Grey Jedi (5e Class)
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Grey Jedi
Do you seek peace, but will fight the war?
Creating a Grey Jedi
- Quick Build
You can make a Grey Jedi quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the Acolyte background. Third, choose your robes and lightsaber.
Class Features
As a Grey Jedi you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Grey Jedi level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Grey Jedi level after 1st
- Proficiencies
Armor: Light, medium.
Weapons: Lightsaber, martial.
Tools: Herbalist's Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 3 from Athletics, Acrobatics, History, Insight, Investigation, Perception, Persuasion, Religion, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) {{{item1a}}} or (b) {{{item1b}}}
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | The Force |
2nd | +2 | Force Jump, Choose your Path |
3rd | +2 | Jedi Deflection |
4th | +2 | Ability Score Improvement, Force Sight |
5th | +3 | Extra Attack, The Path |
6th | +3 | Superior Critical |
7th | +3 | Force Telepathy |
8th | +3 | Ability Score Improvement, The Path |
9th | +4 | The Jedi of the People |
10th | +4 | Pursuit of Peace |
11th | +4 | The Path |
12th | +4 | Ability Score Improvement |
13th | +5 | The Force Surges |
14th | +5 | Peace for the People, The Path |
15th | +5 | Pure Training |
16th | +5 | Ability Score Improvement |
17th | +6 | War Torn, The Path |
18th | +6 | The Strength of the Force |
19th | +6 | Ability Score Improvement |
20th | +6 | A Thing or Two, The Path |
The Jedi
The Path We Must Walk
- Your Destiny
- At 2nd level, you chose a path to tread. Choose between The Consular, The Guardian, The Battletorn, or the Mercenary. Detailed at the end of the class description. Your choice grants you features at the 2nd level and again at 5, 8, 11, 14, 17, and 20.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
The Force
At 1st level, you are capable of wielding the force in various ways, most notably force powers. Force Points: You have a number of force points (Wis(mod)+Cha(mod)) each level additively. You regain all used force points after a long rest, or an amount equal to half your total FP after a short rest. FPs are used for your force powers and maneuvers.
- Force Power Ability
Wisdom is your force power ability for your Light Jedi powers, Charisma is the Dark side. You use your Wisdom(or Charisma) whenever a power or maneuver refers to your force power ability.
- Force Power save DC = 8 + your proficiency + your Wisdom mod(or Charisma mod)
- Force Power attack modifier = your proficiency + your Wisdom mod(or Charisma mod)
- Force Powers Known
In addition to the powers listed below, you know a number of powers according to your jedi level as listed on the Jedi Table. Whenever your level increases in this class, you may exchange any number of force powers you know for different ones.
- Jedi Mage Hand
- You are capable of using the force to cast mage hand (The Hand is invisible), as the spell, except as a bonus action.
- Force Push
- When you reach level 1, you obtain the ability to push, pull, or grab an object or creature that is the same size as you or smaller (at level 5, you may move a creature or object one size bigger than you. At level 10, two sizes. At level 15, any one creature or object regardless of size) For each size, add 1 point to the FP cost. For damaging force push/pulls (1d4 per 10ft horizontal, 1d6 per 10ft vertical.) (1 more FP per 20 ft)
- Jedi Mind Tricks
- As an action, you can use 7 force points to cast suggestion as the spell except as noted; range is 60 feet, duration is 1 minute, and no components are required.
- Unarmored Defense
- At 1st level, using the knowledge of the light and the dark, while you are wearing no armor, your AC equals 10 + charisma modifier + your Wisdom modifier.
- Force Impact
- Similar to Force Push, Impact is a directed and specific targeted blast of energy. The range is 120 feet, and it deals 2d8 damage. It costs no Force Points, and may be upgraded through meditation.
Jedi Fighting Style
At 2nd level, jedi learn the Form I jedi fighting style and one other form from the list below. Switching forms during combat requires a bonus action. At 10th level, you choose another jedi fighting style.
Form I- Shii-cho “Way of the Sarlack”: While in this form, you have advantage on disarm attempts. You also gain the following the force manuevers:
- Disarming Force: When you hit a creature with a weapon attack, you can use 3 force points to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your Wisdom modifier to the damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Force Sweep: When you hit a creature with a melee weapon attack, you use 4 force points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Wisdom modifier. The damage is of the same type dealt by the original attack.
Form II- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. When fighting in this form, you have advantage against disarm attempts. You also gain the following force manuevers.
- Force Precision: When you make a weapon attack roll against a creature, you can use 3 force points to add your Wisdom modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Evasive Footwork: When you move on your turn, you can use 2 force points to increase your AC by 3 until you stop moving.
- Dueling:Based on dueling, and precise quick attacks. You gain a +1 bonus to all rolls to hit with a Lightsaber, this bonus is added last, if the total is 20 because of this feature, it is treated as a natural 20.
Form III- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. Using this form, ranged attacks from more than 30 feet away from you have disadvantage against you.
- Riposte: When a character misses you with a melee attack, you can use your reaction and use 4 force points to make a melee attack against the creature. If you hit, you add Wisdom modifier to the attack's damage roll.
- Parry: When another creature damages you with a melee attack, you can use your reaction and use to 5 force points to reduce the damage by 3 + your Dexterity modifier.
- The Force Denies" When another creature makes an non-magical ranged projectile attack against you, you may use the force to stop the projectile. To stop and nullify the projectile, you must reduce the damage die to d4s, then whatever damage you take, you must pay double that force cost to halt the projectile. Pay that same amount again to reflect it back for full damage.
Form IV- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You have advantage on Athletics and Acrobatics skill checks, and your movement speed increases by 5 feet. In addition, you know the following manuevers:
- Flurry Strike: Immediately after taking the attack action, you may use 3 force points to make a melee weapon attack as a bonus action.
- Force Tumbling: During your movement, you can use 1 force point and tumble, weave, and dodge on the battlefield for defensive and offensive gains. Make an Acrobatics or Athletics skill check (DC 15). If successful, add 1 to your AC and your Wisdom modifier to melee weapon damage rolls until the start of your next turn. If you fail your skill check, you fall prone unless you use 3 force points to stay on your feet.
- Imposing Threat:Based on fast, acrobatic attacks. Upon taking this form, you gain a +5 bonus to your movement speed. If you move at least 10
feet on your turn, and then attack an enemy, you have advantage on the attack.
Form V- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. Each turn while in this form, when a ranged weapon attack misses, you may use your reaction if you haven’t used it for a different feature, to attack a creature within 5 feet of you. You also know the following maneuvers:
- Riposte: When a character misses you with a melee attack, you can use your reaction and use 2 force points to make a melee attack against the creature. If you hit, you add Wisdom modifier to the attack's damage roll.
- Menacing Force: When you hit a creature with a weapon attack, you use 2 force points to attempt to frighten the target. You add your Wisdom modifier to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Form VI- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for jedi who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. Also, as Niman was developed from two pre-existing martial arts fighting forms that both emphasized the use of dual-blades, it provided a firm foundation for duelists looking to study into such practices. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, you know the following maneuvers:
- Commanding Force: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and use 2 force points. That creature can immediately use its reaction to make one weapon attack, adding your Wisdom modifier to the damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack.
- Distracting Force: When you hit a creature with a weapon attack, you use 2 force points to distract the creature, giving your allies an opening. You add your Wisdom modifier to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Force of Form:Mixing both force abilities, and quick agile attacks. You may use Force Push, Force Pull, as a bonus action for 1 additional force point.
- Form of Force:Using your emotions tied to the force to fuel your attacks, and deal more damage. This form gives you a +2 to all Lightsaber damage.
Lightsaber Form
At the 2nd level, in addition to your fighting style, choose your lightsaber form.
- Double Sided
- You have opted for the lightsaber to be your weapon, but now you have chosen to double it's ability to slay your foes. Your lightsaber now has a second side. In order to attack enemies with the second side, roll an intelligence roll to see if you can hit with the second attack to connect for the same damage. You get +3 damage and +1 attack. Your double sided lightsaber has 4d10 of damage, and it's attack bonus is equal to your strength until level 12, where it's attack bonus is strength + charisma.(Plus the above mentioned bonus.)
- Force Imbued
- Your lightsaber is not a tool of destruction for its melee capabilities, staying at a base of 3d10 of damage. It's attack bonus is equal to your wisdom until level 12, where it is wisdom + charisma. You have a greater control of your lightsaber than the other forms, and may throw it to bounce at an additional 4 targets. Your lightsaber gets +2 damage and +1 attack.(Plus the above mentioned bonus.)
- Silent but Deadly
- If your lightsaber was not silent already then it is now. It has a base damage of 2d10 and is shorter and smaller than the other forms, but it has an increased execution ability. If you are stealthed you may throw this lightsaber at a target for an extra damage equal to the mercenaries sneak attack damage. If you are a mercenary then the damage is doubled. Your lightsaber gets +1 damage and +1 attack. It's attack bonus is equal to your dexterity until level 12, where it is dexterity + charisma.(Plus the above mentioned bonus.)
- Dual Wielding
- If you choose this light saber form, you damage with the normal lightsaber is 3d10, and the smaller one is 2d8. The attack bonus is dexterity until level 12, where it is dexterity plus strength. You get +1 damage and +1 attack. You now have the ability to perform a parry, you may parry one attack down to respective d4s and halved. (8d10s to 4d4s) and then may make an attack of opportunity.
- The Stack
- Beginning at the 7th level, you may find crystals to improve your lightsaber. To find one you may search a quarter of the slain enemies for a crystal. If you roll a 17 or higher, you successfully loot one. Each crystal adds +1 damage and +1 attack.
Force Jump
At 2nd level, when you jump/high jump, you can spend a force point to jump twice your normal jump height, if you used this feature, you do not take fall damage from that fall. You can also use this ability while falling to lessen your fall, so you take 0 fall damage. Upon level 10 you may spend 2 force points to jump triple.
Jedi Deflection
At 3rd level, you can use your reaction to deflect or catch a ranged attack when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced down to the equivalent of d4s. (2d8 is now 2d4 of damage) You may use force points equivalent to the spell's level or projectile's die to deflect a magical or energy projectile.
Force Sight
Beginning at 4th level, you are immune to blindness. Have advantage on Perception and Insight from your studies of the force.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level in this class. Four at the 18th level.
Superior Critical
Starting a 6th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Force Telepathy
At 7th level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. The creature can respond to you. You can communicate to multiple creatures at once by spending force points, you must spend 1 for every additional creature.
The Jedi of the People
- Beacon of Hope
- Starting at 9th level, the reputation of a jedi instills hope in others. Friendly creatures within 30 feet of do not suffer effects of exhaustion. At 14th level, the range increases to 60 feet. You also gain the ability to persuade and predict outcomes of speech as described below.
- Force Persuasion
- Whenever you make a skill Check using Charisma, you can spend FP to give a bonus to your roll. Every 1 FP you spend, you gain a +1 to your roll, you can use this before or after rolling, but it must be used before you know the outcome, or, if you already know the outcome, it costs 2FP for every +1 bonus.
Pursuit of Peace
- Immunity
- At l0th level you become immune to diseases and poison due to years of training and being one with the force.
The Force Surges Stronger
- Detect Thoughts
- Beginning at 13th level, you are able to focus on the force of living things around you. As an action, you can detect thoughts as the spell except as noted: range is 30 feet for creatures you can see, you detect surface thoughts for all creatures you can and cannot see. You must finish a short rest before using this feature again.
- Change Fate
- When you roll a Saving Throw, you can spend 5 FP to give yourself advantage on the roll. (This ability cannot stack with itself)
Peace for the People
- Aura of Safety
- At 14th level, whenever you or a friendly creature within 20 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). Your allies within this range can also not be Frightened. You must be conscious to grant this bonus.
Pure Training
- Well Trained
- Beginning at 15th level, your mastery of the force grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 10 force points to reroll it and take the highest result
- Improved Connection
- you have used your connection to the force to gain some precognition, knowing when your enemies will strike, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier + half your proficiency bonus.
War Torn
- Survivor
- Starting at 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier + Wisdom modifier. You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.
- Repeated War
- You may choose one force power. You can use it without consuming Force Points, you can do this once every short rest.
The Strength of the Force
At 18th level, all projectiles have disadvantage on hitting you.
A Thing or Two
At 20th level, your Speed increases by 15, and you add your Wisdom modifier to initiative rolls.
The Battletorn
Have you decided to fight the war as the frontline? Is peace the ultimate objective no matter what? Battletorn are battle hardened. Numb to pain, they have not given into the dark side, but do lean on it for power of combat. If you choose this Path you will harden your body and mind for constant combat. Your force powers are more limited than the others, only having a maximum of 144 points.
- Consistent Training
- Beginning at 2nd level your training with your lightsaber has allowed you to focus on strength instead of form. You now do an extra 1d6 with your lightsaber. This is amplified to 2d6 at level 8, to 3d6 at level 12, 4d6 at level 16, and 5d6 at level 20. Each upgrade to your damage also adds +1 to damage and +1 attack, stacking.
- Force Charge
- At level 5, you now have the ability to charge through your foes. Choose a foe within 30 ft and attempt to dash at them for 1d10 plus strength modifier for damage. They must pass a strength saving throw or be knocked prone.
- Your Lightsaber
- At 8th level, choose a second form for your lightsaber. A Battletorn is nothing without his lightsaber. Melee attacks gain an additional +3 attack and +3 damage.
- The Force Lives Through Me
- At 11th level, your mastery over your lightsaber and force has allowed you to control much more. When you throw your light saber, you have a +2 to attack and +2 damage for the throw. You are able to bounce the lightsaber to 2 additional targets. You must roll an attack roll to see if you can even hit the target and are able to control the lightsaber in flight with the force since you are not as strong with the force but instead the lightsaber. For each additional target, add +2 to attack and +2 damage.
- Almighty Push
- At 14th level, the battlefield is controlled by you. You now have the ability to jump in the air and slam yourself down, dealing 4d8 damage to all foes within a 30 ft radius. They must pass a strength saving throw or be pushed back 20ft.
- Ravage the Enemy
- At 17th level, you gain the ability to Ravage. To Ravage is to put all power above form. Your mastery over the saber has allowed you to cut down targets twice as fast as anyone else. Twice per long rest you may use this power. To Ravage is to swing twice per attack. (3 attacks=6 cuts) They are separate attack rolls, any critical hits allow you to swing an additional time since war fuels your burn for peace.(3 attacks with one crit is 7 cuts)
- The Battle is Not Yet Won
- At 20th level, a Battletorn has been through almost everything. You gain an additional lightsaber form or perk of your choosing, gain 1 additional attack, 30 more speed, and the ability to exhaust all force. Exhausting all of your force is a tremendous power, only the most veteran Battletorn are able to do it. To exhaust all of your force, choose a target in range. You must make a normal attack roll to throw your lightsaber over your head at the target with advantage. Screaming and exhausting all of your force, putting every inch of power of your connection with the force and lightsaber into this attack, the enemy must make an intelligence saving throw to even determine what you are throwing at them. Upon a failed save, the impact of the lightsaber cutting through them and the force ripping every fiber of their being is too much for one to handle. This attack does 24d12 damage, with every 12 additional force point spent it does an additional 4d12 damage. You must exhaust all of your force points. On a successful save. They still take the full damage, but you now take 1/4 the damage since you are not able to handle exerting that much force. If you survive, you must meditate for 3 days after fully resting one day.
The Mercenary
The dark is not just a side, its a way of life. Mercenaries are ones who fight for themselves, even if it requires the dirty work. Stealth and deception are necessary to maintain order. A Grey Jedi who works as a Mercenary is one to be feared without knowing you should fear them. Their force point limit is 170.
- Sneaky
- When you choose this archetype at 2nd level, you gain proficiency in the Sleight of Hand and Stealth skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. If you haven't moved more than half of your movement, you have advantage on the stealth roll.
- Sneak Attack
- Beginning at 5th Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.
You don't need advantage on the Attack roll if another enemy of the target is within 10 feet of it. This damage increases to 4d6 at level 7, 5d6 at level 9, 6d6 at level 11, 7d6 at level 13, 8d6 at level 15, 9d6 at level 17, 10d6 at level 19. Your lightsaber is silent for terms of stealth and makes no sound, you may even change the color to black. Your lightsaber also gains +3 attack and damage, and an additional +2 attack and damage at 10th level.
- Thought You Saw Me?
- At 8th level, your ability to sneak even in combat is much higher than almost any creature, using the force to conceal yourself, as long as you aren't 5 feet within another creature, you may instantly stealth, but you must roll a d4+1 for how many turn it lasts. Becoming invisible and causing enemies to lose you, you may only do this once per encounter.
- Blindsense
- At 11th level, as long as you can hear, you can hear any hidden or invisible creature within 20 ft of you, in addition, you have advantage against traps and saving throws for stuff you cannot see. You cannot be frightened or stunned.
- Dirty Work
- At 14th level, many fights have taught you many things, even the many fights you started and finished before they happened. When you are hit with a melee attack, you may use your reaction to reduce the damage by 2d10 plus dexterity modifier and proficiency. If you successfully block and reduce the damage, you may return the attack with your own lightsaber into them. Mercenaries know just where to impale. You may spend additional respective force points for the respective die to reduce it further. (6 force points for an additional 1d6 reduction, 8 for 1d8.)
- It's My Way
- At 17th level, fights happen how they want, but if it hasn't happened yet then it's how you want. Before a fight begins, you may attack 2 targets within 60 feet of you before initiative for sneak attacks.
- Subject to the Unknown
- At 20th level, once per fight, a target is a target. Mercenaries dispose of targets, no matter the means. If you are stealthed, you may sneak behind an enemy to subject them to the force. You must make a normal sneak attack against them with advantage. Upon a successful attack, you cut through them with your lightsaber. It is no normal cut. You are cutting them from space and time with your focus of the force through your lightsaber. You may choose to remove two limbs, appendages, or chunks from their body respective to their size.(You can't cut a whole torso from a 20ft demon.) This attack does 8d12 internal damage, plus 10d12 normal damage, in addition to your normal sneak attack damage with bonuses applied. You have removed that section of their body from all dimensions and cut their life force. Targets are targets, and targets are to be disposed of by a master of their craft.
The Consular
The Grey Jedi down the path of the Consular is one of the most feared, although they are considered more peaceful. Their ability to remove targets consistently from time and space, distort the battlefield, and tremendous force powers are not to be taken lightly. Double cross one and you may find yourself in an eternal nightmare with your army behind you held in statis for eternity until you agree to cease fire. Their Force Point limit is unlimited, they seek the force greater than any other option.
- Growing Power
- At the 2nd level, the Consular is learning more already, much faster than their counterparts. They gain proficiency in wisdom and charisma, if it was already had, they gain double proficiency. Consulars are much wiser and charismatic than any other Jedis. They know people and their every move even before they say a word or see the Consular.(See Repetition is power for more info due to an early perk)
- Now We're Learning
- At the 5th level, it is getting harder to resist your powers. You gain +2 to spell attack and +1 spell save DC. This bonus increases at Consular level 10, 15, and 20 by +2 and +1 each time. You learn an additional force power.
- Repetition is Power
- At the 8th level, your use of the force has grown over repeated use of time. All force point costs have been reduced by 1, and reduced by 2 at level 16. Your Force point maximum is increased by your jedi level every 2 levels starting from level 2 if you choose this path. You do not need your hands to cast your force powers, only your eyes at least. You learn an additional force power.
- No Time Needed
- At the 11th level, you may spend an equivalent to the force points required already to make the casting time one bonus action, in addition your lightsaber gains an additional form. You learn an additional force power.
- You Can't Cross Me
- At 14th level, you do not need your eyes or hands to cast your force powers. Only your mind. You now have a truesight of 25 feet, nothing can hide from your gaze, the force knows all. Opponents have disadvantage on all of your force powers now. You learn an additional force power.
- The Force Lives Through Me
- At 17th level, you do not need food or water anymore as the force sustains you. You may still enjoy both, and you do not age. Sleep is not needed as well. Although you must meditate at least once a month to sustain this. Every month you do not will add another level of exhaustion of the toll of time on your body. Meditating for the day will remove all levels of exhaustion.
- Unlimited Power
- At 20th level, your powers have surpassed all. You learn the Force Power Ultimatum. To cast Ultimatum it will cost a dependent amount force points. Ultimatum has one of 4 effects.
First effect for 30 force points is it will rend an enemy apart stronger than the normal rend, molecules scream for mercy while you deconstruct the entity. This will deal 20d12 internal damage with 5d12 normal damage. A creature killed by this is first slain to powder. Then fades from existence. Not even wish can bring back the powder of their corpse.
Second effect is used on an object or terrain. For 100 force points It encompasses a 1 mile by 1 mile block or smaller, even a specific object or creature, and freezes all organic matter and inorganic matter into a stasis. Creatures with an intelligence above 20 may attempt to resist this effect. The Consular may choose which creatures to damage. For every mile, add another 50 force points. For damage, it is 20d10 damage.
Third effect is upon the Consular himself for 70 Force Points. The Consular heals all of their damage they may have sustained, in addition gains the ability to push all enemies in a 300 ft circle away 100 ft for 10d10 damage, and gains +10AC for 1d10 turns + wisdom modifier. It is not wise to charge the Ultimate Consular charging his force. All hope is lost when he heals to full.
The fourth and final effect is perhaps the most dangerous. Damage is painful, but losing your people without damage is worse. To lose your land and people is beyond, not even just to stasis. Never to be seen again. For 90 force points the Consular may remove a 30 ft by 30ft block or radius of matter, organic or not, with object of his choosing to keep and leave, and send it to a plane of his choosing. Using this for your allies as a teleport spell will only cost 50 force points. For each 10 ft beyond that add 30 more force points.
Force Powers Light/Dark
Alter Environment
Time Used: 10 minutes
Range: self (5 mile radius)
Cost: 15 force points
Duration: concentration, 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.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell 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.
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
Alter Image
Time Used: 1 action
Range: self
Cost: 2 force points
Duration: 5 minutes
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increases the duration by 1 hour.
Animal Bond
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: 24 hours
This spell 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 10 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first you may target one additional beast.
Battle Meditation
Time Used: 1 action
Range: self
Cost: 3 force points
Duration: 1 minute
You gain a +1 bonus to weapon attack and damage rolls. In addition, the first attack against you each round has disadvantage.
Cleanse Mind
Time Used: 1 bonus action
Range: self
Cost: 3 force points
Duration: instantaneous
You use the force to undo a debilitating effect: charmed, frightened, or stunned.
Clear mind
Time Used: 1 action
Range: self
Cost: 5 force points
Duration: 8 hours
You can't be targeted by any divination attempts or perceived through scrying sensors.
At higher levels. You may use more force points to increase this power’s effect. If you use an additional 10 force points, you double the duration of this power and become immune to psychic damage and the charmed condition.
Commune with the Force
Time Used: 1 action
Range: self
Cost: 10 force points
Duration: 1 hour
You briefly become one with the force and gain knowledge of the plane you are on. The power gives you knowledge of the land within 5 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet.
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
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Comprehend Speech
Time Used: 1 action
Range: self
Cost: 2 force points
Duration: 1 hour
Enables you to understand the spoken language of any sentient you interact with, though it does not necessarily allow you to speak it, merely understand the general meaning.
At higher level. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increase the duration by 1 hour.
Dark Transfer
Time Used: 1 action
Range: touch
Cost: 10 force points
Duration: instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Deadly Sight
Time Used: 1 action
Range: 30 feet
Cost: 15 force points
Duration: instantanoues
You focus your hatred into deadly energy, inflicting pain and injury upon your foes merely by looking at them, causing victims' bodies to burn and smoke as they die. The target must make a Constitution saving throw. It takes 10d6 + 30 fire damage on a failed save, or half as much damage on a successful one.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 15 allows you to target another creature.
Dominate Mind
Time Used: 1 action
Range: 60 feet
Cost: 14 force points
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.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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. You may use more force points to increase this power’s effects. If you spend 2 additional power points, the duration of this power is changed to concentration, up to 8 hours.
Drain Life
Time Used: 1 action
Range: touch
Cost: 4 force points
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 force power attack against a creature within your reach. On a hit, the target takes 4d6 force damage, and you regain hit points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage increase by 1d6.
Electric Judgment
Time Used: 1 action
Range: 60 feet
Cost: 15 force points
Duration: instantaneous
A stroke of energy 60 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 10d6 lightning damage on a failed save, or half as much damage on a successful one. This power is uncommon and controversial among the jedi due to having intrinsic association with anger and aggression and its similarity to force lightning.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 4 increases the damage by 1d6.
Farsight
Time Used: 1 bonus action
Range: self
Cost: 3 force points
Duration: 1 round
You gain the ability to see glimpses of moves your opponents might make, as well as outside forces that might affect the battle. Until the start of your next turn, you have advantage on attack and ability check rolls and opponents’ attack rolls against you have disadvantage.
At higher levels. You use more force points to increase this power’s effect. If you use 20 force points and spend an hour focusing, you see vague impressions of events happening in other places or times using the Force. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change. You are capable of detecting when friends and are in danger, examining details of past events, and predicting the probable outcome of a stated course of actions. If the jedi stays in meditation for 24 hours, their spirit can leave their body for 1 hour, making their spirit able to go where they please. After the 24 hours, you gain 5 levels of exhaustion and only normal means of rest may decrease these levels.
Force Barrier
Time Used: 1 reaction, when hit by an attack
Range: self
Cost: 1 force point
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. You can spend additional force points to increase the bonus to your AC, for each additional force point you use, you gain another +1 bonus to AC.
Force Blinding
Time Used: 1 action
Range: 30 feet
Cost: 2 force points
Duration: 1 minute
Upon use of this technique, a blinding flash of energy emanates from your hand, manifesting as a flash of light that overloads a target's vision. The target must make a Constitution saving throw. If it fails, the target is blinded 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. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target an additional creature.
Force Confusion
Time Used: 1 action
Range: 60 feet
Cost: 5 force points
Duration: concentration, up to 1 minute
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 15-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use 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. You may use more force points to increase this power’s effects. For every 2 additional force points used, increase the radius by 5 feet.
Force Deflection
Time Used: 1 reaction, when hit by a ranged weapon attack
Range: self
Cost: 1 force point
Duration: instantaneous
You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. See above features for details.
Force Destruction
Time Used: 1 action
Range: 100 feet
Cost: 12 force points
Duration: instantaneous
Energy is discharged through your arm and hand to send a large blast at a location. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 50 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. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a large or smaller nonmagical object or a creation of magical force. If the target is a huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points, the damage increases by 3d4.
Force Disarm
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: instantaneous
You use the force to pull an item from an opponent's grasp. They must pass a Strength saving throw or the weapon hurls towards you. As part of this power, you may use 1 force point to catch the item in an open hand.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet.
Force Empathy
Time Used: 1 action
Range: self (30 feet radius)
Cost: 3 force points
Duration: 1 minute
For the duration, you feel the impressions and general emotional state of certain creatures. When you use this 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.
You initially learn the surface emotion–confused, content, happy, nothing, and scared. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's feelings. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into what is causing this feeling. 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.
You can also use this power to detect the presence of the emotions of creatures you can't see. When you use this power or as your action during the duration, you can search for emotions within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Once you detect a creature in this way, you can feel its emotions for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Force Fear
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, 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 spell ends for that creature.
At higher levels. You may use more force points to increase this power’s effects. If you spend 4 force points instead of 1, you can change the power to affect creatures in a 30 feet cone. If you spend 8 force points instead of 1, you can change the power to affect creatures in a 60 feet cone and increase the DC by 1.
Force Flight
Time Used: 1 action
Range: self
Cost: 5 force points
Duration: Instant
You touch a willing creature. The target gains a flying speed of 80 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target one additional creature with this power.
Force Ghost
Time Used: 1 action
Range: self
Cost: (25 in) (75 out), or (75 in reaction) (75 out)
Duration: Infinite
Upon casting you enter the force realm, where you take no damage and may phase through objects or creatures. Nothing can enter your realm and damage you, but you cannot harm anything or act upon anything outside of it. You may use it as a reaction if you spend the reaction points. In order to leave the realm if you don't have enough points, then you must meditate for one day to recover
Force Jump
Time Used: 1 bonus action
Range: self
Cost: 1 force point
Duration: Instant
You jumping distance is double and you gain advantage on Strength (Athletics) checks when jumping.
Force Lightning
Time Used: 1 action
Range: 60 feet
Cost: 12 force points
Duration: instantaneous
A stroke of blue energy 60 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 10d6 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. You may use more force points to increase this power’s effects. You may use 10 force points instead of 4 to affect multiple targets. When you use this power this way, the following takes place: 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 15d6 lightning damage on a failed save, or half as much damage on a successful one.
In addition, however you use this power, you can use 2 force points to increase the damage by 1d6. You can do this multiple times.
Force Lightning Storm
Time Used: 1 action
Range: 120 feet
Cost: 4 force points
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 use 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 6d4 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell 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 cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 2d4.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points you use, increase the damage by 1d4.
Force Persuasion
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
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. You may use more force points to increase this power’s effects. You may use 8 force points instead of 1 to 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 target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. 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.
Force Phantom
Time Used: 1 action
Cost: 12 force points
Duration: concentration
Also called Sith phantasms, these are the product of an elaborate Sith ritual that create lifelike apparitions from the siphoned Force energy of another life form, irrespective of sentience, and project them across the expanse of the cosmos. When you use this power, you create a phantom of pure force. It has hit points equal to 5 x your jedi level, proficiency in your saves and skills, and uses your ability scores. Its armor class is 13 + its Dexterity modifier. It can make one attack, dealing 4d8 force damage, using your force power attack modifier to attack. As a bonus action, you can mentally issue or change its command.
Force Pull
Time Used: 1 action
Range: 30 feet
Cost: 1 force point
Duration: instantaneous
You use the force to pull an object or creature towards. On a failed Strength saving throw, a creature is pulled.<See above for details. br>
Force Rage
Time Used: 1 bonus action
Range: self
Cost: 7 force points
Duration: 1 minute
You tap into your innermost fears, pain and hate, and convert them into an intense rage. You then channel the anger to increase your own speed, Strength, and ferocity. Your movement speed is increased by 5 x your Wisdom modifier, you gain a bonus on attack and damage rolls equal to your Wisdom modifier, and you do not provoke opportunity attacks.
At higher levels. You may use more force points to increase this power’s effects. You may use an additional 13 force points and change the duration of this power to 5 minutes.
Force Sense
Time Used: 1 action
Range: 60 feet
Cost: 11 force points
Duration: 1 hour
You gain Blindsight up to 60 feet and as a bonus action, learn a creature’s health status: 0 hp dying, 1-10 hp low, 11-50 hp medium, 51-100 hp high, and 100+ superior.
At higher levels. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 10 increases the duration by 1 hour and the number of creatures’ health you can learn about increases by 1. If 20 force points are used, your sense with the force is expansive. You can feel the death of many beings dying at once, or the death of someone close on any plane.
Force Slow
Time Used: 1 action
Range: 30 feet
Cost: 8 force points
Duration: 1 minute
You alter time around 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 or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell 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 spell. If it can't, the spell 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.
Force Speed
Time Used: 1 action
Range: touch
Cost: 7 force points
Duration: instantaneously
Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Force Stun
Time Used: 1 action
Range: 30 feet
Cost: 2 force points
Duration: 1 round
You use the force to stun a creature. On a failed Wisdom saving throw, the creature is stunned until the end of your next turn.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can select an additional target for this power.
Force Telepathy
Time Used: 1 action
Range: sight or sense presence
Cost: 10 force points
Duration: 1 minute
You gain the ability to mentally communicate and project your thoughts over small or vast distances with other individuals. You must be able to sense the presences or see those they wish to contact.
Force Travel
Time Used: 1 action
Range: self (45 feet radius)
Cost: 5 force points
Duration: instantaneous
This power instantly transports you up to 45 ft. to a location you can see.
At higher levels. You may use more force points to increase this power’s effects. 2 more force points for 10 more feet. You may spend 13 force points to use this power as the spell teleport.
Force Valor
Time Used: 1 action
Range: 10 feet
Cost: 5 force points
Duration: concentration, up to 1 minute
A light side force power that increases the resolve, accuracy, and speed of you and your allies within range. While using this force power, the benefits gained are +10 movement speed, +1 AC, and +1 bonus to weapon attack and damage rolls.
Force Choke
Time Used: 1 action
Range: 15 feet
Cost: 3 force point
Duration: instantaneous
This power allowed a Force user to telekinetically apply pressure to their opponent's organs or body, but typically is used around the throat. Make a ranged force power attack against a creature within range. On a hit, the target takes 5d4 force damage.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.
Memory Walk
Time Used: 1 action
Range: 60 feet
Cost: 2 force points
Duration: concentration, up to 1 minute
You dig deep into a targets mind, searching for it’s worst memories and then forcing the creature to relive them. On a failed Intelligence saving throw, the mental anguish deals 1d4 psychic damage. A creature may try to save against the power each turn and end this power. You may use an action on your turn to cause the memories to hurt the target again.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.
Postcognition
Time Used: 1 action
Range: touch
Cost: 9 force points
Duration: 1 minute
A mental technique of picking up impressions and traces of information about the object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power is easier to use on personal objects that were used frequently. Objects that were used once or by several people often made the use of this power difficult, though it was still possible.
Protection Bubble
Time Used: 1 action
Range: self
Cost: 13 force points
Duration: concentration, up to 1 minute
You create a defensive sphere around your body that is a shimmering blue globe of energy.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
In addition, you have resistance to all damage.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the bubble blocks spells one level higher.
Rend
Time Used: 1 action
Range: touch
Cost: 20 force points
Duration: instantaneous
This power is typical of the dark side pushes and pulls a single target, be it creature or object, in two different directions simultaneously. On a failed Constitution saving throw, the target takes 10d8 force damage. If a creature is killed by this power, it can only be brought back to life by a resurrection or true resurrection spell.
At higher levels. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d8.
Revitalize
Time Used: 1 action
Range: touch
Cost: 0 force points
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Transfer Essence
Time Used: 1 hour
Range: touch
Cost: 15 force points
Duration: instantaneous
This power grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 60 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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