giant in the Playground

Force Sensitive

Prerequisite: Charisma, Intelligence, or Wisdom of 13 or higher

You gain proficiency in the Use the Force skill associated with the score that you meet the prerequisite for. If you meet the prerequisite with more then one score you gain proficiency with one of the Use the Force skills of your choice.

In addition, choose one 1st-level power. You learn that power and can use it at its lowest level. Once you use it, you must finish a long rest before you can use it again.

Your force power ability for these powers is the same as the ability of your Use the Force Skill.

If you already have proficiency in the Use the Force Skill you cannot take this feat.

Niman Practitioner

Prerequisite: The ability to use at least one force power You have practiced incorporating your force powers into your combat sequences, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a force power when you take damage.
  • You can perform the somatic components of powers even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to use a force power on the creature, rather than making an opportunity attack. The power must have an activation time of 1 action and must target only that creature.

Replaces War Caster

Pistol Expert

Thanks to extensive practice with the pistol, you gain the following benefits:

  • You ignore the loading quality of pistols with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding.

Replaces Crossbow Expert

Polearm Master

Functions as normal except for the following changes:

  • Lightsaber Pike and Long-handled Saber gain the bonus action attack, the same as a glaive or halberd, the bonus action attack of the quarterstaff is covered by it having the double property.
  • The attack of opportunity provided by this feat is available to you if you are wielding a Lightsaber Pike, Long-handled Saber or weapon with the double property.
    
    

Saber Duelist

Prerequisite: proficiency in sabers

You have trained with a saber that allows you to perform specific combat maneuvers. You gain the following benefits:

  • You gain the benefits of a single saber style, as well as learning the saber techniques associated with that style.
  • If you do not already have force points, you gain a number equal to your half your proficiency modifier. These force points return when you take a short rest.

This feat also gives access to unique Saber Styles.

You may select this feat multiple times, selecting a new saber style each time.

Jar'Kai. You are a specialist in the use of two sabers allowing you to better defend your self against other duelists. When you activate the Lightsaber Defense feature to add half your proficiency to your AC, you instead add your full proficiency to your AC. If you do not already have the Lightsaber Defense feature, you instead gain the ability to increase your AC as if you had the Lightsaber Defense without the Jar'Kai style.

Rising Whirlwind


  • Activation Time: 1 action
  • Range: Self
  • Style: Jar'Kai
  • Duration: Instantaneous

You swing your lightsabers around your body, creating a brilliant whirlwind of deadly light. You make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

You must be wielding two lightsabers to use this power. If you spend a force point you deal an additional 1d6 points of damage to each target you hit.

Twin Strike


  • Activation Time: 1 action
  • Range: Self
  • Style: Jar'Kai
  • Duration: Instantaneous

You swing both of your lightsabers in an arc toward the target slamming them home with great force. You use the Attack action against a single target, you deal the damage of both of your sabers for each attack that hits.

You must be wielding two lightsabers to use this power. If you spend a force point you deal an additional 1d6 points of damage for each attack that hits

Trakata. You are skilled at taking advantage of the fact that you can turn your saber on and off to throw off your opponent. You can expend one force point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature.

Made by Llama513 @ Giant in the Playground

Pass The Blade


  • Activation Time: 1 action
  • Range: Self
  • Style: Trakata
  • Duration: Instantaneous

You deactivate your lightsaber as your opponent attempts to block it, reactivating it just after it passes their blade. You make a single melee attack against your opponent, no reactions can be used to interfere with this attack. You have to be wielding a lightsaber to use this maneuver, even if a feature says otherwise.

You can spend a force point to deal an additional 1d6 points of damage.

Unbalancing Block


  • Activation Time: 1 reaction (When an enemy makes a melee attack against you)
  • Range: Self
  • Style: Trakata
  • Duration: Instantaneous

You catch your opponent's weapon on your blade before deactivating your weapon momentarily, causing them to stumble. When you use the Lightsaber Defense feature against a melee attack, you have advantage on your next melee attack against this opponent. You have to be wielding a lightsaber to use this maneuver, even if a feature says otherwise.

If you do not already have the Lightsaber Defense feature you instead take half damage from the triggering attack and have advantage on your next melee attack against this opponent. You have to be wielding a lightsaber to use this maneuver, even if a feature says otherwise.

Saber Creation

Building a lightsaber is a long meditative process and one that is highly individualized. A Force users lightsaber is an embodiment and extension of themselves. The process of making a lightsaber takes 24 hours of uninterrupted meditation, through which the performer pieces together the various parts and materials for their saber through the use of the force and attunes to the crystal within. At the end of this meditation, you make a Use the Force Check for the saber you designed. On a success, you create and attune to your saber, on a failure you must spend another 24 hours dismantling and rebuilding the flawed weapon.

You may attempt this ritual only if you have proficiency in both Use the Force and a Saber weapon.


Saber Creation
Saber Variant DC Cost
Crossguard Saber 20 1750 cr
Dueling Saber 20 1750 cr
Guard Shoto 15 1500 cr
Lightsaber 15 1500 cr
Lightsaber Pike 15 2000 cr
Lightwhip 20 2000 cr
Long-handle Saber 15 1750 cr
Saberstaff 15 3000 cr
Saber Quarterstaff 20 3500 cr
Shoto 15 1000 cr
Dual Phase +5 +250 cr
Phrik Lacing +0 +250 cr

Creator Bonus

When you create your own saber and attune to it, you gain a +1 bonus to your attack and damage rolls. Any other creature that wields this weapon does not gain this benefit.

Dual Phase

The dual phase functionality can be added a crossguard saber, dueling saber, and lightsaber. A saber with this functionality, at first glance, appear to be identical to those without it. However, a saber with this functionality includes a complex array of multiple lightsaber crystals within the handle of the weapon, allowing the user to switch the blade's length from the standard length out to a length of nearly 9 feet. Dual-phase functionality is extremely popular during the day's fo the Jedi Civil War and the surrounding time periods due to a large number of lightsaber-wielding opponents a Jedi is likely to face. The longer blade setting allows the wielder to keep an opponent at a distance during a duel, but lightsabers on this setting are also more unwieldy, making it difficult to defend against enemies that get up close to the wielder.

In its basic setting, a dual-phase saber functions as normal. As a bonus action, the wielder can switch to the extended blade setting. While on this setting the weapon gains the reach property, but the wielder also takes a -2 penalty on Use the Force checks on the Lightsaber Defense feature against melee attacks from adjacent enemies.

Phrik Lacing

This modification is applied to the hilt of your saber, making it so lightsabers deal half damage to them as normal for objects.

Lightsaber Accessories & Modifications

A lightsaber is more than just a hilt and a blade. Some Jedi and Sith like to customize their lightsabers to best fit their needs. Most Jedi choose simple, functional accessories and modifications that enhance their fighting styles, and as such modifications such as vlade locks and pressure grips are common. At the time a lightsbaer is created, the crafter can choose of two of the following lightsaber accessories or modifications to apply to their lightsaber at no addiotnal cost in time or credits.

Made by Llama513 @ Giant in the Playground

Beckon Call

A beckon call is a small communication device that links up with the slave circuits on a starship. When acticated, the beckon call transmits a signal to the starship it is linked to, activating its autopilot programming and summoning the ship to the nearest safe spot close to the wielder. A beckon call functions only when connected to a starship with a slave circuit.

Blade Lock

This simple modification is usally added ony to lighsabers whose wielders frequently throw the lightsaber as a ranged weapon. As a bonus action, the wielder can lock the blade in place; when doing so, this prevents the lightsaber from being accidentally deactivated when the weapon is jarred, suc as during theimpact of being thrown. A bonus action unlocks the blade, meaning that it takes two bonus actions to deactivate a locked lightsaber blade.

Concealed Compartment

This lighsaber accessory is little more than a small storage compartment capable of holding a single object of Fine size. Typoically, this compartment in the weapon's hilt is used to store a useful item such as a comlink, hand-held holoprojecteor, or code cylinder.

Electrum Detail

A modification generally allowed only to high-ranking members of the Jedi or Sith Orders, electrum detailing is usally a prestigius honor bestowed upon Jedi or Sith Masters as a sign of their rank and skill. A purely csmetic accesory, electrom detail decorates teh lightsaber handle with the rare metal electrum. giving it a distinctive fold color. Though electrum detail does not modify the mechanics of the lightsaber in any way, having a lightsaber with electrum detail grants faorable circumstances on Persuasion checks against all targets familiar with the electrum detail tradition.

Fiber Cord

One end of this small cord of metal fibers is attached to the hild of a lightsaber. The other end is attaced to a piece of armor or a metal gauntlet, making it more difficult ot disarm the wielder. When the wielder of a lightsaber with a fiber cord is disarmed, the disarming character cannot catch the weapon (or call it tho theri hand, if using force disarm). The weapon is still considered "dropped" and the wielder must spend a free action to pick it up, though it hangs by its figber cord until the wielder does so.

Force-Activated

This rare lightsaber modification removes the activation button fromthe lightsaber's exterior. To activate the lightsaber, the wielder must make a DC 5 Use The Force check as a free action ( this can be done as part of drawing the lightsaber, as with normal lightsaber activation). If this check fails, the lightsaber does not activate. Typically this modification is used ot ensure that untrained Force-users and those who have no sensitivity to the Force cannot effectively use the lightsaber.


Interlocking Hilt

This accessory is usually applied ot pairs of lightsaber and intended for users who prefer to wield two lightsabers simultaneously. The creator of the lightsaber grafts a small, interlocking mechanism to the base of each lightsaber. As a bonus action the hilts of the two lightsabers can be locked together, giving the weapon the double property. This modification cannot be added to a saber that already has the double property or has the two-handed property.

Pressure Grip

One of the most popular lightsaber accesories the presure grip is a staple of most Jedi or Sith who prefer simple, straightforward lightsaber construction. the pressure frip senses when the wielder's hand no longer grips it, deactivating the lightsaber immediately when it is dropped or disarmed.

Trapped Grip

A trapped grip requires the wielder to perfom some free action (usually pressing down on a hidden senor, twinsting a nodescript knob, or some other mundane task) before activating the lightsaber safely. If the wielder does not perform this task at the time the weapon activates, the wiedler takes 1d6 points of lightning damage, and agin at the start of thier turn until the trap is deactivated. Deactivating the trap is a free action that is performed as part of activating the weapon, and A DC 15 Perception check can reveal the trap mechanism and the disarming action.

Waterproof Casing

Favored by aquatic lightsaber-users, water proof casing allows a lightsaber to function normally underwater. Without this modification, a lightsaber submerged in water shorts out and must be repaired (taking 1 minute of work) before it will activate.

Made by Llama513 @ Giant in the Playground

Equipment

Simple Melee Weapons
Weapon Cost Damage Weight Properties Availability
Bayonet 50 cr 1d8 bludgeoning 2 lb. Finesse, light Licensed
Club 15 cr 1d6 bludgeoning 1 lb. Light -
Double-bladed sword 120 cr 1d6 slashing 4 lb. Double, two-handed -
Knife 25 cr 1d4 piercing 2 lb. Finesse, light, thrown (range 20/60) -
Mace 50 cr 1d8 bludgeoning 6 lb. -
Quarterstaff 65 cr 1d6 bludgeoning 4 lb. Double -
Short Sword 40 cr 1d6 slashing 3 lb. Finesse, Light -
Spear 60 cr 1d8 piercing 3 lb. Thrown (range 20/60), versatile (1d8) -
Stun Baton 15 cr 1d6 radiant 1 lb. Light, Powered, stun (2d6) -
War Sword 50 cr 1d8 slashing 4 lb. Versatile (1d10)
Simple Ranged Weapons
Weapon Cost Damage Weight Properties Availability
Frag Grenade 200 cr 4d6 Slashing 1 lb. Burst, finesse, thrown (range 20/60) Military
Ion Grenade 250 cr 4d6 lightning 1 lb. Burst, finesse, thrown (range 20/60) Restricted
Longbow 350 cr 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed -
Shortbow 300 cr 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed -
Sling 35 cr 1d4 piercing - Ammunition (range 30/120) -
Stun Grenade 250 cr - 1 lb. Burst, finesse, stun (4d6), thrown (range 20/60) Restricted
Thermal Detonator 2000 cr 8d6 radiant 1 lb. Burst, finesse, thrown (range 20/60) Illegal
Martial Melee Weapons
Weapon Cost Damage Weight Properties Availability
Dire Vibroblade 500 cr 2d6 slashing 4 lb. Powered, versatile (2d8) Licensed
Double Vibroblade 550 cr 2d4 slashing 9 lb. Double, powered, two-handed Licensed
Electrostaff 3000 cr 2d6 bludgeoning and lightning 4 lb. Double, powered, stun (2d6), two-handed Restricted
Force Pike 500 cr 2d8 piercing and lightning 4 lb. Powered, stun (2d8) Restricted
Shock Whip 1200 1d6 lightning 5 lb. Finesse, reach, special Restricted
Vibro-ax 500 cr 2d10 Slashing 13 lb. Heavy, powered, two-handed Restricted
Vibrobayonet 350 cr 2d6 piercing 2 lb. Finesse, light, powered Licensed
Vibroblade 250 cr 2d6 slashing 4 lb. Finesse, powered Licensed
Vibrodagger 200 cr 2d4 piercing 2 lb. Finesse, light, powered, thrown -
Martial Ranged Weapons
Weapon Cost Damage Weight Properties Availability
Grenade Launcher 500 cr Special 11 lb. Ammuntion (range 150/600), special Military
Missile Launcher 1500 cr 6d6 Slashing 22 lb. Ammunition (range 150/600), burst, heavy, two-handed Military
Pistols
Weapon Cost Damage Weight Properties Availability
Blaster Pistol 500 cr 2d6 radiant 2 lb. Light, powered (range 80/320), stun (2d6) Restricted
Bluebolt Blaster Pistol 850 cr 2d8 radiant 4 lb. Powered (range 80/320), special, stun (2d8) Restricted
Heavy Blaster Pistol 750 cr 2d8 radiant 3 lb. Powered (range 100/400), stun(2d8) Military
Hold-Out Blaster Pistol 300 cr 3d4 radiant 1 lb. Light, powered (range 30/120) Illegal
Ion Blaster Pistol 250 cr 2d6 lightning 2 lb. Ammunition (range 80/320) Licensed

Made by Llama513 @ Giant in the Playground

Weapon Cost Damage Weight Properties Availability
Slugthrower Pistol 250 cr 2d6 piercing 3 lb. Ammunition (range 80/320) Licensed
Snap Shot Blaster Pistol 250 cr 2d6 radiant 2 lb. Light, powered (range 80/320), stun (2d6) Illegal
Sporting Blaster Pistol 300 cr 2d4 radiant 2 lb. Light, powered (range 80/320), stun (2d4) Licensed
Rifles
Weapon Cost Damage Weight Properties Availability
Blaster Cannon 3000 cr 3d12 radiant 40 lb. Burst, heavy, loading, powered (range 150/600), two-handed Military
Blaster Carbine 900 cr 2d8 radiant 5 lb. Loading, powered (range 120/480), stun(2d8) two-handed Restricted
Blaster Rifle 1000 cr 2d8 radiant 10 lb. Loading, powered (range 150/600), stun(2d8) two-handed Restricted
Heavy Blaster Rifle 2000 cr 2d10 radiant 13 lb. Heavy, loading, powered (range 150/400), stun (2d10) two-handed
Ion Rifle 720 cr 2d8 lightning 7 lb. Loading, powered (range 150/600), two-handed Restricted
Sporting Blaster Rifle 800 cr 2d6 radiant 9 lb. Loading, powered (range 150/600), stun(2d6), two-handed Licensed
Slugthrower Rifle 300 cr 2d8 piercing 9 lb. Ammunition (range 150/600), loading, two-handed Restricted
Exotic Weapons
Weapon Cost Damage Weight Properties Availability
Amphistaff 240 cr 1d6 bludgeoning, 1d8 piercing, 1d4 slashing 4 lb. Special Rare
Arg'garok 1500 cr 2d12 slashing 4 lb. Heavy, two-handed Rare
Bowcaster 1500 cr 3d10 radiant 18 lb. Ammunition (range 150/600) Licensed, rare
Concealed Dart Launcher 1900 cr special 1 lb. Ammunition (range 100/400), special Illegal
Discblade 2000 cr 2d8 slashing 2 lb. Finesse, light, thrown (range 20/60) Rare
Fira 100 cr 1d8 shasing 4 lb. Finesse, special Rare
Flamethrower 1000 cr 3d6 fire 15 lb. Ammunition (range 30 line), heavy Military
Razor Bug 800 cr 2d8 slashing 1 lb. Finesse, light, thrown (range 40/120) Illegal, Rare
Shyarn 1750 cr 3d4 slashing 2 lb. Finesse, light, special Rare
Siang Lance 2000 cr 3d8 radiant / 1d8 piercing 2 lb. Ammunition (range 150/600), powered, special, stun (3d8) Illegal, Rare
Thud Bug 800 cr 2d8 bludgeoning 1 lb. Finesse, light, stun(2d8) thrown (range 40/120) Illegal, Rare
Wan-Shen 1000 cr 2d6 Slashing 10 lb. Double, Heavy, Two-handed Rare
Zhaboka 1650 cr 2d6 slashing 4 lb. Double, special, two-handed Rare
Sabers

As a reaction to being targeted by a weapon attack while wielding a saber you can make a Use the Force check if your check equals or exceeds the attack roll of the triggering attack you take no damage from the attack. If your check is less then the attack roll of the triggering damage you take damage as normal. Each time you use this aspect you take a cumulative -5 penalty on your Use the Force check, until the end of the encounter. At which point the penalty resets.

Weapon Cost Damage Weight Properties Availability
Crossguard Saber 3500 cr 2d8 radiant 2 lb. Finesse, powered, special, thrown (range 20/60), versatile (2d10) Rare

Made by Llama513 @ Giant in the Playground

Weapon Cost Damage Weight Properties Availability
Dueling Saber 3500 cr 2d8 radiant 2 lb. Finesse, powered, special, thrown (range 20/60), versatile (2d10) Rare
Guard Shoto 2500 cr 2d4 radiant 1 lb. Finesse, light, powered, special, thrown (range 20/60) Rare
Lightsaber 3000 cr 2d8 radiant 2 lb. Finesse, powered, thrown (range 20/60), versatile (2d10) Rare
Lightsaber Pike 4000 cr 2d8 radiant 5 lb. Powered, reach, thrown (range 40/120), two-handed Rare
Lightwhip 4000 cr 2d4 radiant 2 lb. Finesse, powered, reach Rare
Long-handle Saber 4000 cr 2d10 radiant 5 lb. Reach, powered, thrown (range 20/60), two-handed Rare
Saberstaff 7000 cr 2d8 radiant 4 lb. Double, powered, special, thrown (range 20/60), two-handed Rare
Saber Quarterstaff 8000 cr 2d8 radiant 2 lb. Double, finesse, powered, special, thrown (range 20/60) Rare
Shoto 2500 cr 2d6 radiant 1 lb. Finesse, light, powered, thrown (range 20/60) Rare

Weapon Properties

Burst. All creatures within a 10-foot radius of the weapon make a Dexterity saving throw DC 10, taking half damage on a success. You do not add your ability modifier to the damage roll of a burst weapon.

Double. You can attack with the one end of the weapon as bonus action as if you were wielding a light offhand weapon. This off-hand attack deals the same damage as the weapon.

Powered. This property means that a weapon needs a power pack or cell to operate, the specifics of the power pack or cell needed for the weapon is given in the weapon descriptions.

Saber Properties. The special features of various sabers are described below.

Stun. As a bonus action you can change a weapon with this property to the stunning setting. When you attack with a weapon in its stun setting you roll the damage dice shown by the stun property. Damage dealt with a weapon in the stun setting is equal to halve the damage rolled on the dice. When the damage dealt with your weapon in stun setting reduces a creature to 0 hit points or less they are knocked unconscious and are stable. Unless otherwise noted the range of a pistol or rifle in its stun setting is 30 feet.

Weapon Descriptions

Amphistaff.

An amphistaff is a serpentine creature genetically engineered by the Yuuzhan Vong to serve as a weapon. The amphistaff can become as rigid as stone or as flexible as rope, and it can contract the muscles around its head and tail to form razor-sharp edges.

The amphistaff has three distinct weapon forms: quarterstaff, spear, or whip. Switching from one weapon from to another takes a bonus action.

Quarterstaff Form. A rigid amphistaff functions as a quarterstaff and deal 1d6 points of bludgeoning damage.

Spear Form. A rigid amphistaff can be wielded or thrown as a spear. The spear's head is poisonous: if the target takes damage it must make a DC 15 Constitution saving throw or be poisoned until the start of your next turn. It deals 1d8 piercing damage and has the thrown (20/60) property.

Whip Form. A flexible amphistaff can be used like a whip. The whip's tail deals 1d4 points of slashing damage and is poisonous: if the target takes damage it must make a DC 15 Constitution saving throw or be poisoned until the start of your next turn. It has the Finesse and reach properties.

In any of its weapon forms an amphistaff may be coaxed by its wielder to spit venom up to 50 feet away. If this ranged attack hits the target must make a DC 15 Constitution saving throw or be poisoned for the next minute.

Arg'garok

The arg'grok is a rarely seen weapon created by the Gamorrean species adn prized by their greatest warriors. The arg'garok resembles nothing more than a huge axe, balanced so that only the strongest adn best-trained warriors can use it effectively. Gamorreans treat the arg'gorak as a martial weapon instead of an exotic weapon.

Bayonet.

When mounted on a rifle, a bayonet allows you to use the rifle as a melee weapon much like a spear. When wielding a rifle with a mounted bayonet, you threaten the space within your reach, and you can use it to make attacks of opportunity. A bayonet requires two hands to use when mounted on a rifle.

A bayonet cannot be used on a rifle with a folded stock. A bayonet detached from a rifle is treated as a knife; a mounted bayonet deals more damage than the knife because of the added leverage and bulk.

Blaster Cannon.

Portable, shoulder-fired blaster cannons fire powerful bolts of energy Often used as an anti-vehicle weapon, the blaster cannon has the range and power to inflict devastation on troops and structures alike.

A blaster cannon requires a power pack to operate. After 10 shots, the power pack must be replaced.

Made by Llama513 @ Giant in the Playground

Blaster Carbine

This small blaster rifle has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle.

A blaster carbine requires a power pack to operate. After 50 shots, the power pack must be replaced.

Blaster Pistol

The word "blaster" is a blanket term for literally thousands of different designs from hundreds of manufacturers, such as popular BlasTech Dl-18. Blasters are popular with urban police forces, traders, and anyone who needs to pack respectable firepower in an easily carried package.

A blaster pistol requires a power pack to operate. After 100 shots, the power pack must be replaced.

Blaster Rifle

The basic blaster rifle is standard issue to soldiers across the galaxy.

A blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.

Bluebolt Blaster Pistol

Named for the blue chrome that adorns the body of the original models of this pistol, the bluebolt blaster pistol is much larger than a normal blaster pistol. However, the weapon is balanced with a heavy grip and a light barrel, making it easy to wield in one hand.

The bluebolt blaster pistol can stun targets as far away as 40 feet (instead of the usual 30-foot range). However, the weapon consumes one additional shaot with each stun attack.

A bluebolt blaster pistol requires a power pack to operate. After 50 shots, the power pack must be replaced.

Deliah Blue uses a bluebolt blaster pistol.

Bowcaster

The bowcaster is crafted exclusively by the Wookiees of Kashyyk. A fusion of modern and ancient technologies, the weapon hurls an explosive energy quarrel at incredible speed, much like an archaic railgun. Although the bowcaster is an exotic weapon, Wookies are treated as proficient if they are proficient with rifles.

A quiver of 10 quarrels costs 50 credits and weighs 2 lbs.

Club.

Powered by the wielder's brute strength, clubs break an opponent's bones, or worse. They are the favored weapons of thugs. Batons (a variety of the club) are used by police forces on relatively peaceful worlds in crowd-control situations.

Concealed Dart Launcher

Worn on the wrist and usually concealed by clothing, this weapon fires toxic darts. A dart can be filled with contact poisons, but by default it contains a potent sedative that has the stun (3d8) property. Unlike other weapons set to stun, a concealed dart launcher can deal stun damge to targets farther than 30 feet away.

Beacuse of its compact design, a concealed dart launcher grants adabantage on checks made to conceal the weapon.

A concealed dart launcher requires a bundle of darts to operate. After 6 shots, the bundle must be replaced.

Deliah Blue often uses a concealed dart launcher to bring down her targets quickly and without using lethal damage.

Crossguard Saber.

An extremely rare lightsaber variant that is usually only found in the hands of skilled lightsaber duelists, the crossguard saber has a special hilt that emits two lightsaber blades. The first blade is the standard, full-length blade common to all lightsabers. The crossguard saber also emits a second blade, less than a human handspan in length and narrower than the standard blade, at an angle away from both the hilt and the main blade. This secondary blade is used to protect the wielder's hand from lightsaber attacks that slide down the blade. The crossguard saber also enables the wielder to parry incoming lightsaber attacks between either of the two blades, making it easier to block lightsaber attacks.

When using a crossguard saber you gain a +2 bonus on Use the Force checks on the Lightsaber Defense feature against melee attacks, but suffer a -2 penalty against ranged attacks.

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Dire Vibroblade

A arger version of the vibroblade that first came into service during the Great Sith War, the drie vibroblade is merely a vibroblade wioth a larger hilt. making it easier to wield in two hands.

A dire vibroblade requires an energy cell to operate.

Double-Bladed Sword

This two-bladed version of the war sword allows those proficient in the use of two weapons to take advantage of their skills while wielding only one weapon. Typically the two blades are connnected in the middle by a short length of metal, providing a safe place for the wielder to grip the weapon.

Double Vibroblade

The double vibroblade is essentially two curved vibroblades (designed exclusively for slasing attacks) attached to a central twisted hilt. Though difficult to control, when used properly it is an effective clos-combat weapon.

A double vibroblade requires two energy cells to operate.

Dueling Saber.

The dueling saber isn't so much a variant lightsaber as it is a hilt style engineered specifically to enhance lightsaber duels. Count Dooku and his apprentices, Komari Vosa and Asajj Ventress, wield dueling sabers that feature a curved hilt designed to maximize the potential of a one-handed, finesse-based fighting style.

When you wield a dueling saber one-handed, you gain a +1 to your attack and damage rolls whenever you make an attack of opportunity with the weapon.

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Made by Llama513 @ Giant in the Playground

Electrostaff.

An electrostaff is a double weapon. Each end has an electromagnetic pulse generator that discharges upon impact, allowing it to deal blunt-force wounds. If desired, either electromagnetic pulse can be set to stun its target instead. The staff is made of a resilient phrik alloy, meaning it takes half damage from all sources of damage, even lightsabers.

Electrostaffs are not common except during the Clone Wars. The IG-100 Series MagnaGuard Droid typically carries an electrostaff.

An elctrostaff requires two energy cells to operate.

Fira

The fira is a traditional weapon used by Selkath warriors belonging to the Order of Shasa. Construted from teh wreackage of a koto harvester and forged in underwater volcaninc vents, fira are tough, curved swords made out of an alloy containing cortosis (thus causing it to behave as if it had a phrik lacing). A creature hit by an attack with the Fira must make a Constitution saving throw, DC 10 + half the damage dealt, on a failure the target takes half damage again on the start of their next turn from the grievous wound.

Flamethrower

The flamethrower is a ranged weapon that shoots burning chemicals in a 30-foot line. Make a single attack roll and compare it to the AC of every target within this line. A successful attack deals 3d6 points of fire damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion feature takes half damage from a successful attack and no damage if the attack misses.

Reloading the flamethrower takes an action. The weapon can be used five times before its chemical supply is depleted. Replacement chemical cartridges for the flame-thrower cost 200 credits and weigh 8 lbs. each.

Force Pike

Force pikes are 1-meter-long poles topped with power tips. A two-setting power dial located near the bottom of the pike allows the user to set the weapon to "lethal" or "stun". Although primarily a vibro weapon, the force pike also delivers an electrical shock through its tip, dealing both piercing and lightning damage.

A force pike requires two energy cells to operate.

Frag Grenade

The standard fragmentation grenade unleashes metal shrapnel with explosive force, slicing up anyone within the 10-foot burst radius. It is designed to explode on contract after it is thrown, dealing damage in the same turn it is hurled.

Grenade Launcher

Grenade launchers are military weapons that greatly improves the range of grenades. Grenades fired by grenade launchers regardless of timers or other considerations. The type of grenade used determines the damage, type, and burst radius. Grenade launchers cannot be used to hurl thermal detonators because these devices are simply too big and heavy (although some larger grenade mortars can hurl thermal detonators as well).

A grenade launcher holds four grenades and has to be reloaded as an action. A grenade launcher can be mounted on a rifle (this takes 1 minute and requires a DC 15 Mechanics check) or used as a separate weapon.

Guard Shoto.

A rare variant of the short shoto style of lightsaber, the guard shoto (also referred to as the lightsaber tonfa) has a second handle that sticks out from the main hilt at a 90-degree angle. It is possible to hold a guard shoto by either the main hilt or the second handle. If it is held by the second handle the lightsaber blade can e held parallel to the forearm, allowing it to easily be used or blocks.

You gain a +2 bonus on Use the Force checks on the Lightsaber Defense feature.

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Heavy Blaster Pistol.

Heavy blaster pistols were invented to provide the sort of firepower one expects from a blaster rifle but in a compact and easily carried sidearm. The weapon produces additional "punch" by drawing heavily on its power pack, reducing the number of shots the power pack can provide (compared to a regular blaster pistol). Han Solo uses a heavy blaster pistol, the BlasTech Dl-44.

A heavy blaster pistol requires a power pack to operate. After 50 shots, the power pack must be replaced.

Heavy Blaster Rifle

The heavy blaster rifle is a larger, more powerful version of the blaster rifle often used by clone troopers, stormtroopers, and other troops during battles on open terrain. Because of its size, it is not well suited to close-quarters fighting.

A heavy blaster rifle requires a power pack to operate. After 30 shots the power pack must be replaced.

Hold-Out Blaster Pistol

Small, palm-sized blasters see widespread use in weapon-restricted areas. Hold-out blasters are commonly found in the possession of undercover agents, gamblers, scoundrels, or nobles seeking to protect themselves. They are sometimes carried as a backup weapon for more lethal characters.

Because of its compact design, a hold-out blaster pistol grants a +5 bonus on Stealth and Sleight of Hand checks made to conceal the weapon.

A hold-out blaster requires an energy cell to operate. After 6 shots, the energy cell must be replaced.

Ion Grenade

When the object of a mission is to capture droids or vehicles, mercenary units, military personnel, and local law enforcement agencies use ion grenades. The standard ion grenade unleashes a brief electrostatic pulse that disables droids, electronic devices, and vehicles within its 10-foot burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled.

Droids, vehicles, electronic devices, and cybernetically enhanced creatures take full damage from this weapon. Otherwise it deals half damage.

Made by Llama513 @ Giant in the Playground

Ion Pistol.

An ion pistol fires a stream of energy that wreaks havoc on electrical systems, making it effective against droids, vehicles, electronic devices, and cybernetically enhanced creatures which take full damage from this weapon. Otherwise it deals half damage.

An ion pistol requires a power pack to operate. After 30 shots, the power pack must be replaced.

Ion Rifle

An ion rifle is a larger version of the ion pistol (see above). An ion rifle requires a power pack to operate. After 20 shots, the power pack must be replaced.

Knife.

While many weapons rely on highly advanced technology, knives still see wide use. A knife is completely silent and serves well in close-combat skirmishes.

Lightsaber.

The lightsaber, simple in design yet difficult to wield and master, features a handgrip hilt that projects a blade of pure energy. The traditional weapon of the Jedi, the lightsaber stands as a symbol of their skill, dedication, and authority. This is the standard variant that all others were developed from and the most common among force users.

Lightsabers deal full damage against objects unless the object is made of very specific materials.

A lightsaber requires a special energy cell to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Lightsaber Pike.

The favored weapon of the Emperor's Shadow Guard, the lightsaber pike resembles a conventional polar in many respects. The long shaft of the weapon is made of phrik alloy, meaning that a lightsaber only deals half damage to it. At the end of the handle is a slightly shorter and thicker lightsaber blade, which can be activated as a free action using switch about midway down the weapon's haft. The lightsaber pike allows the user to strike those at a larger distance than with a standard weapon.

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Lightwhip.

A lightwhip is similar to a lightsaber in that it emits a beam of energy from its handgrip. The device differs, though in that the "blade" is long and flexible, giving its the properties of a whip. Although a lightwhip has a greater reach it lacks the power of a more traditional lightsaber.

Light Repeating Blaster Rifle

The light repeating blaster is the largest rifle-style weapon carried by military personnel.

A light repeating blaster requires power pack to operate. After 30 shots, the power pack must be replaced this weapon can also be attached to a power generator for longer use.


Long-handle Saber.

The long-handle saber caters to a particular fighting style. The handle where the weapon is gripped is several times larger than the standard lightsaber handle, providing a much larger surface area upon which the wielder can place their hands Likewise, this longer grip makes it easier to swing the weapon around the body, using arms, legs, shoulders, hips, and other joints as fulcrum upon which the lightsaber can be levered.

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Mace.

The mace is a weapon made of metal, consisting of a heavy ball atop a handle.

Missile Launcher

A missile launcher fires a high-speed projectile with an explosive warhead. The standard missile unleashes metal shrapnel with explosive force, shredding targets within a 10-foot square radius.

A missile launcher holds four missiles and can be reloaded as an action. Replacement missiles are bought in pre-loaded magazines that hold four missiles. Magazines cost 200 credits and weigh 10 lbs. each.

Quarterstaff

A quarterstaff is made of wood, plasteel, or a metal alloy. A user can strike with either end of the quarterstaff, taking full advantage of any openings in an opponent's defenses.

Razor Bug

Razor bugs are small, disc-shaped insects engineered by the Yuuzhan Bong to serbe as ranged weapons. Though they are thrown by hand, razor bugs are shaped in such a way that they fliy with great speed, distance, and accuracy, making them an effective replacement for longer-ranged weapons.

Saberstaff.

The saberstaff consists of two sabers fused at their hilts. These weapons are rare and require even greater skill to wield than single-bladed lightsabers. One or both blades can be ignited at once.

With both blades ignited, you can attack with the one end of the weapon as bonus action, as if you were wielding a light offhand weapon. While only one blade is extended you can wield this weapon as a long-handled saber.

A saberstaff requires two special energy cells to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Saber Quarterstaff

An extremely rare variation of saber the saber quarterstaff consists of a normal sized handle with two emitters on either end. This weapon requires immense skill and training to wield effectively. In order to gain the benefits of proficiency with this weapon one must have proficiency in the weapon and the Niman and Trakata Saber Style features.

Made by Llama513 @ Giant in the Playground

If a user of this weapon is proficient but does not have the Niman and Trakata Saber Style features they make attack rolls as if they were not proficient with the weapon. If someone who is not proficient with this weapon attempts to use it they make attack rolls at disadvantage.

With both blades ignited, you can attack with the one end of the weapon as bonus action, as if you were wielding a light offhand weapon. While only one blade is extended you can wield this weapon as a lightsaber.

A saber quarterstaff requires two special energy cells to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).

If you throw this weapon at a target no more than 30 feet away, you can pull your lightsaber back to your hand as a bonus action by making a DC 15 Use The Force check.

Shock Whip

A nasty weapon deemed by many to be unnecessarily painful, the shock whip has been used by warriors throughout the galaxy for generations. Fast and cruel, the shock whip is the chosen weapon of the Mistryl Shadow Guards and is also used by the Sith Lord Darth Maleval. A shock whip consists of a metal grip from which extend long, thick wires woven together into a single strand. The metal grip houses a power cell that can send a surge of energy through the shock whip's cord, issuing an electric shock to the target.

When you hit with the shock whip, the target takes normal damage from the weapon, you can also choose to make a grapple attempt against the target using the whip as a free action, provided the target is no more than one size category larger than you. As a bonus action once per turn you can automatically deal 2d6 lightning damage to a target grabbed by the shock whip.

While grabbing a target with the shock whip, you cannot use the weapon to make attacks against any other targets.

A shock whip requires an energy cell to operate.

Short Sword

A weapon of ancient design, the short sword is a simple weapon used to deflect incoming attacks. Short swords are often used by warriors wielding two weapons.

Shoto.

Small Jedi characters such as Master Yoda favor the shoto. Jedi skilled at two-weapon fighting often use the shoto as their off-hand weapon of choice.

A shoto requires a special energy cell to operate (the cost is ten times the price of an ordinary energy cell, but it lasts almost indefinitely).

Shyarn

The shyarn is a rare weapon of Cerean design. Its blade is magnetically charged, which (in the hands of one trained in its use) can make the blade accelerate towards the weapons and armor of the enemy. As a result you can use a bonus action to make a single melee weapon attack after you take the Attack action.

Siang Lance.

The siang lance is an ancient blaster pistol with a bayonet attached to the front. The bayonet deals 1d8 piercing damage and have the finesse property and can only be used in melee.

Sling

A primitive weapon, the sling hurls metal bullets or stones.

Slugthrower Pistol

A slugthrower pistol fires metal bullets - called "slugs" - instead of energy bolts.

Slugthrowers are mostly found on backwater fringe worlds where blasters aren't readily available. They don't need power packs; instead, they employ clips that hold 10 slugs apiece. Clips cost 20 credits.

Because the bullets fired by this weapon are not energy bolts this weapon is popular among those that hunt Jedi and Sith since their slug is unaffected by any attempts to block them with a lightsaber. Weapon attacks made using this weapon cannot be affected by reactions that involve blocking a ranged attack with a lightsaber.

Slugthrower Rifle

A slugthrower rifle is the larger cousin of the slugthrower pistol. It doesn't need a powerpack; instead, it takes clips, and each clip holds 20 slugs. Clips cost 40 credits.

Because the bullets fired by this weapon are not energy bolts this weapon is popular among those that hunt Jedi and Sith since their slug is unaffected by any attempts to block them with a lightsaber. Weapon attacks made using this weapon cannot be affected by reactions that involve blocking a ranged attack with a lightsaber.

Snap Shot Blaster Pistol

A favorite among intelligence agents, undercover law enforcement, and criminals in need of a well-concealed weapon, the snap shot blaster pistol is a vbariant of the hold-out blaster pisotl often perveived as a last resort weapon. It carries a single round of ammunition in its power pack, and because of its compact desing, a snap shot blaster pisotl grants advantage on checks made to conceal the weapon.

Spear.

A common weapon used by hunters and warriors in primitive cultures, the spear is a long wooden pole with a sharp end fashioned from stone or metal. Members of more advanced cultures enjoy using spears for sport, though these weapons are usually constructed out of a durable metal alloy.

Sporting Blaster Pistol.

This short, compact blaster is used for small-game hunting or personal defense. Princess Lei Organa used a DDC Defender sporting blaster pistol when she first appeared in Episode IV: A New Hope.

A sporting blaster pistol requires an energy cell to operate. After 6 shots, the energy cell must be replaced. A sporting blaster pistol can also be attached to a power pack, but after 100 shots the power pack must be replaced.

Sporting Blaster Rifle.

Sporting blaster rifles are popular with the galactic elite as well as among "fringers" living in isolated colonies. Sporting blaster rifles are legal in most systems, and special permits must be obtained to carry them on many Core worlds. Lue Skywalker kept a sporting blaster rifle in his landspeeder on Tatooine.

Sporting blaster rifles often have a targeting scope mounted on them, but the scope is not included in the cost listed in the Rifles table.

Made by Llama513 @ Giant in the Playground

A sporting blaster rifle requires a power pack to operate. After 50 shots, the power pack must be replaced.

Stun Baton.

A short club with a power pack in the handle, the stun baton can be activated to produce a stunning charge when it strikes a target.

A stun baton requires an energy cell to operate.

Stun Grenade

When the object of a mission is to detain or subdue rather than kill, mercenary units, military personnel, and local law enforcement agencies use stun grenades. The standard stun grenade unleashes concussive energy that knocks out creatures within its 10-foot burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled.

Thermal Detonator

The thermal detonator is a fist-sized sphere containing baradium, a powerful explosive. Outlawed through known space except for highly regulated demolitions professionals, the thermal detonator produces a fusion reaction that generates a rapidly expanding field of searing heat and blast energy. Disguised as a bounty hunter Princess Leia threatened Jabba with a thermal detonator at the beginning of Episode VI: Return of the Jedi.

A thermal detonator timer can be set for 6 seconds (1 round) to as high as an 18-second delay (3 rounds), counting down until it explodes or is rest to its safe position.

The thermal detonator deals damage in a 20-foot radius burst.

Thud Bug

Like razor bugs, thud bugs are insects engineered by the Yuuzhan Vong to serve as ranged weapons.

Vibro-Ax

This powerful vibro weapon features an energy cell that causes the blade to vibrate rapidly when activated. This gives the weapon far greater power than a standard ax, with minimal effort from the wielder.

A vibro-ax requires two energy cells to operate.

Vibrobayonet

When mounted on a rifle, a vibrobayonet allows you to use the rifle as a melee weapon much like a spear. When wielding a rifle with a mounted vibrobayonet, you threaten the space within your reach, and you can use it to make attacks of opportunity. A vibrobayonet requires two hands to use when mounted on a rifle.

A vibrobayonet cannot be used on a rifle with a folded stock. A vibrobayonet detached from a rifle is treated as a vibrodagger; a mounted vibrobayonet deals more damage than the vibrodager because of the added leverage and bulk.

A vibrobayonet requires an energy cell to operate. (Its power does not drain energy from the rifle's power pack).

Vibroblade

The vibroblade is a close-combat weapon favored by soldiers and mercenaries throughout the galaxy. It resembles a short sword with a high-tech look and feel. Vibroblades are illegal in most urban areas.

A vibroblade requires an energy cell to operate.

Vibrodagger

Assassins and petty thugs favor the smallest of the vibro weapons, the vibrodagger. A number of civilians carry it for defense. It alone among vibro weapons is subject to very little regulation since it is viewed as a common tool for crafters and explores.

A vibrodagger requires an energy cell to operate.

War Sword

Also known as the longsword in most cultures, the war sword is a heavy durable blade made of the finest metals. Befor the advent of the lightsaber, war swords were the weapon of choice for both the Sith and the Jedi. Most Sith swords are war swords.

Zhaboka

A ceremonial weapon of the Zabrak, the zhaboka is a long wooden pike with a sharpened blade on each end. The blades of a zhaboka are smaller and lighter than those on a double-bladed sword, allowing the wielder to swing the weapon with increased speed, generating mor momentum for each attack. You gain a cumulative +1 bonus to your attack and damage rolls for each attack you make during a turn with this weapon, this bonus resets each turn.

Made by Llama513 @ Giant in the Playground

Explosives

Sometimes a mission calls for the use of more powerful explosives than either grendades or thermal detonators. Set explosives aren't ranged weapons and can't be used like grendaes. Placing an explosve requires a Mechanics check.

When set and activated, the charge's timer begins to counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized times. The explosive can also be set to trigger with a manual trigger instead of a timer.

With a successful Mechanics check, explosives ignot the damage rduction of objects to which tey're attaced. Particularly good Mechanics check results can increase the damage even more. Multiple explosives rigged to explode at the smae time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, tow blocks of detonite deal 7d6 points of damage, while four blocks deal 9d8 points of damage.

Mines are designed for placement in the ground or to be otherwise hidden from sight. Any character attempting to notice a mine has disadvantage on their Perception check.

Weapon Cost Damage Weight Size Availability
Antipersonnel Mine 500 cr 6d6 piercing 2 lb. Tiny Military
Antivehicle mine 1500 cr 10d6 force 1 lb. Diminutive Military
Detonite 500 cr 5d6 force 0.25 lb. Fine Restricted
Detonite Cord 1000 cr 4d6 force 2 lb. Tiny Restricted
Explosive Charge 1500 cr 10d6 force 1 lb. Diminutive Restricted
Flecheete Mine 1200 cr 8d6 piercing 1 lb. Tiny Illegal
Ion Mine 800 cr 8d6 lightning 1 lb. Tiny Military
Land Mine 500 cr 8d6 force 1 lb. Tiny Military
Laser Trip Mine 700 cr 6d6 force 1 lb. Tiny Military
Limpet Mine 300 cr 6d6 force 1 lb. Tiny Military
Manual Trigger 100 cr - 0.25 lb. Fine Licensed
Proximity Mine 1500 cr 6d6 force 1 lb. Tiny Military
Timer 250 cr - 0.25 lb. Fine Licensed
Antipersonnel Mine

An antipersonnel mine is a shaped explosive that discharges shrapnel in a cone, rather than exploding over an area. Retractable magnetic spikes on the bottom of the mine allow it to be securely placed in the ground or attached to a metallic object, such as a vehicle or building. It can be detonated using a time, a manual trigger, or a tripwire. Setting up a tripwire requires a DC 10 Mechanics check. Any character, creature, droid, or vehicle moving into a wired square detonates the mine. Mulitiple antipersonnel mines can be linked together with an additional DC 10 Mechanics check per mine. When one mine is activated all the linked mines detonate, each dealing sperate damage to all targets within the area of effect.

An antipersonnel mine damages everything in a 30-foot cone in a direction that is determined when the mine is placed and activated.

Antivehicle Mine

The antivehicle mine was designed specificcaly to damage many types of vehicles. An antivehicle mine is placed in or on the ground (in any space adjacent to you) and is triggered when any ground vehicle enters the square in which it is placed. An antivehicle mine cannot be triggered by anything other than a vehicle moving through its square, ensuring that it is not accidentally triggered by a tooper and maximizing the damage to enemy vehicles.

An antivehicle mine damages everything in a 10-foot radius.


Detonite

Detonite is a cnatact explosive that comes in tiny claylike blocks. It can be shaped or molded around a target and crammed into small cracks. Detonite is very stable in its normal forms and requires a timer or manual trigger to be set off.

Detonite damages everything in a 5-foot radius.

Detonite Cord

Detonite cord - a long thin, cable of explosive detonite - is used mainly for mining and commercial demolition. Military sappers also commonly employ it in the field for specialized uses. Like regualr detonite, detonite cord is very stable and requires a time or manual trigger for detonation.

Detonite cord is sold in reels, each with enouth explosive to extend 30 feet. Multiple reels of detonite cord can be spliced together for larger explosions. Designed for precise explosions, detonite causes neglible damage beyond its 5-foot radius. Detonite cord gives adavantage on Mechanics checks to determine if the explosion ignores the damage resistance of an object the detonite is attached to.

Explosive Charge

Explosive charges are highly restricted, usally only available to military law enforcement specialists or specialized construction units. Han Solo and his striek team used explosice charges to take out the shield generator on Endor in Episode VI: Return of the Jedi.

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An explosive charge delivers a lot of destructive energy to a specific pint, making it perfect for demolishing structures or clearing rubble. It causes negligible damage beyond its 5-foot burst radius. Of course, collateral damage and subsequent explosing usually accompany the use of an explosive charge.

Flechette Mine

A flechette mine can cause grievous harm to anyone it damages. It contains thousands of tiny shards of metal that, when the mine is triggered, fly into the air and bury themselves deeply into any targets within the blast radius. A flechette mine is placed in or ont the ground (in an space adjacent to you) and is triggered when any character, creature, droid, or vehicle enters the space in which it is placed.

A flechette mine damage everything in a 10-foot radius.

Ion Mine

Ion mines can disable droids and vehicles without causing lasting harm, allowing them to be capture or salvaged later on. An ion mine is placed in or on the ground (in any space adjacent to you) and is triggered when any droid or ground vehicle enters the mine's space.

An ion mine deals damage to everything in a 10-foot radius. Droids, vehicles, electronic devices, and cybernetically enhanced creatures take full damage from this weapon. Otherwise it deals half damage.

Land Mine

The standard land mine is an antipersonnel device that uses pressure sensors to determine when a target moves over it. A land mine is placed in or on the ground ( in any space adjacent to you) and is triggered when any character, creature, droid, or vehicle enters the space it is placed.

A land mine damages everything in a 5-foot radius.

Laser Trip Mine

Often used in high-security areas or in places where security is more important than the preservation of stucture, laser trip mines use a nearly invisible laser beam that acts as a tripwire to detonate the mine. A laser trip mine is placed on the ground ( in any space adjacent to you) or against any other solid surface; you then dsignate a single solid surface within 30 feet as the laser's terminus. The mine is triggered when any character, creature, droid, or vehicle enters a space that is part of the line between the mine and the space that is the laser's terminus.

A laser tirp mine damages everything in a 10-foot radius.

Limpet Mine

Designed to take out tanks and other vehicles, limpet mines are flat and about the size of a dinner plate. One side of the mine has a handle for easy gripping, and the other side is covered with microbeads of adhesice that break on hard contact with a flat surface (such as the side of a tank), ensuring solid adhesion. The shaped charge of the limpet mine causes negligible damage beyond its 5-foot burst radius and ignores the damage resistance of the object or vehicle it is attached to.

Activating a limpet mine is a standard action. The detonation is delayed for one round, providing opportunity to move away before the limpet mine explodes. Vehicles and droids that are larger or larger offer sufficient surface area for attaching a limpet mine, but the mines cannot be used on characters or smaller droids.

Manual Trigger

Manual triggers can be added to any explosive, including mines. As with a timer, the manual trigger must be set with a Mechanics check. If the check is successful, you can detonate the explosive using the trigger as a free action from anywhere within 90 feet of the explosive.

This trigger supersedes the normal detonation mechanism of the explosive.

Proximity Mine

A proximity mine has a wide explosive radius and uses sesors capable of detecting shifts in air pressure to detonate the mine when anyone enters its blas radius. A proximity mine is placed in or on the ground (in any space adjacent to you) or against any soldi surface and is triggered when any character, creature, droid or vehicle enters any square within a 15-foot radius of the mine (after setting the mine, you have 1 round to moce away before the proximity sensors become active).

A proximity mine damages everything in a 15-foot radius.

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Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Availability
Studded Leather Armor 250 cr 11 + Dex modifier - - 8 lb. -
Blast Helmet and Vest 500 cr 12 + Dex modifier - - 7 lb. -
Padded Flight Suit 2000 cr 13 + Dex modifier ( max 4) - 11 lb. -
Combat Jumpsuit 1500 cr 14 + Dex modifier ( max 4) - 18 lb. Licensed
Light Battle Armor 3500 cr 15 + Dex modifier ( max 4) - 22 lb. Military
Vondunn Crabshell - 15 + Dex modifier ( max 4) - - 11 lb. Rare
Light Dark Armor 10000 16 + Dex modifier - - 22 lb. Rare
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Availability
Half Plate Armor 500 cr 14 + Dex modifier ( max 2) - Disadvantage 12 lb. -
Armored Flight Suit 1000 cr 15 + Dex modifier ( max 3) - 22 lb. Licensed
Stormtropper Armor 8000 16 + Dex modifier ( max 3) - 22 lb. Military, Rare
Ceremonial Armor 5000 cr 16 + Dex modifier (max 2) - - 29 lb. Restricted
Corellian Powersuit 10000 cr 16 + Dex modifier (max 3) - Disadvantage 44 lb. Restricted
Battle Armor 7000 cr 17 + Dex modifier (max 2) - - 35 lb. Military
Dark Armor 15000 cr 19 + Dex modifier (max 2) - - 35 lb. Rare
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Availability
Plate Armor 750 cr 16 Str 13 Disadvantage 40 lb. -
Armored Spacesuit 12000 cr 18 Str 13 Disadvantage 77 lb. Restricted
Heavy Battle Armor 15000 cr 19 Str 15 Disadvantage 66 lb. Military
Heavy Dark Armor 25000 cr 21 Str 15 Disadvantage 66 lb. Rare
Shields
Armor Cost Armor Class (AC) Strength Stealth Weight
Shield 250 cr +2 - - 6 lb.
Cortosis Gauntlet 250 cr - - - 2 lb.
Cortosis Shield 1000 cr +2 - - 8 lb.
Shield Gauntlet 1500 cr - - - 2 lb.

Armor Description

Armored Flight Suit

A combat-ready flight suit that provides additional protection against vacuum for limited periods, this armor comes in various models, including the Corellian TX-3 (favored by various pirate gangs) and the Imperial TIE flight suit (worn by TIE fighter pilots through the Empire). An armored flight suit provides up to 10 hours of life support, allowing its wearer to survive in the vacuum of space or any other hostile environment.

Armored Spacesuit

This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.


Battle Armor

Battle armor combines protective metal or composite plates with a padded jumpsuit to form a layer of protection. While off-the-rack battle armor is available, most users cobble together their gear from various sources.

Blast Helmet and Vest

This armor consists of a lightweight helmet and a composite vest that, when worn together, off limited protection against incoming attacks.

Ceremonial Armor

Ceremonial armor blends practicality with ornate design. Republic Guards and Imperial Royal guards wear different styles of ceremonial armor. A typical suit of ceremonial armor consists of a helmet, durable breast guard, shoulder guards and articulated greaves for the arms and legs.

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Combat Jumpsuit

This heavily padded jumpsuit is designed to provide limited protection against physical and energy trauma without overly restricting the wearer's movement.

Corellian Powersuit

This suit of body armor contains an energized exoskeleton and a series of servomotors that boosts the wearer's physical strength. Used by professional soldiers, mercenaries, and bounty hunters, the powersuit requires skill and training to use effectively.

The Corellian powersuit grants its wearer a +2 bonus to Strength, but only if the wearer is proficient with the armor.

Cortosis Gauntlet

This gauntlet, made with cortosis weave, protects you from lightsaber attacks. As a reaction to a lightsaber attack against you, you can make an opposed attack roll, you are treated as proficient for this attack roll, or Use the Force check. If your attack roll equals or exceeds the attack roll of the triggering attack the lightsaber deactivates and may not be reactivated for 2 minutes (20 rounds). The attack still deals normal damage before the lightsaber is deactivated.

Cortosis Shield

This shield is made of cortosis weave, allowing it to grant even greater protection against lightsabers. While wielding a cortosis shield you gain a +2 bonus to your Armor Class.

You can also use a cortosis shield to deactivate a lightsaber in the same way as if you were wearing a cortosis gauntlet.

If you have the Weapon Defense Feature, you may activate it with this item against melee attacks.

Dark Armor.

Dark armor is the generic name given to various suits of armor possessed and worn by the Sith. Each suit of dark armor is unique, having been created and often modified by an individual Sith Lord. These suits of armor may look like they originated as other stock models, but they are modified through various processes, including sith alchemy.

Dark armor is not just a piece of protective gear; to many sith lords, the armor is nearly as important as their lightsabers. A suit of dark armor defines a sith lord's appearance and is frequently made to be as frightening as possible.

A suit of dark armor automatically comes with a single enhancement for the Sith Alchemy Specialist table, as defined in the Sith Alchemist archetype of the Sith Inquisitor in the Force users section of this conversion.

Half Plate Armor

Half plate consists of shaped durasteel plates. This allows the wearer to take glancing hits from lightsabers and blasters. It is most often worn by those who can't afford better armor or have just begun their adventure.


Heavy Battle Armor

Similar to regular battle armor heavy battle armor features more plating than padding, including various pieces molded to fit the user. Such as breastplates and armor covering the arms and leg.

Light Battle Armor

Similar to denser suits of battle armor, this stripped-down battle aromr is frequently used by soldiers who lack extensive armor training but need a slight edge in combat.

Padded Flight Suit

Favored by starfighter pilots all over the galaxy, the one-piece padded flight suit protects against decompression, g-forces, and harmful environments. It provides limited protection against attacks as well. A padded flight suit comes with a matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support, allowing them to survive in the vacuum of space or any other hostile environment.

Plate Armor

Plate armor consists of shaped, interlocking durasteel plates to cover the entire body. This allows the wearer to take glancing hits from lightsabers and blasters. It is most often worn by those who can't afford better armor or who have just begun their adventure.

Shield

A shield is made from durasteel and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. During most era shields of this kind our very rare outside of the more primitive races.

If you have the Lightsaber Defense or Weapon Defense Feature, you may activate it with this item against melee attacks.

Shield Gauntlet.

While personal shield devices have fallen out of use in much of the galaxy they can still be found among the nobility of Kilia IV. Kilian Rangers use a shield gauntlet use a shield gauntlet to both provide defense and remind themselves and others of the other half of their oaths: to defend themselves and their families. A shield gauntlet can be worn even if you are wearing other armor, although you cannot wear any items that cover your hands with a shield gauntlet. A shield gauntlet provides no benefit to the untrained, but those with certain talents can use it to deflect ranged attacks.

If you have the Weapon Defense Feature, you may activate it with this item against melee attacks.

Stormtrooper Armor

Worn by the elite soldiers of the Galactic Empire, stormtrooper armor comes in a variety of models based around a standard white-and-black shell. Filled with electronics that assist and augment the stormtrooper in their duties. It includes rudimentary environmental protection, three-phase sonic filtering, and visual amplification.

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Variants of this armor also exist, including snowtrooper armor sandtrooper armor, and clone trooper armor. Each has slightly different details, but all include the basic characteristics common to all stormtrooper armor. Though unavailable on the open market, these suits can occasionally be found on the black market (or sometimes much higher).

Stormtrooper armor (including all variants) grants a wearer who is proficient a +2 bonus on Perception checks, as well as 60 feet of darkvision. Stormtrooper armor also includes an integrated comlink in the helmet allowing hands-free communication.

Wearing snowtrooper armor (18000 cr) makes you immune to the effects of extreme cold.

Wearing sandtrooper armor (18000 cr) makes you immune to the effects of extreme heat.

Studded Leather Armor

Made form tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. It is most often worn by those who can't afford better armor or who have just begun their adventure.

Vonduun Crabshell Armor

yuuzhan Vong warriors wear this bioengineered "living armor" into battle. The armor clings to its wearer's body like a parasite until its wearer dies or decides to remove it. It is not found anywhere except in the hands of the Yuuzhan Vong.

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Communication Devices
Item Cost Weight
Hands-Free Comlink 150 cr 1/4 lb.
Long-Range Comlink 250 cr 2 lb.
Short-Range Comlink 25 cr 1/4 lb.
Pokcet Scrambler 400 cr 1 lb.
Vox-Box 200 cr 1/4 lb.
Computers and Storage Devices
Item Cost Weight
Blank Datacards (10) 10 cr 1/4 lb.
Basic Datapad 100 cr 3/4 lb.
Code Cylinder 500 cr 1/4 lb.
Credit Chip 100 cr 1/4 lb.
Datapad 1000 cr 1 lb.
Personal Holoprojector 1000 cr 1 lb.
Portable Computer 5000 cr 4 lb.
Detection and Surveillance Devices
Item Cost Weight
Audiorecorder 25 cr 1/4 lb.
Electrobinoculars 1000 cr 2 lb.
Fusion Lantern 25 cr 4 lb.
Glow Rod 10 cr 2 lb.
Holorecorder 100 cr 1/4 lb.
Sensor Pack 1500 cr 20 lb.
Spy Bug 1300 cr 1 lb.
Videorecorder 50 cr 1/4 lb.
Life Support
Item Cost Weight
Aquata Breather 350 cr 1/2 lb.
Atmosphere Canister/filter 25 cr 2 lb.
Breath Mask 200 cr 4 lb.
Flight Suit 1000 cr 7 lb.
Space Suit 2000 cr 33 lb.
Medical Gear
Item Cost Weight
Bacta, 1 liter 100 cr 4 lb.
Bacta Tank (empty) 100000 cr 1100 lb.
Cybernetic Prosthesis 1500 cr varies lb.
Medical Kit 600 cr 44 lb.
Medpac 100 cr 2 lb.
Survival Gear
Item Cost Weight
All-Temperature Cloak 100 cr 3 lb.
Chain 25 cr 6 lb.
Field Kit 1000 cr 22 lb.
Jet Pack 300 cr 66 lb.

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Survival Gear
Item Cost Weight
Liquid Cable Dispenser 10 cr 1/2 lb.
Ration Pack 5 cr 1/4 lb.
Syntherope 5 cr 6 lb.
Tools
Item Cost Weight
Binder Cuffs 50 cr 1 lb.
Energy Cell 10 cr -
Fire Extinguisher 50 cr 7 lb.
Mesh Tape 5 cr 1 lb.
Power Generator 750 cr 33 lb.
Power Pack 25 cr 1/4 lb.
Power Recharger 100 cr 2 lb.
Utility Belt 100 cr 9 lb.
Weapon and Armor Accessories
Item Cost Weight
Bandolier 100 cr 4 lb.
Concealed Holster 50 cr 1/2 lb.
Enhanced Low-Light Tareting Scope 1000 cr 3 lb.
Helmet Package 4000 cr 2 lb.
Hip Holster 25 cr 1 lb.
Standard Targeting Scope 100 cr 1/2 lb.

Gear Descriptions

All-Temperature Cloak

This wrap-around cloak protects its wearer from the elements granting advantage on Constitution saving throws against the affects of extreme temperature.

Aquata Breather

While underwater, an Aquata Breather can provide up to 2 hours of breathable air through its mouthpiece. Qui-Gon Jinn and Obi-Wan Kenobi Used Aquata Breathers while swimming to Otoh Gunga in Episode I: The Phantom Menace and Obi-Wan Kenobi used his again when evading clone troopers on Utapau in Episode III: Revenge of the Sith.

Bacta Tank

This large specialized tank is filled with the powerful healing agent, bacta, which promotes rapid healing.

A bacta tank can be used in conjunction with surgery. If the Medicine check is successful, the patient heals a number of hit points equal to its character level in addition to that provided by Surgery.

A bacta tank can also be used when treating disease, poison, or radiation in a creature. In this case, the bacta tank grants advantage on your Medicine check.

A bacta tank and a supply of bacta is expensive, so such medical equipment is usually found only in hospitals, aboard capital ships, and within major military bases. Each hour of treatment consumes one liter of bacta, which costs 100 credits. A typical tank holds up to 300 liters of bacta and the tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time.

Bandolier

Since there are so many types of weapons, ther are an equally large number of ammunition types. Depending upon the weapons the wearer carries, a bandolier may contain energy cells or power packs (for blasters), clips (for slugthrowers), explosive bolts (for bowcasters), magazines (for missile launchers), grenades, knives, or any number of other forms of ammunition.

A bandolier has 12 slots that can each hold a single small weapon (such as a grenade or a knife) or a single piece of equipment weighing up to 1 lb. Any item on the bandolier can be retrieved as a free action.

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Binder Cuffs

Binder cuffs are durasteel restaints designed to lock two limbs of a prisoner together, normally the wrists or ankles, but it is possible to lock one arm to one leg or use binder cuffs to hook a prisoner to a tree. The cuffs have 30 hitpoints. Breaking them requires a DC 30 Strength check, and removing them without the seven-digit release code requires a DC 25 Mechanics check. The binder cuffs can be attached to the limbs of any creature of Large, Medium, or Small size.

Breath Mask

This personal atmosphere-filtering system consists fo a mask that fits over the nose and mouth and a hose connecting the mask to a portable life support system. A breath mask provides 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. A functional breath mask grants immunity to inhaled poisons, including poisonous atmospheres. A breath mask offers no protection from extreme temperatures or hard vacuum.

A breath mask system can be built into a suit of armor; Darth Vader's armor contains such a system.

Replacing the filter and atmosphere canister requires a DC 10 Mechanics check.

Chain

This 10-foot length of chain has AC 15 and 15 hit points. It can safely support over 5 tons of weight, and it can be broken with a DC 30 Stength Check.

Code Cylinder

A compact encoded security device issued to many military, political or corporate officials, a code cylinder accesses computer data via a droid's comp link or provides entry into restricted facilities. Each cylinder features the user's personal security clearance data. High-ranking personnel may carry more than one cylinder, each with different access codes encrypted within them. Republic citizens, Imperial officers, and New Republic personnel use them to facilitate security measures.

Code Cylinders are storage devices with Intelligence 10. Improving you access to a code cylinder is difficult because the cylinder has a starting attitude of hostile. If your Use Computer check fails by 5 or more, the code cylinder's self-destruct programming activates and ruins the cylinder.

A personal communications transceiver, the comlink consists of a receiver, a transmitter, and a power source. Comlinks come in a variety of shapes and styles.

Short-range comlinks have a range of 30 miles or low orbit, and they can be built into helmets and armor; for example, stormtrooper armor includes a helmet equipped with a short-range comlink.

A long-range comlink has a range of 120 miles or high orbit, and it requires a backpack-sized comset. For double the cost, a long-range comlink can be miniaturized to a wrist-sized unit.

Encryption. A comlink can have hardwired encryption routines (adding 10 to the DC of all Use Computer checks made to intercept your transmission) for ten times the base cost.

Video Capability. A comlink can have video capability (two-dimensional images in addition to audio) for twice the base cost.

Holo Capability. A comlink can have holo capability (three-dimensional images in addition to audio) for five times the base cost.

Credit Chip

The credit chip is a small, flat card that features a security code out and credit algorithm memory stripes. The chip can hold a specified number of credits appropriate to the government that issued it, or it can draw from a specific account held by the user. Credi chips not only allow quick and easy transfers of funds but also protect users from theft.

Credit chips are storage devices with Intelligence 10. Improving your access to a credit chip is very difficult because the chip has a starting attitude of hostile. Once it is friendly, you can draw from the account to which it is linked. If you fail by 5 or more on your Use Computer check to improve access, the credit chip's security program detects the intrusion attempt and self-destructs.

Modifying a credit chip so that government and bank computers think that it draws on a different account or that it has a different value stored is almost impossible: The central bank's computers have a starting attitude of hostile; even worse, you won't know if your check succeeded until after you attempt to use the modified credit chip. If you fail, the government or bank computer orders the chip's self-destruct programming to activate, ruining the chip. If you fail by 5 or more, the chip's self-destruct programming activates and the government or bank computer has traced your, dispatching security personnel to apprehend you.

Cybernetic Prosthesis

Prosthetic replacements in the Star Wars universe frequently take the form of mechanical simulations powered by tiny high-capacity battery packs and motivated by the recipient's bioelectrical impulses. In effect, someone who loses a limb or an extremity can have an electronic replacement that acts (and in some cases looks) just like the original.

Cybernetic prostehtic devices are unusual, but hardly rare. Luke Skywalker gains a cybernetic replacement for his right hand, lost in battle against Darth Vade - who, in turn, had much of his own body replaced with cybernetics years before.

Attaching a cybernetic prosthesis requires proficiency in Medicine, Mechanics, and Surgeon's tools. Once attached, the cybernetic replacement performs as well as the original limb or extremity. Common cybernetic prosthetics includem, arms, hands, legs, feet, and various internal organs. In addition the the cost of the prosthesis, the recipient must also cver the cost of the surgery.

Because the Force is present in all living things, but not machines, creatures with cybernetic prosthetics take a -1 penalty on Use the Force checks for each prosthetic replacement (to a maximum penalty of -5).

Data Card

A data card is a simple storage device with Intelligence 2. Intended solely as external storage for a computer, it has no interface for direct display, editing, or entry of data.

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Datapad

These handheld personal computers serve as notebooks, day planners, calculators, and sketchpads. in addition to performing basic computer functions, data pads can interface with larger computer networks directly or via comlink.

A datapad is a computer with Intelligence 12. Simpler datapads also exist (Intelligence 10, 100 cr), but they are actually just storage devices with display, input, and editing capability; they have no ability to run programs.

Electrobinoculars

This device magnifies distant objects in most lighting conditions. An internal display provides data on range, relative and true azimuths, and election. Viewing options include zoom and wide-vision observation. Electro binoculars also feature radiation sensors and a night vision mode that grants darkvision out to the user's normal range of sight.

While using electrobinoculars you do not take penalties on Perception checks made to see something do to distance.

Energy Cell

This small battery prvodies power for devices, invluding certain types of weapons. An energy cell appears as a small, flat dis. An energy cell can be recharged with a power recharger.

Field Kit

Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of food rations, two glow rods, two breath masks, 24 filters, 12 atmosphere canisters, and an all-temperature cloak.

Fire Extinguisher

As a action this tool produces a chemical cloud that blocks vision. Those inside the cloud can't see targets outside the cloud, and those outside the cloud can't see targets inside the cloud. The cloud spreads 5 feet out in all direction for every round it is activated. It dissipates 3 rounds after you stop using your action to blast chemicals (no matter how large the cloud). Each round of blasting depletes one-tenth of the fire extinguisher's chemical supply.

If used for its intended purpose, the extinguisher can put out a fire of up to 50 square feet in size at a rate of 5 square feet per round, before it is depleted.

Reloading the fire extinguisher is a action. Replacement chemical cartridges for the extinguisher cost 25 cr each.

Flight Suit

The flight suit is a one-piece coverall (plus a helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying. A flight suit includes a matching helmet and gloves that seal around the wearer and provide up to 10 hours of life support.

As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled poison hazard.

Fusion Lantern

A hand-held light source larger than a glow rod, the fusion lantern produces light and heat. The light spreads out from the lantern, producing illumination in a 30-foot radius.


The hands-free comlink is a convenient device often used by beings working under conditions where both hands are needed to perform a task. this comlink consists of several linked sound-absorbing pads, placed on the face of teh user and connected to an earpiece. When the wearer speaks, the sound-absorbingt pads transmit the speech; additionally, the comlink can be adjusted to pick up only the faintest of whispers allowing, the wearer to use the comlink to communicate quietly when stealth is important. MOrrigan Corde frequently uses a hands-free comlink.

A hands-free comlink functions as a short-range comlink, but does not have video or holo capability.

Helmet Package

When installed in the helmet of a suit of armor, this electronic pakcag allows the armor to grant the wearer a +2 bonus on Perception checks as well as 30 feet of darkvision. In addition, it includes an intergrated hands-free comlink. Stormtrooper armor and its variants include such a system (MFTAS, or Multi-Frequency Target Acquisition System), already included in its statistics. Installing a helmet package takes 1 hour and a DC 20 Mechanics check.

Holster

Holsters are generally available for all non heavy weapons. Heavy weapons are usually carried on shoulder straps, hangers, or baldrics that cost as much as a hip holster. A holster for a melee weapon is usually called a sheath.

Hip Holster. This holster holds the weapon in an easily accessed - and easily seen - location.

Concealed Holster. A concealed holster is designed to keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket, vest, or cloak). Light weapons, non heavy pistols, and single-bladed lightsabers can be carried in canvealed waistband holsters (often placed inside the wearer's waistband in the small of the back). Weapons that way up to 1 lb. and single-bladed lightsabers can also be acrried in ankle, boot, or wrist holsters.

A concealed holster allows you to draw a concealed weapon as a free action, but you have disadvantage on Sleight of Hand checks made to holster the weapon with out being seen. You have advantage on Stealth checks made to hide the weapon while it is holstered in a conealed holster.

Glow Rod

A glow rod is a portable illumination device that projects a beam of light up to 30 feet.

Jet Pack

A jet pack is a propulsion system that a character can strap on, allowing flight over short distances. Arm and wrist controls are employed for manuevering. Activating a jet pack is a bonus action, and you gain a fly speed of 30 feet until the end of your turn. A jet pack has 10 chares and can be run continuosuly; no action is required to activate the jet pack on subsequent rounds of use.

Routine manuevers do not require a check, but you must make a DC 20 Dexterity check if you land after moving more than 60 feet during the same turn; on a failure, you fall prone. If you are proficient with any vehicles you may add your proficiency bonus to your Dexterity check as well.

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A jet pack can lift up to 400 lbs. while flying. Replacement fuel cells cost 100 credits.

Liquid Cable Dispenser

Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquied for 60 feet of cable and is refillabel at autorized outlets. The cable has an AC of 10 and 5 hitpoints and can safely support up to 1200 lbs it can be broken with a DC 24 Strength check.

Medical Kit

This backpack-sized medical kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and radiation poisoning, burn treatments, defibrillators, respirator, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (capable of hovering with 160 kg load), and even limited surgical tools. In addition a medical kit has six external pouches for carrying expendalble medical supplies, such as medpacs.

You need a medical kit to revive a dying character, treat diseas, treat poison, or treat radiation.

Medpac

Medpacs are compact packages designed to both equip a trained medic for work in the field and to allow untrained individuals to apply first aid in emergencies. A medpac contains pandages, bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.

Once you use a medpac, its contents are expended even if your Medicine check is not successful. Any given creature can only benefit from the use of a medpac once in a 24-hour period.

Mesh Tape

The usefulness of mesh tape is limited only by a character's imagination. Mesh tape adhesive can support up to 200 lbs indefinetely (and up to 400 lbs for up to 5 rounds). Mesh tape requies a DC 20 Strenght check to break when used to bind another character.

A roll provides 120 feet of tape, 2 inches wide.

Personal Holoprojector

A handheld, personal hologram transmitter can be used to view real-time or recorded three-dimensional images or to pass the information through a comlink connection. This storage device has Intelligence 2 and enough memory to store about 1 hour of a holorecording or 1,000 holo-images.


Pocket Scrambler

This is a simple add-on device that can be attached to any normal communications device, such as a comlink and more advanced transceiver. The pocket scrambler automatically encodes any outgoing message so that it can be read only by a communications device equipped with a linked pocket scrambler. Anyone who intercepts the scrambled message must make a DC 30 Use computer check to decrypt it.

Portable Computer

Compact and light enough to be carried in an attache case or backpack but powerful enough to run fairly complex programs, portable computers are the information technology of choice for anyone who needs access to a lot of data while on the go. A such, they are particularly popular with traveling business executives, military commanders in the field, and slicers.

A portable computer has Intelligence 14.

Power Generator

A power generator is a small fusion reactor that provides contnuous power for heavy weapons, vehicles, structures, and machinery. It can power anything up to a Gargantuan vehicle or structure indefinetely, a Colossal vehical or structure for 1 day, and a vehicle or structure of Colossal (frigate) size for 1 hour. After that, it is disabled and must be repaired.

If a power generator is destroyed while in use, its fusion reactor overloads and explodes, venting plasma into the surronding area. When fusion reactor explodes, all characters within 20 feet of the reactor must make a DC 20 Dexterity saving throw. On a failure the creature takes 8d6 points of radiant damage. On a success the creature takes half damage.

Power Pack

A power pack is a compact rectangulary batter that fits into teh grip or barrel of an energy weapon, such as a blaster. to provide the power needed to fire it. A power pack can be recharged with a power recharger.

Power Recharger

A power recharger is used to recharge a power pack or energy cell. Teh recharge process takes 4 hours, and only one power pack or energy cell may be recharged at a time. A power recharger holds enough power to recharge 100 packs or cells, but is normally connected to a shp's or building's power supply, allowing it effectively unlimited recharge capacity.

Ration Pack

Ration packs are compact meals that take up little room (you can fit six in a pouch designed to carry a datapad) but have all the requirements to nourish a person for one day. Each ration pack is geared for a range of species. The food isn't appetizing, and it doesn't include water, but it does prevent malnutrition.

Made by Llama513 @ Giant in the Playground

Recording Unit

This storage device is an audio, video, or holo-recorder with a playback feature, It has Intelligence 1 and 1 memory unit. You can modify a recording (edit, erase, or rearrange the order of events) with a DC 15 Use Computer check. However, anyone can make an opposed Perception check (If observing the recording) or opposed Use Computer check (if inspecting the data from the recording) to detect any modification you have made. Editing or modifying a recording without first uploading to a computer can be difficult: Add the recording unit's Intelligence modifier (-5) to any Use Computer checks you make to change the recording.

Audio Recorder. An audio recorder stores 100 hours of high-quality sound.

Video Recorder. A video recorder stores 10 hours of high-quality video.

Holo Recorder. A holo-recorder stores 1 hour of high-quality holos.

Sensor Pack

A portable scanning device, the sensor pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and hazards within a half mile. Operating a sensor pack takes an action and grants advantage on Perception checks until the end of your next turn.

Space Suit

This bulky coverall contains a sealed life support system that provides everything the wearer needs to survive for 24 hours in the vacuum of space or any other hostile environment.

As long as you have life support remaining, you are immune to any hostile atmosphere or inhaled poison hazard.

Spy Bug

This Diminutive, bioengineered insect records sights and sounds within 100 feet of it. It can be placed in a hidden area and remains there until retrieved. When the spy bug is retrieved, the data that is has absorbed through its senses for the past 24 hours can be extracted. (The Yuuzhan Vong use lifing devices to retrieve the data, but a DC 20 Mechanics check can transmit the data via electronic connectors or comlink.)

A spy bug functions as a holorecorder unit. A spy bug registers as a life form on sensors, not as an electronic device.

Syntherope

Although not as compact and convient as a liquid cable dispenser, syntherope is stronger and more durable. A coil contains 180 feet of syntherope, and unlike liquid cable it is meant to be resused. Synthrope has an AC of 10 and 10 hitpoints and can safely support up to 1600 lbs and can be broken with a DC 25 strength check.

Targeting Scope

A targeting scope is a sighting device tht makes it easier to hit distant targets. However, it affords a very limited view, making it difficult to use. Installing a targeting scope on a rifle or pistol requires 10 minutes and a DC 10 Mechanics check.

Standard. A standard targeting scope allows you to use your bonus action to aim at a single target. All attacks you make against this target ignore penalties do to range.

Enhanced Low-Light. A low-light targeting scope functions the same a standard targeting scope in normal light. However, after aiming at a target it allows the wielder to ignore penalties due to darkness when attacking that target.

Utility Belt

A utility belt has several pouches containing a three-day supply of food capsules, a medpac, a tool kit, a spare power pack, a spare energy cell, a glow rod, a comlink, a liquid cable dispenser with a small grappling hook and a couple of empty pouches for whatever else the wearer wants to add (up to 1 lb. per pouch).

Vox-Box

A vox-box is a simple audio playback unit with 12 preprogrammed phrases in Basic ("Yes." "No." "Maybe." "Greetings." "Go away." "How much?" "Please take me to someone with authority." "I understand." "I need assistance." "I can help you." "I mean no harm." "I am hungry."), each with its own button. These devices are useful to races that understand Basic but can't speak it (such as Gamorreans and Wookiees). Devices that speak these phrases in other languages also exist.

Altering one or more of a vox-box's preprogrammed phrases requires a DC 10 Use Computer check.

Made by Llama513 @ Giant in the Playground

Specialized Equipment
Item Cost Weight
Biotech Tool Kit 450 2 lb.
Security Kit 750 cr 2 lb.
Surgeons Kit 1000 cr 22 lb.
Tool Kit 250 cr 2 lb.

Specialized Equipment Descriptions

A set of specialized equipment helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a set of specialized equipment represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

Biotech Tool Kit

A standard biotech tool kit consists of a variety of implements and tools that look more at home in a medical kit than in a tool kit. Proficiency with a biotech tool kit allows you to modify yuuzhan Vong biotechnology, install a bio-implant, or otherwise alter biological devices adn vehicles.

Security Kit

A security kit is a set of special toools for bypassing electronic and mechnical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a securtiy kit is illegal for anyone who doesnt have teh proper permits, such as members of law enforcemetn agencies and professional security experts.

A securty kit is required to bypass traps or security systems using the Mechanics skill. A securtiy kit contains a comlink that monitors fequencies typically used by silent alarms, so the user can know if such an alarm has been triggered at any point during the operation.

Surgeons Kit

This small kit contains the instruments a character needs to perform surgery on a wounded character using the Medicine skill. You must be trained in the Medicine skill to perform surgery using a surgeons kit.

Tool Kit

You need a tool kit to reprogram a droid or to repair a damaged droid or vehicle. A tool kit also makes repairing devices much simpler.

The standard tool kit represents a broad collection of tools designed to take apart, analyze, modify, and rebuild almost any technological device. MOst technicians personalize theri tool kits over teh course of years but alomst all contain at least an electroshock probe (for shoting out electronic components or soldering wires), fusion cutters (for cutting apart durasteel and similar materials, hydrospanner (to tighten and loosen all forms of screws and fasteners), a laser welder (for connecting things), power calibrator (both for analyzing circuitry an dto act as an emergency power cell). power prybar (for forcing thins open), probe sensors, sonic welder (for connecting things when you can't afford a fire), varius circuits and connector wires, vibrocutters (for things that don't call for a fusion cutter), and welding goggles (so you don't burn out your eyes).

Made by Llama513 @ Giant in the Playground

Implants

As implants interfere with the ability of the force to flow through a user of them, they count as prosthetics for calculating penalties on Use The Force checks.

Bio-Implants
Item Cost Weight
Body Spikes 1400 cr -
Cosmetic Enhancements 200 cr -
Enhanced Vision 1900 cr -
Natural Armor 7000 cr -
Natural Weapon 4000 cr -
Poison Filter 2500 cr -
Replacement Body Part 2000 cr -
Cybernetic Implants
Item Cost Weight
Bio-Stabilizer Implant 1750 cr -
Cardio Implant 4000 cr -
Combat Implant 5000 cr -
Memory Implant 2000 cr -
Neural-Reinforcement Implant 5000 cr -
Regenerative Implant 4250 cr -
Sensory Implant 2000 cr -

Bio-Stabilizer Implant. The bio stabilizer implant stores and transmits basic knowledge of various poisons and toxins into the mind of its user, teaching the brain to synthesize antidotes. The user of a bio-stabilizer implant is immune to poison.

Body Spikes. Body spikes are hard, bony protrusions that grow in a roughly conical or crescent shape out of the bones of the implant recipient. Body spikes automatically deal 1d4 piercing damage to any opponent that grapples or is grappled by the recipient; this damage occurs at the end of the recipient's turn as long as the grapple is maintained.

Cardio Implant. A cardio implant encourages the brain to send vital chemicals to the heart and other organs, revitalzing them and gibing the user greater physical reserves. The user of a cardio implants gains a number of hit points equal to their level and they gain an additional hitpoint every time they gain a level.

Combat Implant. The combat implant stores nad transmits basic knowledge of a variety of weapons into the mind of its user. A combat implant grants the user proficiency with all weapons.

Cosmetic Enhancement. More common and less risky than other Yuuzhan Vong bio-implants, cosmetic enhancements include tattoos, reshaping of bone structure, alterations to skin or hair color, superficial scarring, the addition of bony protrusions, and so forth. These cosmetic changes do not require an attack roll against the recipient and ignore teh normal rules for penalties on Use the Force checks. Cosmetic enhancements do not alter the statistics of their recipients in any way.

Enhanced Vision. The enhanced vision implant replaces one or both of the recipient's eyes with specially grown creature that have exceptional sensory perception. the recipient gain darkvision out to 90 feet.

Memory Implant. A memory implant reinforces and augments the synapses in the memory centers of the brain, making it possible toe recall knowledge locked away in the user's mind. The user of a memory implant has advantage on all checks made to recall information.

Natural Armor. The natural armor implant consists of a thick layer of chitin that grows out of the recipient's skin, protecting the recipient from attacks. The recipient's gains a +1 to their AC at all times.

Natural Weapon. This implant gives the recipient some kind of natural weapon, whether in the form of bone spurs on the knuckles, claws from the fingertips, or some other kind of extension of the recipients bone structure. When the recipient makes an unarmed attack, they may choose to use their natural weapons, dealing 1d6 points of slashing damage, piercing damage, or bludgeoning damage with that attack instead of normal unarmed damage. These are considered to be finesse weapons for the recipient.

Neural-Reinforcement Implant. The nerve resinforcement implant augments the signals sent from the brain through the central nervous system, making the body's senses difficult ot overload through conventional means. The user of a neural-reinforcement implants gains advantage against stun affects.

Poison Filter. A small creature is placed in, on, or around the heart. It absorbs and separates toxins that make their way into the bloodstream, rendering them inert. The recipient has advantage on saving throws against being poisoned, and resistance to poison damage.

Regenerative Implant. The regenerative implant coaxes the healing sections of the brain, causing them to work harder to repair damage. The user of a regenerative implant heals the maximum amount from their hit dice when used during a short rest.

Replacement Body Parts. Biological replacement limbs and organs are often more desirable than mechanical replacements (cybernetic prostheses), since they require little maintenance and can be fashioned to look natural. Yuuzhan Bong shpers have wildly varying tasts, but few could care less about whether a replacement limb matches the recipeint's other limbs.

Once a replacement limb or organ is attached it performs just as well as the original limb or organ.

Sensory Implant. The sensory implant augments the mind's natural ability to process visual data, enhancing the user's ability to perceive targets under difficult conditions. The sensory implant grants a user darkvision out to 60 feet; if the character already has darkvision the range of their darkvision increases by 30 feet.

Made by Llama513 @ Giant in the Playground

The Force

The binding energy that unites all living beings, it is this energy that allows the Jedi and Sith to accomplish feats far beyond those of normal warriors. While the Jedi and Sith are most known for their use of the Force they are not the only users of the force. All living beings have the possibility of being Force Sensitive. Some develop their skills over time, while others are born with a great strength and understanding of the Force. But all are able to learn to use its power.

Force Training

The ability to use the Force is something that must be learned whether, through practice alone or the guidance of a master, it takes time and dedication. If you are proficient in any of the Use the Force skills, you can choose to gain a level of force training instead of increasing your ability scores when you gain an Ability score improvement in your class.

First Level

The basic level of Force training points to a basic understanding of the force.

First level Force Training
Character Level Force Points Core Powers Powers Known Max Power Level
3rd 4 2 3 1st
4th 4 2 4 1st
5th 4 2 4 1st
6th 6 2 4 1st
7th 6 2 5 2nd
8th 6 2 6 2nd
9th 14 2 6 2nd
10th 14 3 7 2nd
11th 14 3 8 2nd
12th 17 3 8 2nd
13th 17 3 9 3rd
14th 17 3 10 3rd
15th 27 3 10 3rd
16th 27 3 11 3rd
17th 27 3 11 3rd
18th 32 3 11 3rd
19th 38 3 12 4th
20th 38 3 13 4th
Second Level

The next step up of Force training points to a deeper level of understanding of the Force, this level is often gained by members of Force-using traditions.

Character Level Force Points Core Powers Powers Known Max Power Level
2nd 4 2 3 1st
3rd 4 2 4 1st
4th 6 2 4 1st
5th 6 2 4 2nd
6th 14 2 5 2nd
7th 14 2 6 2nd
8th 17 2 6 2nd
9th 17 3 7 3rd
10th 27 3 8 3rd
11th 27 3 8 3rd
12th 32 3 9 3rd
13th 32 3 10 4th
14th 38 3 10 4th
15th 38 3 11 4th
16th 44 3 11 4th
17th 44 3 11 5th
18th 57 3 12 5th
19th 57 3 13 5th
20th 64 3 13 5th
Third Level

This is the level attained by those who have a true talent for the Force and have focused their dedication and study to the use of the Force

Character Level Force Points Core Powers Powers Known Max Power Level
1st 4 4 2 1st
2nd 6 4 3 1st
3rd 14 4 4 2nd
4th 17 5 5 2nd
5th 27 5 6 3rd
6th 32 5 7 3rd
7th 38 5 8 4th
8th 44 5 9 4th
9th 57 5 10 5th
10th 64 6 11 5th
11th 73 6 12 6th
12th 73 6 12 6th
13th 83 6 13 7th
14th 83 6 13 7th
15th 94 6 14 8th
16th 94 6 14 8th

Made by Llama513 @ Giant in the Playground

Character Level Force Points Core Powers Powers Known Max Power Level
17th 107 6 15 9th
18th 114 6 15 9th
19th 123 6 15 9th
20th 133 6 15 9th

Force Powers

The powers below are representative of the power that is achieved through the Force. A character that has Force training is able to learn any of the powers below.

Using Force Powers

Each power has a point cost based on its level. The Force Point Cost table summarizes the cost in force points of slots from 1st to 9th. level. Cantrips don't require slots and therfore don't require force points.

To cast a power you expend a number of force points to create a power slot of the level desired, and then use that slot to cast a power. You can't reduce your force points to less than 0, and regain all spent force points when you finish a long rest.

Powers of 6th level and higher are particulary taxing to cast. You can use force points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of force points you have to spend is based on your level and training as a force user as shown in the Force Training tables. Your level aslo determines the maximum-level power slot you can create. Even though you might have enough points to create a slot above this mximum, you can't do so.

Force Point Cost
Power Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Aid

2nd-level lightside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 8 hours

You bolster your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you activate this power using a power slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Animal Friendship

1st-level lightside,mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 24 hours

This power lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you can target one additional beast for each slot level above 1st.

Animate Dead

3rd-level darkside


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

This power creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your power imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this power if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature again before the current 24-hour period ends. This use of the power reasserts your control over up to four creatures you have animated with this power, rather than animating a new one.

At Higher Levels. When you use this power using a power slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Made by Llama513 @ Giant in the Playground

Arcing Spark

4th-level darkside


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous

You create a flash of lightning that arcs toward a target of your choice that you can see within range. Two bolts then leap from that target to as many as two other targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts

A target must make a Dexterity saving throw. taking 4d10 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, one additional bolt leaps from the first target to another target for every two slot levels above 4th

Aura of Life

4th-level lightside


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

If your dark side score is equal to your Wisdom modifier you can not use this power.

Aura of Purity

4th-level lightside


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

If your dark side score is equal to your Wisdom modifier you can not use this power.


Aura of Vitality

3rd-level lightside


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

If your dark side score is equal to your Wisdom modifier you can not use this power.

Bane

1st-level darkside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Constitution saving throws. On a failure, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you use this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Barksin

2nd-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

Until the power ends, your skin has a rough, bark-like appearance, and your AC can’t be less than 16, regardless of what kind of armor you're wearing.

Battle Strike

core power control


  • Casting Time: 1 action
  • Range: Self
  • Components: M (melee weapon)
  • Duration: Instantaneous

You use the Force to enhance your battle prowess. You make a single melee attack against an opponent, on a successful hit you deal an additional 1d6 points of damage.

This powers' damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Made by Llama513 @ Giant in the Playground

Beacon of Hope

3rd-level lightside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

This power bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing.

If your dark side score is equal to your Wisdom modifier you can not use this power.

Beast Bond

1st-level control


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 10 mintues

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The power fails if the beast’s Intelligence is 4 or higher. Until the power ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Beast Sense

2nd-level control (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the power, you can use your action to see through the beast’s eyes and hear what it hears and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Bestow Curse

3rd-level darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse power ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this power using a power slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a power slot of 5th level or higher, the duration is 8 hours. If you use a power slot of 7th level or higher, the duration is 24 hours. If you use a 9th level power slot, the power lasts until it is dispelled. Using a power slot of 5th level or higher grants a duration that doesn’t require concentration.

Black Tentacles

4th-level darkside


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the power ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your power save DC. On a success, it frees itself.

Blade Ward

core power alter


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

You raise your hand putting a protective barrier of telekinetic energy around your self. Until the end of your next turn, you have resistance against bludgeoning, piercing, slashing and radiant damage dealt with weapon attacks.

Made by Llama513 @ Giant in the Playground

Blight

4th-level darkside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This power has no effect on undead or constructs.

If you target a plant creature, it makes the saving throw with disadvantage, and the power deals maximum damage to it.

If you target a mundane plant that isn’t a creature, such as a tree or a shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Levels. When you activate this power using a power slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Blindness/Deafness

2nd-level alter


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you activate this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Burning Hands

1st-level alter


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Call Lightning

3rd-level alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast this power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns, until the power ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you use this power, the power gives you control over the existing storm instead of creating a new one. Under such conditions, the power's damage increases by 1d10.

At Higher Levels. When you activate this power using a power slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Calm Emotions

2nd-level lightside,mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed. When the power ends, the creature becomes hostile again, unless the DM rules otherwise.

Made by Llama513 @ Giant in the Playground

Cause Fear

1st-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the power ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chain Lightning

6th-level darkside


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you use this power using a power slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Charm Person

1st-level mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.


Chill Touch

core power darkside


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged power attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This powers' damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Circle of Death

6th-level darkside


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you activate this power using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Cloak

2nd-level control


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: Concentration, up to 1 hour

You can bend light around your body, rendering yourself invisible to anyone looking in your direction. Anything you are wearing or carrying is invisible as long as it is on your person. The power ends if you attacks or use a power.

Command

1st-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The power has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the power ends.

Made by Llama513 @ Giant in the Playground

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.

Commune with Nature

5th-level lightside (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V,S
  • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the power gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The power doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • influence from other planes of existence
  • buildings

For example, you could determine the location of a grove, the location of major sources of safe drinking water, and the location of any nearby towns.

Compulsion

4th-level mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this power. Until the power ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Confusion

4th-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this power or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you use this power using a power slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Convection

1st-level control


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: Concentration, up to 1 minute

You alter your body chemistry, causing your skin to burn with incredible heat. For the duration of this power, your unarmed strikes deal an additional 1d6 points of fire damage.

At Higher Levels. When you activate this power using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Made by Llama513 @ Giant in the Playground

Contagion

4th-level darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 7 days

Your touch inflicts disease. Make a melee power attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends.

Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Control Water

4th-level alter


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concetration, up to 10 minutes

Until the power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this power. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the power ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the power’s area, and the separated water forms a wall to either side. The trench remains until the power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the power’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the power ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your power save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the power ends. On a successful save, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Control Weather

8th-level alter


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: S
  • Duration: Concetration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this power. Moving to a place where you don’t have a clear path to the sky ends the power early.

Made by Llama513 @ Giant in the Playground

When you use the power, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the power ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage Condition
1 Clear
2 Light Clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Temperature
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic Cold
Wind
Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Control Winds

5th-level alter


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concetration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the power. The effect lasts for the power’s duration unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Corruption

2nd-level darkside


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You use the force to send a bolt of pure dark side vileness into an enemy. Make a ranged power attack against the target. On a hit, the target takes 4d4 necrotic damage immediately and 2d4 necrotic damage at the end of its next turn.

At Higher Levels. When you activate this power using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Create Undead

6th-level darkside


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: S
  • Duration: Instantaneous

You can use this power only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this power if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Made by Llama513 @ Giant in the Playground

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this power on the creature before the current 24-hour period ends. This use of the power reasserts your control over up to three creatures you have animated with this power, rather than animating new ones.

At Higher Levels. When you use this power using a 7th-level power slot, you can animate or reassert control over four ghouls. When you cast this power using an 8th-level power slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this power using a 9th-level power slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Crown of Madness

2nd-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the power ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the power ends.

Cruictorn

1st-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You can ignore the debilitating effects of physical pain and focus despite great physical trauma. You gain 10 temporary hit points for the duration.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you gain an additional 10 temporary hit points for each slot level above 1st.


Cryokinesis

core power alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

This powers' damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Dancing Lights

core power alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concetration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power’s range.

Danse Macabre

5th-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your force power ability modifier.

You can use a bonus action to mentally command the creatures you make with this power, issuing the same command to all of them. To receive the command a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures the creatures continue to follow it until their task is complete.

The creatures are under your control until the power ends, after which they become inanimate once more.

At Higher Level. When you cast this power using a power slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Made by Llama513 @ Giant in the Playground

Darkvision

2nd-level sense


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: 8 hours

You gain the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Dark Illusion

9th level dark side, mind-affecting


  • Casting Time: 1 Hour
  • Range: Unlimited
  • Components: V, M (A drop of blood from a force user with a force bond to your target)
  • Duration: 8 hours

you manipulate force visions to affect a selected target. In order to use this power, you need the aid of another force user who is extremely familiar with the intended target, such as having been a former student of the target. The one aiding you in the use of this power must focus on the intended target as you cut their hand and put their blood into a sacrificial altar basin filled with water. Once the blood and water are mixed they will turn black. You then strike the mixture with force lightning while speaking the incantation in Balc. As an eerie glow and mist flows from the altar you dipped your face in the empowered basin and can use the dark illusion power. This ritual takes 1 hour to complete.

You enter a trance state, entering the mind of your selected target, and pulling them into an illusion of your creation. You appear to the target within the illusion and can converse with the target for the duration of the power. You can also shape the environment of the illusion, creating landscapes, objects, and other images. You can emerge from the trance at any time, ending the effect of the power early. You can appear to the target as yourself or as someone that they are familiar with. As long as you use the illusion to converse with the target they are unaware that it is an illusion and are unable to escape.

You can use the illusion to try to harm or even kill your target. The exact nature of how you do this is up to you. If you decide to the power in this way your target makes a Wisdom saving throw, every hour for the duration of the power, on a failure the target takes 3d6 psychic damage. On a success, the target takes half damage and escapes the illusion.

Dark Rage

1st-level darkside


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 minute

You open your self to the dark side allowing your rage and hatred to flow freely. While channeling your dark rage you gain a +2 bonus to your melee weapon attack and damage rolls.

While under the effect of dark rage you are unable to use force powers or maintain concentration on them.

At Higher Levels. If you activate this power using a power slot of 3rd level or higher, the bonus to your attack and damage rolls increases by 2 for every two levels higher then first level used to activate this power.

Dark Tendrils

1st-level darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage but suffers no other effect.

At Higher Levels. When you use this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Dark Transfer

1st-level darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You use the dark side of the Force to restore vitality to a living ally. You touch a creature as soothing energy flows into it, healing the creature a number of hitpoints equal to twice its level. You must make a DC 15 Constitution saving throw or suffer a level of exhaustion.

At Higher Levels. If you activate this power using a power slot of 3rd level the target heals three times its level, 5th level the target heals four times its level, 7th level the target heals five times its level, and 9th level the target heals 6 times its level.

Dark Wilting

8th-level darkside


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Plants in the area that aren't creatures such as trees and shrubs, whither and die instantly.

Made by Llama513 @ Giant in the Playground

Deadly Sight

6th-level darkside


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

For the power’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns, until the power ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this use of deadly sight.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action 333to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Death Ward

4th-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends.

If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the power ends.

Delayed Blast Fireball

7th-level alter


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger then condenses to linger at a chosen point within range as a glowing bead for the duration. When the power ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The power’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the power ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

At Higher Levels. When you use this power using a power slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Destructive Wave

5th-level lightside,darkside


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S
  • Duration: Instantaneous

You strike the ground, creating a burst of telekinetic energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (based on if you use this power as a light side or dark side power), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Detect Force

1st-level sense (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense strong presence of the Force within 30 feet of you. If you sense the Force in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears the Force.

Detect Poison and Disease

1st-level sense (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

Made by Llama513 @ Giant in the Playground

Detect Thoughts

2nd-level mind-affecting


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can’t see. When you use the power or as your action during the duration, you can search for thoughts within 30 feet of you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Disguise Self

1st-level mind-affecting


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the power ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your power save DC.

Disintegrate

6th-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature or an object.

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

This power automatically disintegrates a Large or smaller nonmagical object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it. A force artifact is unaffected by this power.

At Higher Levels. When you use this power using a power slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Dissonate Whispers

1st-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you use this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Dominate Beast

4th-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

Made by Llama513 @ Giant in the Playground

While the beast is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you use this power with a 5th-level power slot, the duration is concentration, up to 10 minutes. When you use a 6th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 7th level or higher, the duration is concentration, up to 8 hours.

Dominate Monster

8th-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you use this power with a 9th-level power slot the duration is concentration, up to 8 hours.


Dominate Person

5th-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the humanoid is charmed, you have a telepathic link with it. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

At Higher Levels. When you use this power with a 6th-level power slot, the duration is concentration, up to 10 minutes. When you use a 7th-level power slot, the duration is concentration, up to 1 hour. When you use a power slot of 8th level or higher, the duration is concentration, up to 8 hours.

Drain Energy

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

You can draw the energy out of a powered object, such as a blaster's power pack or a power generator. As an action select one powered weapon within range, you drain the power from the power supply of that weapon making it non-functional until its power supply is replaced.

At Higher Levels. When you use this power with a 3rd-level power slot or higher, you can target one additional weapon within range for each slot above 2nd-level.

When you activate this power using a slot of 5th-level you can instead target the power supply of a medium or smaller vehicle, you can target an additional medium or smaller droid, or vehicle for each slot above 5th level used.

When you activate this power using a slot of 6th-level you can instead target a large or smaller droid, vehicle or building, you can target an additional large or smaller droid, vehicle or building for each slot above 6th level used.

When you activate this power using a slot of 7th-level you can instead target a huge or smaller droid, vehicle or building, you can target an additional huge or smaller droid, vehicle or building for each slot above 7th level used.

Made by Llama513 @ Giant in the Playground

When you activate this power using a slot of 8th-level you can instead target a gargantuan or smaller droid, vehicle or building, you can target an additional gargantuan or smaller droid, vehicle or building for each slot above 8th level used.

When you activate this power using a slot of 9th-level you can instead target a colossal or smaller droid, vehicle or building.

Dust Devil

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. You telekinetically alter the air to create a dust devil in the cube that lasts for the power’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you use this power using a power slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Earthquake

8th-level atler


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

When you use this power and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This power can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the power’s area at the start of your next turn after you use the power. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the power’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the power and at the start of each of your turns until the power ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

Earth Tremor

1st-level atler


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you use this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Enemies Abound

3rd-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using, If an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.

Made by Llama513 @ Giant in the Playground

Enervation

5th-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

A tendril of inky darkness reaches out from you touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the power ends. On a failed save, the target takes 4d8 necrotic damage, and until the power ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The power ends if you use your action to do anything else, if the target is ever outside the power's range, or if the target has total cover from you.

Whenever the power deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels. When you use this power using a power slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Enhance Ability

2nd-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You enhance your natural abilities with the Force. Choose one of the following effects; you gain that effect until the power ends.

Bear's Endurance. You have advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.

Bull's Strength. You have advantage on Strength checks and your carrying capacity doubles.

Cat's Grace. You have advantage on Dexterity checks. You also don’t take damage from falling 20 feet or less if you aren’t incapacitated.

Eagle's Splendor. You have advantage on Charisma checks.

Fox's Cunning. You have advantage on Intelligence checks.

Owl's Wisdom. You have advantage on Wisdom checks.

Energy Resistance

3rd-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You use the Force to protect you from damage caused energy damage. For the duration of this power, you have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.


Enlighten

core power lightside, mind-affecting


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

Enthrall

2nd-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the power ends or until the target can no longer hear you. The power ends if you are incapacitated or can no longer speak.

Erupting Earth

3rd-level alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you use this power using a power slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Expeditious Retreat

1st-level control


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

This power allows you to move at an incredible pace. When you use this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

Made by Llama513 @ Giant in the Playground

Farseeing

5th-level sense


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this power against it again for 24 hours.

On a failed save, the power allows you to hear and see as if you were within 10 feet of the target.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Fear

3rd-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: S
  • Duration: Concetnration, up to 1 minute

You summon the power of the dark side to instill fear in your enemies. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this power, a creature must take the Dash action and move away from you by the safest= available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.


Finger of Death

7th-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this power rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Fireball

3rd-level alter


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you use this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Force Disarm

1st-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You disarm an opponent by using the Force to pull the weapon from their grasp. You target a creature within range that is holding an object of some kind, the target makes a Strength saving throw. On a failure, the item flies from the targets grasp. You may choose to let the item drop to the ground next to the opponent or have the item fly into your hand (in which case you must have a free hand to catch it).

Made by Llama513 @ Giant in the Playground

Force Grip

2nd-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You use the force to choke or crush your enemy. You target one creature within range this creature makes a Strength saving throw. On a failure, the target takes 2d6 points of bludgeoning damage and is lifted a short distance off the ground the creature is considered to be grappled. As long as you maintain concentration on this ability you can continue to hold your target in this way. A target held by this power repeats the Strength saving throw at the start of its turn, ending the power on a success.

At Higher Levels. When you activate this power using a power slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Force Light

2nd-level lightside


  • Casting Time: 1 action
  • Range: self (30 foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

You can draw the Force into yourself, turning you into a beacon of light that purges the taint of the dark side. For the duration, you give off a bright light in a 30-foot radius any creature with a dark side score of 1 or higher inside the light makes a Constitution saving throw. On a failure, they take 1d6 radiant damage, on a success they take half damage. Any creature with a dark side score of 1 or higher that starts its turn inside the light or enters the light for the first time, repeats the save.

If your dark side score is equal to your Wisdom modifier you can not use this power.

At Higher Levels. When you activate this power using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Force Lightning

3rd-level darkside


  • Casting Time: 1 action
  • Range: Self (100 feet)
  • Components: S
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you activate this power using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Force Scream

5th-level darkside


  • Casting Time: 1 action
  • Range: Self (60 foot cone)
  • Components: S
  • Duration: Instantaneous

You create an intense sonic scream, amplified by the Force. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you activate this power using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Force Shield

1st-level alter


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: S
  • Duration: 1 round

You raise a telekinetic barrier around yourself appears. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.

Force Slam

2nd-level alter


  • Casting Time: 1 action
  • Range: Self (60 foot cone)
  • Components: S
  • Duration: Instantaneous

You unleash a wave of telekinetic energy that slams into your opponents knocking them flat on their back. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage and is knocked prone on a failed save. On a success, the creature takes half damage and is not knocked prone.

At Higher Levels. When you activate this power using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Force Storm

4th-level darkside


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Conectration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the power’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the power ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged power attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Made by Llama513 @ Giant in the Playground

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you activate this power using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Force Stun

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You call upon the Force to deaden the senses and perceptions of your target leaving them unable to move. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target.

At Higher Levels. When you activate this power using a power slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Force Trance

3rd-level lightside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 10 minutes

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the power's duration. The power ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefits of a short rest, and it can't be affected by this power again until it finishes a long rest.

At Higher Levels. When you cast this power using a power slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Force Track

4th-level sense


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.


Force Thrust

1st-level alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You blast your opponent with telekinetic energy and send them flying. You target creature you can see within range, that creature makes a strength saving throw. On a failure, the creature is pushed back 15 feet, if the creature hits a solid object such as a wall during this movement they take 1d6 points of bludgeoning damage for every 5 feet they were pushed back.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, you can push the target an additional 5 feet for each slot level above 1st.

Force Valor

3rd-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You use the force to push your body beyond its normal limits. Until the power ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the power ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Force Whirlwind

7th-level alter


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the power ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the power ends unless the creature has some means to stay aloft.

Made by Llama513 @ Giant in the Playground

A restrained creature can use an action to make a Strength or Dexterity check against your power save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Foresight

9th-level sense


  • Casting Time: 1 minute
  • Range: Self
  • Components: S
  • Duration: 8 hours

You gain a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This power immediately ends if you use it again before its duration ends.

Globe of Invulnerability

6th-level alter


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level power slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

At Higher Levels. When you use this power using a power slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

Grasping Vine

4th-level alter


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this power, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the power ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.


Greater Cloak

4th-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You become invisible until the power ends. Anything you are wearing or carrying is invisible as long as it is on your person.

Greater Restoration

5th-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You imbue a creature you touch with power to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum

Guidance

corepower lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

Gust

core power alter


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Made by Llama513 @ Giant in the Playground

Gust of Wind

2nd-level alter


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: S
  • Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the power’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the power ends, you can change the direction in which the line blasts from you.

Harm

6th-level darkside


  • Casting Time: 1 action
  • Range: 60-feet
  • Components: S
  • Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failure, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced to 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

Hatred

2nd-level darkside


  • Casting Time: 1 action
  • Range: self (30 foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

You give yourself over to the dark side, letting your hate radiate out from your body in palpable waves. For the duration, you give off dark energy in a 30-foot radius any creature in the radius makes a Constitution saving throw. On a failure, they take 1d6 necrotic damage, on a success they take half damage. Any creature that starts its turn inside the energy or enters the energy for the first time, repeats the save.

At Higher Levels. When you activate this power using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Heal

6th-level lightside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on constructs or undead.

If your dark side score is equal to your Wisdom modifier you can not use this power.

At Higher Level. When you cast this power using a power slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Heat Metal

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you activate this power using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Hex

1st-level darkside


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the power ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the power. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this power early.

At Higher Levels. When you cast this power using a power slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a power slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

Made by Llama513 @ Giant in the Playground

Hypnotic Pattern

3rd-level mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Ice Knife

1st-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged power attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you activate this power using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Illusory Dragon

8th-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

By gathering threads of shadow material from the dark side, you create a Huge shadow dragon in an unoccupied space that you can see within range. The illusion lasts for the power duration and occupies its space as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have the line of sight to the illusion, it can repeat the saving throw ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: cold, fire, lightning, or necrotic damage. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Inertia

2nd-level control


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: Concentration, up to 1 hour

You can use the Force to shift your body's inertia, allowing you to perform impossible stunts. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.

Inspire

1st-level lightside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You fill your allies with hope and courage, allowing them to face even the most daunting of odds. You inspire up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

If your dark side score is equal to your Wisdom modifier you can not use this power.

At Higher Levels. When you use this power using a power slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Intercept

1st-level alter


  • Casting Time: 1 reaction to a ranged weapon attack being made against you
  • Range: self
  • Components: S, M (a small object)
  • Duration: Instantaneous

You use the force to telekinetically hurl a small object in the path of an incoming projectile, preventing it from striking you. You make a ranged force attack if your total equals or exceeds the ranged weapon attack roll you negate the attack against you, and the object thrown takes the damage instead.

Made by Llama513 @ Giant in the Playground

Kinetic Combat

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (1 melee weapon)
  • Duration: Concentration, up to 1 minute

You use the force to manipulate your chosen weapon, allowing it to operate independently of your grasp. When you cast the power, you can make a melee power attack against a creature within 5 feet of the weapon. On a hit, you deal the weapons damage plus your wisdom modifier.

As an action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

You lose control of the weapon and the power ends if it is ever more then 60 feet away from you.

At Higher Levels. When you use this power using a power slot of 3rd level or higher, you can target one additional weapon for each slot level above 2nd.

Lesser Restoration

2nd-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Levitate

2nd-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 10 minute

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. This power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power’s range.

When the power ends, the target floats gently to the ground if it is still aloft.


Light

core power lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

Lightning Bolts

2nd-level darkside


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You create three bolts of lightning and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged power attack for each ray. On a hit, the target takes 2d6 lightning damage.

At Higher Levels. When you cast this power using a power slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd.

Lightning Burst

3rd-level darkside


  • Casting Time: 1 action
  • Range: self (5 foot radius)
  • Components: S
  • Duration: Instantaneous

You call upon the dark side to cause lightning to arc out from your body, striking adjacent enemies. Each creature within 5 feet of you must make a Dexterity saving throw, or take 3d8 points of lightning damage. On a success, a target takes half damage.

At Higher Levels. When you activate this power using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Maddening Darkness

8th-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V,S
  • Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot radius sphere until the power ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-Force light, as well as light created by powers of 8th level or lower, can't illuminate the area.

Made by Llama513 @ Giant in the Playground

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Major Image

3rd-level mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. 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 (like a troglodyte’s stench).

As long as you are within range 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. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, 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 against your spell save 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.

At Higher Levels. When you cast this power using a power slot of 6th level or higher, the power lasts until dispelled, without requiring your concentration.

Malacia

2nd-level lightside


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You create dizziness and nausea by disrupting your enemy's equilibrium. Up to three creatures of your choice that you can see within range must make Constitution saving throws. On a failure, the target is incapacitated for the duration of the power.

At Higher Levels. When you use this power using a power slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Mass Heal

9th-level lightside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on undead or constructs.

If your dark side score is equal to your Wisdom modifier you can not use this power.

Mass Suggestion

6th-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: 24 hours

You suggest a course of activity (limited to a sentence or two) and influence up to twelve creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

If you or any of your companions damage the target, the power ends.

At Higher Levels. When you cast this power using a 7th-level power slot, the duration is 10 days. When you use an 8th-level power slot, the duration is 30 days. When you use a 9th-level power slot, the duration is a year and a day.

Made by Llama513 @ Giant in the Playground

Memory Walk

4th-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns, before the power ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the power ends.

At Higher Levels. When you activate this power using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Mending

core power alter


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

This power repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage.

Mental Prison

6th-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature, you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the power ends. On a failed save, the target takes 5d10, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the power's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the power ends.


Message

core power control


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

Mind Blank

8th-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 24 hourse

Until the power ends, you touch are immune to psychic damage, any effect that would sense your emotions or read your thoughts, sense powers, and the charmed condition.

Mind Shard

1st-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round

You use the Force to splinter the mind of an opponent, wracking it with paint. One creature within range that you can see makes a wisdom saving throw. On a failure, the target takes 2d8 psychic damage and has disadvantage on attack rolls until the start of your next turn. On a success, the target takes half damage and does not suffer disadvantage.

At Higher Levels. When you activate this power using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Mind Trick

2nd-level mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and influence a creature you can see within range that can hear and understand you. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the power.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the power ends when the subject finishes what it was asked to do.

Made by Llama513 @ Giant in the Playground

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the power expires, the activity isn’t performed.

If you or any of your companions damage the target, the power ends.

Minor Illusion

core power mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this power again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the power ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your power save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mirage Arcane

7th-level mind-affecting


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: S
  • Duration: 10 days

You make terrain in an area up to 1-mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The power doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the power’s area disappears immediately.

Creatures with true sight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Mirror Image

2nd-level mind-affecting


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the power’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

A creature is unaffected by this power if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with true sight.

Mislead

5th-level mind-affecting


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentratio, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

You can use your action to move you're illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Made by Llama513 @ Giant in the Playground

Modify Memory

5th-level darkside,mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration power cast on the target restores the creature’s true memory.

At Higher Levels. If you cast this power using a power slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Move Earth

6th-level alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentratio, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the power, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This power can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this power doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Move Light Object

core power alter


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You can use the Force to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial within range. You can't manipulate an object that weighs more than 10 pounds.

Move Object

1st-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Negative Energy Flood

5th-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this power, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Made by Llama513 @ Giant in the Playground

Nondetection

3rd-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 8 hours

For the duration, you hide from sense and mind-affecting powers. You can’t be targeted by any sense powers.

Plant Surge

1st-level alter


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your power save DC. On a success, it frees itself.

Programmed Illusion

6th-level mind-affecting


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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 against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.


Project Image

7th-level mind-affecting


  • Casting Time: 1 action
  • Range: 500 miles
  • Components: S
  • Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

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 against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Psychic Scream

9th-level darkside, mind-affecting


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Ray of Enfeeblement

2nd-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged power attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the power ends.

Made by Llama513 @ Giant in the Playground

At the end of each of the target’s turns, it can make a Constitution saving throw against the power. On a success, the power ends.

Ray of Sickness

2nd-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged power attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rebuke

3rd-level control


  • Casting Time: 1 reaction, which you take when you are targeted by a force power
  • Range: Special
  • Components: S
  • Duration: Instantaneous

You make a force power attack roll, against the force power save DC or attack roll of the triggering power, if your attack roll is equal or higher to the corresponding value, you harmlessly redirect the triggering force power and suffer no ill effects. If your attack roll exceeds the needed value by 5 or more, you may choose to turn the Force power against its creator, who suffers the effect.

Regenerate

7th-level lightside


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the power, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit.

Remove Curse

3rd-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

At your touch, all curses affecting one creature or object end.


Repulse

1st-level alter


  • Casting Time: 1 action
  • Range: Self (15 foot cube)
  • Components: S
  • Duration: Instantaneous

You unleash a sphere of telekinetic energy. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

At Higher Levels. When you activate this power using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Revivify

3rd-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This power can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

If your dark side score is equal to your Wisdom modifier you can not use this power.

See Invisibility

2nd-level sense


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible.

Seeming

5th-level mind-affecting


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: 8 hour

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration unless you use your action to dismiss it sooner.

Made by Llama513 @ Giant in the Playground

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your power save DC. If it succeeds, it becomes aware that the target is disguised.

Sending

3rd-level control


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V,S
  • Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The power enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

Sever Force

9th-level lightside


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Special

You surround your dark opponent with a wall of light side energy blocking their connection to the force. You target a creature with a dark side score of 1 or higher within 60 feet of you. The targeted creature makes a Wisdom saving throw, on a failure they are unable to use any force powers or abilities for a number of days equal to their dark side score. If the targets Darkside score is equal to their Wisdom score they are permanently cut off from the force.

A creature cut off in this way is unable to use any force powers and can not use any abilities that require the spending of a force point, this includes the use of the draw closer and pushing slash saber techniques.

If your dark side score is 1 or higher you cannot use this power.

Shadow of Moil

4th-level darkside


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the power ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the power ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of your hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Shatter Point

core power sense


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 round

You can see the points were a persons' defense falters. You focus your attention on a target in range. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

Shocking Grasp

core power darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee power attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silent Image

1st-level mind-affecting


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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 against your power save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Made by Llama513 @ Giant in the Playground

Slow

3rd-level alter


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concetnration, up to 1 minute

The Force enables you to slow your targets as if they are encumbered by an extremely heavy load, making it difficult for them to move. You slow up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this power for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to use a power with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the power. If it can’t, the power is wasted.

A creature affected by this power makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Spare the Dying

core power lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable.

Spike Growth

2nd-level alter


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Concetnration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the power is cast must make a Wisdom (Perception) check against your power save DC to recognize the terrain as hazardous before entering it.


Steel Wind Strike

5th-level control


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee power attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or miss.

Storm of Vengeance

9th-level darkside


  • Casting Time: 1 action
  • Range: Sight
  • Components: S
  • Duration: Concentration, up to 1 minute

A churning storm cloud forms centered on a point you can see and spreads to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this power, the storm produces additional effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on powers. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane.

Made by Llama513 @ Giant in the Playground

Sunbeam

6th-level lightside


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: S
  • Duration: Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this power. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the power ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Surge

1st-level control


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute

You enhance your physical capabilities to superhuman levels through the force. For the duration of the power, your jump distance is tripled and your movement speed increases by 10 feet.

Telekinesis

5th-level alter


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this power. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

If the object is worn or carried by a creature, you must make an ability check with your force power ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Telekinetic Blast

core power alter


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous

You hurl a blast of telekinetic energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage.

This powers' damage increases by 1d6 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Telepathic bond

5th-level control (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this power.

Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance.

Telepathy

8th-level control


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V,S
  • Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar.

Until the power ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The power enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Made by Llama513 @ Giant in the Playground

True Seeing

6th-level sense


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

This power gives you the ability to see things as they actually are. For the duration, the creature has truesight out to a range of 120 feet.

Tutaminis

1st-level control


  • Casting Time: 1 reaction, which you take when you take fire, lightning, or radiant damage
  • Range: Self
  • Components: S
  • Duration: 1 round

The power captures some of the incoming energy, lessening its effect on you and storing it for your next force power. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a force power on your next turn, the target takes an extra 1d6 damage, and the power ends.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Vampiric Touch

3rd-level darkside


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee power attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the power ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you activate this power using a power slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Vital Transfer

1st-level lightside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You sacrifice some of your health to mend another creature's injuries. You touch a creature as soothing energy flows into it, healing the creature a number of hitpoints equal to twice its level. You take damage equal to half the health you heal rounded down.

At Higher Levels. If you activate this power using a power slot of 3rd level the target heals three times its level, 5th level the target heals four times its level, 7th level the target heals five times its level, and 9th level the target heals 6 times its level.

Wicked Bolt

1st-level darkside


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged power attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover for you.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Wound

1st-level darkside


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you activate this power using a power slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Zephyr Strike

1st-level contorl


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You move like the wind. Until the power ends, your movement doesn't provoke opportunity attacks.

Once before the power ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Made by Llama513 @ Giant in the Playground