User:Revival/Jedi Force Powers

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Alter Environment
-level
Casting time: 1 action
Range: self, 5 mile radius
Components: 15 force points
Duration: 10 minutes


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.

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


Alter Image
-level
Casting time: 1 action
Range: self
Components: 2 force points
Duration: Concentration, up to 1 hour


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 power to become quadrupedal, for instance. At any time for the duration of the power, 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 additional force points used increases the duration by 1 hour.



Animal Bond
-level
Casting time: 1 action
Range: 30 feet
Components: 1 force point
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 power 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. You may use more force points to increase this power’s effects. For every 2 additional force points used you may target one additional beast.


Battle Meditation
-level
Casting time: 1 action
Range: self
Components: 4 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
-level
Casting time: 1 bonus action
Range: self
Components: 4 force points
Duration: instantaneous


You use the force to undo a debilitating effect: charmed, frightened, or stunned.


Clear Mind
-level
Casting time: 1 action
Range: self
Components: 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.


Clear Mind
-level
Casting time: 1 action
Range: self
Components: 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 Nature
-level
Casting time: 1 action
Range: self
Components: 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
-level
Casting time: 1 action
Range: self
Components: 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
-level
Casting time: 1 action
Range: touch
Components: 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
-level
Casting time: 1 action
Range: 30 feet
Components: 15 force points
Duration: instantaneous


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 died. The target must make a Constitution saving throw. It takes 10d4 + 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
-level
Casting time: 1 action
Range: 60 feet
Components: 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. 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 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 Force
-level
Casting time: 1 action
Range: touch
Components: 12 force points
Duration: concentration, up to 1 minute


The touch of your shadow-wreathed hand can siphon the 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 3d4 force damage, and you regain force 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 increases by 1d4.


Drain Life
-level
Casting time: 1 action
Range: touch
Components: 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 3d4 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 1d4.


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