Force Powers

Force Restrictions

The powers of the light and dark cannout be weilding while hindered by armor. Therefore Light Side and Dark Side Force powers are Restricted by Armor. Universal Force Powers are not restricted by this and can be used in and out of armor. Some armor pushes the boundries of these restrictions and removes this penalty (ie. Vader and Revans' armor.) These armors are Rare and difficult to find but are not unheard of.

Casting The Force

When casting the force you remove a number of force points depending on the level cast. Consult the table below. You can only cast a force power of 7th, 8th or 9th once per Long Rest. Additionally, Force Powers cannot be cast at higher levels, they can only be cast at the level they are assigned.

When casting a Lightside force power you use Wisdom as your casting ability modifier.
When casting a Darkside force power you use Charisma as your casting ability modifier.
When casting a Universal or Force Talent you use either Wisdom or Charisma modifier.

Lightside Force Casting

Padawan's and Echani Force sensitive are considered Lightside Characters and focus on Wisdom as their Force Casting Modifier. If they want to cast a Force Power belonging to the Darkside it costs additional force points equal to 1 + force power level. This penalty is reduced by the number of darkside points you have. Additionally, when casting a lightside force power, it cost an additional amount of force points equal to your darkside level.

Darkside Force Casting

Acolytes and sometimes other force sensitives are considered Darkside Characters and focus on Charisma as their Force Casting ability modifier. If they want to cast a Force Power belonging to the Lightside it costs additional force points equal to 1 + force power level. This penalty is reduced by the number of lightside points. Additionally, when casting a darkside force power, it cost an additional amount of force points equal to your lightside level.

Force Point Cost

Spell Level       Point Cost
        1                       2
        2                      3
        3                      5
        4                      6
        5                      7
        6                      9
        7                      10
        8                      11
        9                      13 

Force Talents

  • Blade Ward

Casting Time: 1 action
Range: Self
Components: S
Duration: 1 Round
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. 

  • Force Blast

Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
A wave of force flows toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage

The power creates more than one wave when you reach higher levels: two waves at 5th level, three waves at 11th level, and four waves at 17th level. You can direct the waves at the same target or at different ones. Make a separate attack roll for each wave.

  • Force Use

Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Up to 1 hour
This power is a minor force trick that novice force users use for practice. You create one of the following force effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

  • Friends

Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

  • Guidance

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 end

  • Gust

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 affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
  • Lightsaber Light (Light, Need Lightsaber)

Casting Time: 1 action
Range: Touch
Components: None
Duration: 1 hour
You focus on a lightsaber that is being held by you and is activated. Until the pwer ends, the lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light is colored the same as your lightsaber. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

  • Lightning Lure (Requires Light Whip)

Casting Time: 1 action
Range: 15 feet
Components: None
Duration: Instantaneous
You extend your Ligghtsaber Whip coating it in lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

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

  • Move Object

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration up to 1 minute
You summon a small amount of the force to manipulate it as you need. You can concentrate on it for the duration or until you dismiss it as an action. The force vanishes if it is ever more than 30 feet away from you or if you cast this power again.

You can use your action to control the force. 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. You can move the force up to 30 feet each time you use it. You are not limited to these tasks but are limited to the following:

You cannot use this force to attack or harm a creature, or carry more than 10 pounds.
This powers increases by triple the weight and double the distance when you reach 5th level (30lbs, 60ft), 11th level (90lbs, 120ft), and 17th level (270lbs, 240ft). 

  • Resistance

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 saving throw of its choice. It can roll the die before or after making the saving throw. The power then ends

  • Sword Burst

Casting Time: 1 action
Range: 5 feet
Components: None
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

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

  • True Strike

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
You extend your hand and point a finger at a target in range. Your power grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn't ended.

Level 1 Force Powers

  • Alarm
  • Animal Friendship
  • Bane 
  • Beast Bond
  • Beast Trick
  • Bless
  • Breath Control
  • Burst of Speed
  • Command
  • Detect Poison and Disease
  • Drain Force
  • Energy Resistance
  • Fear
  • Feather Fall
  • Force Aura
  • Force Barrier
  • Force Body
  • Force Push
  • Force Scream
  • Force Valor
  • Identify
  • Jump
  • Mind Trick
  • Precognition
  • Throw Lightsaber
  • Shock
  • Speak with Animals
  • Slow
  • Wound

Level 2 Force Powers

  • Aid
  • Animal Messenger
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Darkness
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Force Shield
  • Force Sight
  • Heal
  • Stun
  • Stun Droid
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Warding Bond

Level 3 Force Powers

  • Affect Mind
  • Affliction
  • Clairvoyance
  • Disable Droid
  • Force Deflection
  • Horror
  • Hypnotic Pattern
  • Improved Energy Resistance
  • Improved Heal
  • Lighting
  • Nondetection
  • Stasis

Level 4 Force Powers

  • Battle Meditation
  • Beast Confustion
  • Fabricate
  • Force Redeflection
  • Force Whirlwind
  • Freedom of Movement
  • Improved Force Body
  • Improved Force Scream
  • Knight Valor
  • Locate Creature
  • Revitalize

Level 5 Force Powers

  • Advanced Throw Lightsaber
  • Choke
  • Destroy Droid
  • Drain Life
  • Dream
  • Force Armor
  • Force Suppression
  • Greater Restoration
  • Knight Speed
  • Legend Lore
  • Improved Drain Force
  • Improved Force Barrier
  • Mislead
  • Modify Memory
  • Stasis Field
  • Telekinesis
  • Wall of Force

Level 6

  • Dominate Mind
  • Find the Path
  • Force Confusion
  • Force Storm
  • Force Wave
  • Improved Battle Meditation
  • Improved Revitalize
  • Insanitity
  • Master Energy Resistance
  • Master Force Scream
  • Master Heal
  • Plague

Level 7 Force Powers

  • Death Field
  • Forcecage
  • Kill
  • Master Drain Force
  • Master Speed
  • Master Valor
  • Project Image

Level 8 Force Powers

  • Antipathy/Sympathy
  • Clone
  • Earthquake
  • Feeblemind
  • Force Breach
  • Glibness
  • Master Force Barrier
  • Master Force Body
  • Mind Blank

Level 9 Force Powers

  • Astral Projection
  • Foresight
  • Master Battle Meditation
  • Master Revitalize