CALM EMOTIONS Force Potency. When you cast this power using a
2nd-level light side power force slot of 2nd level or higher, you can roll an
additional 2d8 for each slot level above 1st.
Casting Time: 1 action
Range: 60 feet COERCE MIND
Duration: Concentration, up to 1 minute 2nd-level universal power
You attempt to suppress strong emotions in a group Prerequisite: Affect Mind
of people. Each humanoid in a 20-foot-radius sphere Casting Time: 1 action
centered on a point you choose within range must Range: 30 feet
make a Charisma saving throw a creature can choose Duration: Concentration, up to 8 hours
to fail this saving throw if it wishes. If a creature fails its
saving throw, choose one of the following two effects. You suggest a course of activity (limited to a
sentence or two) and influence with the Force a
You can suppress any effect causing a target to be creature you can see within range that can hear and
charmed or frightened. When this power ends, any understand you. Creatures that can't be charmed are
suppressed effect resumes, provided that its duration immune to this effect. The suggestion must be worded
has not expired in the meantime. in such a manner as to make the course of action
You can make a target indifferent about creatures of sound reasonable. Asking the creature to harm itself
your choice that it is hostile toward. This indifference automatically negates the effect of the power.
ends if the target is attacked or harmed by a power or
if it witnesses any of its friends being harmed. The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you
When the power ends, the creature becomes hostile described to the best of its ability. The suggested
again, unless the GM rules otherwise. course of action can continue for the entire duration. If
the suggested activity can be completed in a shorter
CHOKE time, the power ends when the subject finishes what it
3rd-level dark side power was asked to do.
Casting Time: 1 action You can also specify conditions that will trigger a
Range: 60 feet special activity during the duration. For example, you
Duration: Instantaneous might suggest that a soldier give her speeder to the
first vagrant she meets. If the condition isn't met
You make a constricting gesture at a creature within before the power expires, the activity isn't performed.
range. The target must make a Constitution saving
throw. On a failed save target takes 5d8 force damage If you or any of your companions damage the target,
and is restrained until the end of your next turn. On a the power ends. This power has no effect on droids or
successful save, the target takes half as much damage constructs.
and is not restrained.
CONVULSION
You can use a bonus action while the target is 3rd-level universal power
restrained to move the target up to 5 feet in any
direction. Prerequisite: Tremor
Casting Time: 1 action
Force Potency. When you cast this power using a Range: 120 feet
force slot of 4th level or higher, the damage increases Duration: Instantaneous
by 1d8 for each slot level above 3rd.
Choose a point you can see on the ground within
CLOUD MIND range. A fountain of churned earth and stone erupts in
1st-level light side power a 20-foot cube centered on that point. Each creature in
that area must make a Dexterity saving throw. A
Casting Time: 1 action creature takes 3d12 kinetic damage on a failed save, or
Range: 90 feet half as much damage on a successful one. Additionally,
Duration: 1 minute the ground in that area becomes difficult terrain until
cleared. Each 5-foot-square portion of the area
Roll 5d8; the total is how many hit points of requires at least 1 minute to clear by hand.
creatures this power can affect. Creatures within 20
feet of a point you choose are affected in order of their Force Potency. When you cast this power using a
current hit points. force slot of 4th level or higher, the damage increases
by 1d12 for each slot level above 3rd.
Starting with the creature that has the lowest current
hit points, each creature affected by this power falls
unconscious. If the power ends, the sleeper takes
damage, or someone uses an action wake the sleeper,
they will be awoken.
Subtract each creature's hit points from the total
before moving on to the creature with the next lowest
hit points. A creature's hit points must be equal to or
less than the remaining total for that creature to be
affected.
This power has no effect on droids or constructs.
CHAPTER 11 | FORCE POWERS 202
CRUSH DARK SHEAR
6th-level dark side power 2nd-level dark side power
Prerequisite: Choke Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Instantaneous
You create a weapon of imperceptible Force energy
You make a crushing gesture at a creature within that lasts until the power ends. It counts as a simple
range. The target must make a Constitution saving lightweapon with which you are proficient. It deals 2d6
throw. On a failed save target takes 10d8 force damage psychic damage, and has the finesse, light, and thrown
and is paralyzed until the end of your next turn. On a properties (range 20/60). When you attack while within
successful save, the target takes half as much damage dim light or darkness, you have advantage.
and is not paralyzed.
If you drop the weapon or throw it, it disappears at
You can use a bonus action while the target is the end of the turn. While the power lasts, you can use
paralyzed to move the target up to 10 feet in any a bonus action to make the weapon reappear in your
direction. hand.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 7th level or higher, the damage increases 3rd or 4th level force slot, the damage increases by 1d6
by 1d8 for each slot level above 6th. (3d6). At 5th or 6th level, the damage increases by 2d6
(4d6). At 7th level or higher, the damage increases by
CURSE 3d6 (5d6).
1st-level dark side power
DARK SIDE TENDRILS
Prerequisite: Denounce 1st-level dark side power
Casting Time: 1 action
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self (10-foot radius)
Duration: Instantaneous
Up to three creatures of your choice that you can see
within range must make Charisma saving throws. Tendrils of dark energy erupt from you and batter all
Whenever a target that fails this saving throw makes creatures within 10 feet of you. Each creature in that
an attack roll or a saving throw before the power ends, area must make a Strength saving throw. On a failed
the target must roll a d4 and subtract the number save, a target takes 2d6 necrotic damage and can't take
rolled from the attack roll or saving throw. reactions until its next turn. On a successful save, the
creature takes half damage, but suffers no other effect.
Force Potency. When you cast this power using a
force slot of 2nd level or higher, you can target one Force Potency. When you cast this power using a
additional creature for each slot level above 1st. power slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
DANGER SENSE
2nd-level universal power DARKNESS
2nd-level dark side power
Casting Time: 1 bonus action
Range: Self Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Duration: Concentration, up to 10 minutes
You put your faith in the Force, feeling out the future
and seeing whether your actions will lead to fortune or Darkness spreads from a point you choose within
ruin. The GM chooses from the following possible range to fill a 15-foot-radius sphere until the power
omens: ends. The darkness spreads around corners. A
creature with darkvision can't see through this
Peace, for results which are not dangerous darkness, and unenhanced light can't illuminate it.
Danger, for results which are dangerous but perhaps
still worth the danger If the point you choose is on an object you are
Ruin, for results which are certain to end in death or holding or one that isn't being worn or carried, the
tragedy darkness comes from the object and moves with it.
Completely covering the source of the darkness with
The power doesn't take into account any possible an opaque object blocks the darkness.
circumstances that might change the outcome, such as
the use of additional powers or the loss or gain of a If this power's area overlaps with light created by a
companion. 2nd-level power or lower, this power and the light are
dispelled.
If you use this power two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the first that
you get a neutral result regardless of the actual
outcome.
203 CHAPTER 11 | FORCE POWERS
DENOUNCE DISPERSE FORCE
At-will dark side power 1st-level universal power
Casting Time: 1 action Prerequisite: Saber Ward
Range: 30 feet Casting Time: 1 reaction, which you take when you take
Duration: Concentration, up to 1 minute
cold, energy, fire, ion, lightning, or sonic damage
A target of your choice within range must make a Range: Self
Charisma saving throw. On a failed save, when the Duration: 1 round
target makes their next attack roll or saving throw they
must roll a d4 and subtract the number from it. The This power absorbs damage from incoming energy
power then ends. attacks, lessening its effect on you and distributing it
throughout your body. You have resistance to the
DEATH FIELD triggering damage type until the start of your next turn.
8th-level dark side power Also, you gain 5 temporary hit points to potentially
absorb the attack. These temporary hit points last until
Prerequisite: Siphon Life the start of your next turn.
Casting Time: 1 action
Range: 90 feet (30-foot cube) Force Potency. When you cast this power using a
Duration: Instantaneous force slot of 2nd level or higher, the temporary hit
points increases by 5 for each slot level above 1st.
You draw the life force from every creature in a 30-
foot cube centered on a point you choose within range. DOMINATE BEAST
Each creature in that area must make a Constitution 4th-level dark side power
saving throw. A creature takes 10d8 necrotic damage
on a failed save, or half as much damage on a Casting Time: 1 action
successful one. If you reduce a hostile creature to 0, Range: 60 feet
you gain temporary hit points equal to half the damage Duration: Concentration, up to 1 minute
dealt. This power has no effect on droids or constructs.
A beast you can see must succeed on a Wisdom save
DESTROY DROID or be charmed. If you or your companions are fighting
7th-level light side power it, it has advantage on this saving throw.
Prerequisite: Disable Droid While it's charmed, you have a telepathic link to it if
Casting Time: 1 action you're on the same planet. You can use this link to
Range: 120 feet (30-foot cube) issue commands while you are conscious, no action
Duration: Concentration, up to 1 minute required, which it does its best to obey. You can specify
a simple and general course of action. If it completes
Choose a point that you can see within range. Each the order and doesn't receive further orders, it focuses
droid must succeed on a Constitution saving throw or on defending itself.
be paralyzed for the duration. At the beginning of each
of its turns, the droid takes energy damage equal to You can use your action to take total control of the
twice your forcecasting ability modifier and then target. Until the end of your next turn, the beast takes
repeats this saving throw. On a success, the power only the actions you decide and nothing you don't
ends on the target. allow it to. You can also have the beast use a reaction,
but this takes your reaction as well.
DISABLE DROID
4th-level light side power If the beast takes damage, it makes another Wisdom
save. On a success, the power ends.
Prerequisite: Stun Droid
Casting Time: 1 action Force Potency. When you cast this power using a
Range: 90 feet (15-foot cube) 5th-level force slot, the duration is up to 10 minutes. At
Duration: Concentration, up to 1 minute a 6th-level slot, the duration is up to 1 hour. At a slot of
7th or higher, the duration is up to 8 hours.
Choose a point that you can see within range. Each
droid must succeed on a Constitution saving throw or
be paralyzed for the duration. At the beginning of each
of its turns, the droid takes energy damage equal to
your forcecasting ability modifier and then repeats this
saving throw. On a success, the power ends on the
target.
CHAPTER 11 | FORCE POWERS 204
DOMINATE MIND You can use your action to take total and precise
5th-level dark side power control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
Prerequisite: Dominate Beast doesn't do anything that you don't allow it to do.
Casting Time: 1 action During this time, you can also cause the creature to
Range: 60 feet use a reaction, but this requires you to use your own
Duration: Concentration, up to 1 minute reaction as well.
You attempt to beguile a humanoid that you can see Each time the target takes damage, it makes a new
within range. It must succeed on a Wisdom saving Wisdom saving throw against the power. If the saving
throw or be charmed by you for the duration. If you or throw succeeds, the power ends.
creatures that are friendly to you are fighting it, it has
advantage on the saving throw. Force Potency. When you cast this power with a 9th-
level force slot, the duration is concentration, up to 8
While the target is charmed, you have a telepathic hours.
link with it as long as you are within 1 mile of it. You
can use this telepathic link to issue commands to the DRAIN LIFE
creature while you are conscious (no action required), 4th-level dark side power
which it does its best to obey. You can specify a simple
and general course of action, such as "Attack that Prerequisite: Drain Vitality
creature," "Run over there," or "Fetch that object." If Casting Time: 1 action
the creature completes the order and doesn't receive Range: 60 feet
further direction from you, it defends and preserves Duration: Instantaneous
itself to the best of its ability.
You draw the life force from a creature you can see
You can use your action to take total and precise within range. The target must make a Constitution
control of the target. Until the end of your next turn, saving throw. The target takes 8d8 necrotic damage on
the creature takes only the actions you choose, and a failed save, or half as much damage on a successful
doesn't do anything that you don't allow it to do. one. If you reduce a hostile creature to 0, you gain
During this time you can also cause the creature to use temporary hit points equal to half the damage dealt.
a reaction, but this requires you to use your own This power has no effect on droids or constructs.
reaction as well.
Force Potency. When you cast this power using a
Each time the target takes damage, it makes a new force slot of 5th level or higher, the damage increases
Wisdom saving throw against the power. If the saving by 1d8 for each slot level above 4th.
throw succeeds, the power ends. This power has no
effect on droids or constructs. DRAIN VITALITY
2nd-level dark side power
Force Potency. When you cast this power using a
6th-level force slot, the duration is 10 minutes. When Prerequisite: Sap Vitality
you use a 7th-level force slot, the duration is 1 hour. Casting Time: 1 action
When you use a force slot of 8th level or higher, the Range: 60 feet
duration is 8 hours. Duration: Concentration, up to 1 minute
DOMINATE MONSTER You draw the willpower from a creature you can see
8th-level dark side power within range. Make a ranged force attack against the
target. On a hit, the target takes 2d6 necrotic damage
Prerequisite: Dominate Mind and it deals only half damage with weapon attacks that
Casting Time: 1 action use Strength until the power ends.
Range: 60 feet
Duration: Concentration, up to 1 hour At the end of each of the target's turns, it can make a
Constitution saving throw against the power. On a
You attempt to beguile a creature that you can see success, the power ends.
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If you or Force Potency. When you cast this power using a
creatures that are friendly to you are fighting it, it has force slot of 3rd level or higher, the damage increases
advantage on the saving throw. by 1d6 for each slot level above 2nd.
While the creature is charmed, you have a telepathic
link with it as long as you are within 1 mile of 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.
205 CHAPTER 11 | FORCE POWERS
EARTHQUAKE ERUPTION
8th-level universal power 6th-level universal power
Prerequisite: Eruption Prerequisite: Convulsion
Casting Time: 1 action Casting Time: 1 action
Range: 500 feet Range: 120 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a seismic disturbance at a point on the You cause up to six pillars of stone to burst from
ground that you can see within range. For the duration, places on the ground that you can see within range.
an intense tremor rips through the ground in a 100- Each pillar is a cylinder that has a diameter of 5 feet
foot-radius circle centered on that point and shakes and a height of up to 30 feet. The ground where a pillar
creatures and structures in contact with the ground in appears must be wide enough for its diameter, and
that area. you can target the ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5 and
The ground in the area becomes difficult terrain. 30 hit points. When reduced to 0 hit points, a pillar
Each creature on the ground that is concentrating must crumbles into rubble, which creates an area of difficult
make a Constitution saving throw. On a failed save, the terrain with a 10 - foot radius that lasts until the rubble
creature's concentration is broken. is cleared. Each 5-foot-diameter portion of the area
requires at least 1 minute to clear by hand.
When you cast this power and at the end of each
turn you spend concentrating on it, each creature on If a pillar is created under a creature, that creature
the ground in the area must make a Dexterity saving must succeed on a Dexterity saving throw or be lifted
throw. On a failed save, the creature is knocked prone. by the pillar. A creature can choose to fail the save.
This power can have additional effects depending on If a pillar is prevented from reaching its full height
the terrain in the area, as determined by the GM. because of a ceiling or other obstacle, a creature on
the pillar takes 6d6 kinetic damage and is restrained,
Fissures. Fissures open throughout the power's area pinched between the pillar and the obstacle. The
at the start of your next turn after you cast the power. restrained creature can use an action to make a
A total of 1d6 such fissures open in locations chosen by Strength or Dexterity check (the creature's choice)
the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and against the power's save DC. On a success, the
extends from one edge of the power's area to the creature is no longer restrained and must either move
opposite side. A creature standing on a spot where a off the pillar or fall off it.
fissure opens must succeed on a Dexterity saving
throw or fall in. A creature that successfully saves Force Potency. When you cast this power using a
moves with the fissure's edge as it opens. force slot of 7th level or higher, you can create two
additional pillars for each slot level above 6th.
A fissure that opens beneath a structure causes it to
automatically collapse (see below). FEAR
1st-level dark side power
Structures. The tremor deals 50 kinetic damage to
any structure in contact with the ground in the area Casting Time: 1 action
when you cast the power and at the start of each of Range: 60 feet
your turns until the power ends. If a structure drops to Duration: Concentration, up to 1 minute
0 hit points, it collapses and potentially damages
nearby creatures. A creature within half the distance of You awaken the sense of mortality in one creature
a structure's height must make a Dexterity saving you can see within range. The target must succeed on
throw. On a failed save, the creature takes 5d6 kinetic a Wisdom saving throw or become frightened for the
damage, is knocked prone, and is buried in the rubble, duration. A target with 25 hit points or fewer makes
requiring a DC 20 Strength (Athletics) check as an the saving throw with disadvantage. This power has no
action to escape. The GM can adjust the DC higher or effect on constructs or droids.
lower, depending on the nature of the rubble. On a
successful save, the creature takes half as much FEEDBACK
damage and doesn't fall prone or become buried. At-will dark side power
ENFEEBLE Casting Time: 1 action
At-will dark side power Range: 60 feet
Duration: Instantaneous
Casting Time: 1 action
Range: 60 feet You unleash a burst of psychic energy at a target
Duration: Instantaneous within range. If the target can hear you (though it need
not understand you), it must succeed on an
Dark energy courses from your hand at a creature Intelligence saving throw or take 1d4 psychic damage
within range. The target must succeed on a Wisdom and have disadvantage on the next attack roll it makes
saving throw. If it's is missing any hit points, it takes before the end of its next turn.
1d12 necrotic damage. Otherwise, it takes 1d8.
This power's damage increases by 1d4 when you
The power's damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level
reach 5th, 11th, and 17th level. (4d4).
CHAPTER 11 | FORCE POWERS 206
FORCE BARRIER FORCE CAMOUFLAGE
2nd-level light side power 2nd-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: 8 hours Duration: Concentration, up to 1 minute
This power bolsters your allies with toughness and You become invisible until the power ends. Anything
resolve. Choose up to three creatures within range. you are wearing or carrying is invisible as long as it is
Each target's hit point maximum and current hit points on your person. The power ends if you attack or cast a
increase by 5 for the duration. power.
Force Potency. When you cast this power using a FORCE CHAIN LIGHTNING
force slot of 3rd level or higher, a target's hit points 6th-level dark side power
increase by an additional 5 for each slot level above
2nd. Prerequisite: Force Lightning
Casting Time: 1 action
FORCE BLIND/DEAFEN Range: 150 feet
2nd-level light side power Duration: Instantaneous
Casting Time: 1 action You create a bolt of lightning that arcs toward a
Range: 30 feet target of your choice that you can see within range.
Duration: 1 minute Three bolts then leap from that target to as many as
three other targets, each of which must be within 30
You can blind or deafen a foe. Choose one creature feet of the first target. A target can be a creature or an
that you can see within range to make a Constitution object and can be targeted by only one of the bolts.
saving throw. If it fails, the target is either blinded or
deafened (your choice) for the duration. At the end of A target must make a Dexterity saving throw. The
each of its turns, the target can make a Constitution target takes 10d8 lightning damage on a failed save, or
saving throw. On a success, the power ends. half as much damage on a successful one.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 3rd level or higher, you can target one force slot of 7th level or higher, one additional bolt
additional creature for each slot level above 2nd. leaps from the first target to another target for each
slot level above 6th.
FORCE BODY
1st-level universal power FORCE CONFUSION
2nd-level universal power
Casting Time: 1 action
Range: Self Preqrequisite: Mind Trick
Duration: 1 hour Casting Time: 1 action
Range: 120 feet
This power enables you to use your health to fuel Duration: Concentration, up to 1 minute
your force powers. For the duration, when you cast a
force power, half the cost is paid by your force points One humanoid of your choice that you can see
(rounded up) and half the cost is paid by your hit within range must succeed on a Wisdom saving throw
points (rounded down). Additionally, your maximum or become charmed by you for the duration. The
hit points are decreased by this amount while the charmed target must use its action before moving on
power is active. each of its turns to make a melee attack against a
creature other than itself that you mentally choose.
You may end this effect at any time. If you cast a
force power that would reduce your hit points to 0, the The target can act normally on its turn if you choose
power automatically fails and this effect ends. no creature or if none are within its reach.
FORCE BREACH On your subsequent turns, you must use your action
5th-level universal power to maintain control over the target, or the power ends.
Also, the target can make a Wisdom saving throw at
Casting Time: 1 action the end of each of its turns. On a success, the power
Range: 120 feet (20-foot cube) ends.
Duration: Instantaneous
Choose a spot within range. All force powers of 5th
level or lower in the area end. For each force power of
6th level or higher in the area, make an ability check
using your forcecasting ability. The DC equals 10 + the
power's level. On a successful check, the force power
ends.
Force Potency. When you cast this power using a
force slot of 6th level or higher, you automatically end
the effects of a force power on the target if the power's
level is equal to or less than the level of the force slot
you used.
207 CHAPTER 11 | FORCE POWERS
FORCE DISARM FORCE JUMP
At-will universal power 1st-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: Instantaneous Duration: Instantaneous
You select a weapon being worn or carried by a Using the Force to augment the strength in your legs,
Large or smaller creature within range. The creature you leap up to 30 feet to an unoccupied space you can
must make a Strength or Dexterity saving throw (the see.
creature chooses the ability to use). If the item is being
worn, this save is made with disadvantage. On a failed Force Potency. When you cast this power using a
save, the creature takes 1d4 force damage and the force slot of 2nd level or higher, your jump distance
item is pulled directly to you. If you have a free hand, increases by 5 feet for each slot level above 1st.
you catch the weapon. Otherwise, it lands at your feet.
FORCE LIGHTNING
This power's damage increases by 1d4 when you 3rd-level dark side power
reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4). Prerequisite: Shock
Casting Time: 1 action
FORCE ENLIGHTENMENT Range: Self (100-foot line)
2nd-level light side power Duration: Instantaneous
Prerequisite: Guidance A stroke of lightning forming a line 100 feet long and
Casting Time: 1 action 5 feet wide blasts out from you in a direction you
Range: Touch choose. Each creature in the line must make a
Duration: Concentration, up to 1 hour Dexterity saving throw. A creature takes 8d6 lightning
damage on a failed save, or half as much damage on a
You touch a creature and enhance it with the Force. successful one.
Choose one of the following effects; the target gains
that effect until the power ends. The lightning ignites flammable objects in the area
that aren't being worn or carried.
Endurance. The target has advantage on
Constitution checks. It also gains 2d6 temporary hit Force Potency. When you cast this power using a
points, which are lost when the power ends. force slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
Strength. The target has advantage on Strength
checks, and his or her carrying capacity doubles. FORCE LIGHTNING CONE
7th-level dark side power
Dexterity. The target has advantage on Dexterity
checks. It also doesn't take damage from falling 20 feet Prerequisite: Force Chain Lightning
or less if it isn't incapacitated. Casting Time: 1 action
Range: Self (60-foot cone)
Splendor. The target has advantage on Charisma Duration: Instantaneous
checks.
Lightning arcs from your hands. Each creature in a
Cunning. The target has advantage on Intelligence 60-foot cone must make a Dexterity saving throw. A
checks. creatures takes 12d6 lightning damage on a failed
save, or half as much on a successful one.
Wisdom. The target has advantage on Wisdom
checks. Force Potency. When you cast this power using a
force slot of 8th level or higher, the damage increases
Force Potency. When you cast this power using a by 2d6 for each slot level above 7th.
force slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd. FORCE LINK
8th-level universal power
FORCE IMMUNITY
4th-level universal power Casting Time: 1 action
Range: Unlimited
Casting Time: 1 action Duration: 24 hours
Range: Self
Duration: Concentration, up to 1 minute You create a telepathic link between yourself and a
willing creature with which you are familiar. Until the
An immobile, faintly shimmering barrier springs into power ends, you and the target can instantaneously
existence around you and remains for the duration. share words, images, sounds, and other sensory
The barrier moves with you. messages with one another through the link, and the
target recognizes you as the creature it is
Any force power of 3rd level or lower cast from communicating with. The power enables a creature
outside the barrier can't affect you, even if the power is with an Intelligence score of at least 1 to understand
cast using a higher level force slot. Such a power can the meaning of your words and take in the scope of
target you, but the power has no effect on you. any sensory messages you send to it.
Similarly, the area within the barrier is excluded from
the areas affected by such powers.
Force Potency. When you cast this power using a
force slot of 5th level or higher, the barrier blocks
powers of one level higher for each slot level above
4th.
CHAPTER 11 | FORCE POWERS 208
FORCE MASK Physical interaction with the image reveals it to be an
1st-level universal power illusion, because things can pass through it. A creature
that uses its action to examine the image can
Prerequisite: Mind Trick determine that it is an illusion with a successful
Casting Time: 1 action Intelligence (Investigation) check against your force
Range: Self save DC. If a creature discerns the illusion for what it is,
Duration: 1 hour the creature can see through the image, and any noise
it makes sounds hollow to the creature.
Until the power ends or you use an action to dismiss
it, you can disguise yourself through use of the Force in FORCE PUSH/PULL
many ways. You can appear to be shorter or taller by At-will universal power
about a foot and change the appearance of your body
and weight, but you cannot change the basic structure Casting Time: 1 action
of your body. This effect can include your clothes, Range: 60 feet
weapons, and other belongings on your person. Duration: Instantaneous
This effect is only visual, so any sort of physical You gain the minor ability to move or manipulate
contact will only interact with the real size and shape of creatures and objects with the Force. You can exert
you. A creature that uses its action to examine you can fine control on objects with your telekinetic grip, such
identify this effect with a successful Intelligence as manipulating a simple tool, opening a door or a
(Investigation) check against your force save DC. This container, stowing or retrieving an item from an open
power has no effect on droids or constructs. container, or pouring the contents from a vial.
Alternatively, you can push or pull a creature or object
FORCE MEND you can see.
7th-level light side power
You use the Force to move a Medium or smaller
Casting time: 1 minute creature or object not being worn or carried within
Range: Touch range. The target must make a Strength saving throw.
Duration: 1 hour An object automatically fails this saving throw. On a
failed save, the creature or object moves a number of
You touch a creature and stimulate its natural feet in a direction of your choice based on its size. A
healing ability. The target regains 4d8+15 hit points. Tiny creature or object can be moved up to 20 feet, a
For the duration of the power, the target regains 1 hit Small creature or object can be moved up to 10 feet,
point at the start of each of its turns (10 hit points each and a Medium creature or object can be moved up to 5
minute). feet. If at the end of this movement the creature or
object strikes another creature or object, they both
If the creature has a severed part you hold it to the take 1d4 kinetic damage.
stump, the power instantaneously causes the limb to
knit to the stump. This power improves when you reach higher levels.
At 5th level, you can move a Tiny creature or object up
This power has no effect on droids or constructs. to 30 feet, a Small creature or object up to 20 feet, a
Medium creature or object up to 10 feet, and the
FORCE PROJECT power's damage increases to 2d4 kinetic damage. At
7th-level universal power 11th level, you can move a Small creature or object up
to 30 feet, a Medium creature up to 20 feet, and the
Casting Time: 1 action power's damage increases to 3d4 kinetic damage. At
Range: Self 17th level, you can move a Medium creature to up 30
Duration: Concentration, up to 1 day feet, and the power's damage increases to 4d4 kinetic
damage.
You create an illusory copy of yourself that lasts for
the duration. The copy can appear at any location that FORCE REPULSE
you have seen before, regardless of intervening 3rd-level universal power
obstacles. The illusion looks and sounds like you but is
intangible. If the illusion takes any damage, it Casting Time: 1 action
disappears, and the power ends. Range: Self (20-foot radius)
Duration: Instantaneous
You can use your action to move this illusion up to
twice your speed, and make it gesture, speak, and You release an omnidirectional telekinetic burst.
behave in whatever way you choose. It mimics your Each creature within 20 feet must make a Dexterity
mannerisms perfectly. saving throw. On a failed save, a creature takes 8d6
force damage and is pushed back 5 feet. On a
You can see through its eyes and hear through its successful save, a creature takes half damage and isn't
ears as if you were in its space. On your turn as a pushed.
bonus action, you can switch from using its senses to
using your own, or back again. While you are using its All small objects that are not worn or carried are also
senses, you are blinded and deafened in regard to your pushed 5 feet back.
own surroundings.
Force Potency. When you cast this power using a
209 CHAPTER 11 | FORCE POWERS force slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
FORCE SCREAM FORCE SUPPRESSION
3rd-level dark side power 3rd-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 120 feet
Duration: Instantaneous Duration: Instantaneous
You emit a scream imbued with the power of the Choose one creature, object, or force effect within
Force. Each creature you choose within 15 feet of you range. Any force power of 3rd level or lower on the
must succeed on a Constitution saving throw. On a target ends. For each force power of 4th level or higher
failed save, a creature take 4d6 psychic damage, 4d6 on the target, make an ability check using your
sonic damage, and is deafened until the end of its next forcecasting ability. The DC equals 10 + the power's
turn. On a successful save, it takes half as much level. On a success, the power ends.
damage and isn't deafened.
Force Potency. When you cast this power using a
FORCE SIGHT force slot of 4th level or higher, you automatically end
2nd-level universal power the effects of a force power on the target if the power's
level is equal to or less than the level of the force slot
Prerequisite: Sense Force you used.
Casting Time: 1 action
Range: Self FORCE TECHNIQUE
Duration: Concentration, up to 10 minutes At-will light side power
You shift your vision to see through use of the Force; Casting Time: 1 action
colors fade and inanimate objects appear as shades of Range: Varies
gray. You gain the following benefits. Duration: 1 round
Living things glow with the power of the Force. Those You imbue your weapon with the purifying light of
with an affinity for the light side glow blue, those with the Force. As part of the action used to cast this power,
an affinity for the dark side glow red, and those with no you must make a melee attack with a weapon against
attunement to either side of the Force glow yellow. one creature within your weapon's reach, otherwise
How bright they glow is determined by how strong the power fails. On a hit, the target suffers the attack's
their connection to the Force is. normal effects, and it becomes wreathed in a glowing
You gain blindsight to 30 feet. barrier of force energy until the start of your next turn.
You have advantage on Wisdom (Perception) checks If the target willingly moves before then, it immediately
that rely on sight against living targets within 30 feet. takes 1d8 force damage, and the power ends.
FORCE STORM This power's damage increases when you reach
9th-level dark side power higher levels. At 5th level, the melee attack deals an
extra 1d8 force damage to the target, and the damage
Prerequisite: Force Lightning Cone the target takes for moving increases to 2d8. Both
Casting Time: 1 action damage rolls increase by 1d8 at 11th level and 17th
Range: 150 feet (60-foot cylinder) level.
Duration: Concentration, up to 1 minute
FORCE THROW
A crackling storm of lightning appears in a location 2nd-level universal power
you choose within range. Whenever a creature enters
the storm or starts its turn there, it must make a Prerequisite: Force Push/Pull
Dexterity saving throw. On a failed save, it takes 30d6 Casting Time: 1 action
lightning damage or half as much as a successful one. Range: 90 feet
Duration: Instantaneous
The power damages objects in the area and ignites
flammable objects that aren't being worn or carried. You use the Force to move a Large or smaller
creature or object not being worn or carried within
range. The target must make a Strength saving throw.
An object automatically fails this saving throw. On a
failed save, the creature or object moves a number of
feet in a direction of your choice based on its size. A
Tiny creature or object can be moved up to 90 feet, a
Small creature or object can be moved up to 60 feet, a
Medium creature or object can be moved up to 30 feet,
and a Large creature or object can be moved up to 10
feet. If at the end of this movement the creature or
object strikes another creature or object, they both
take 2d8 force damage.
Force Potency. When you cast this power using a
force slot of 3rd level or higher, the range you can
throw a creature or object increases by 10 feet, to a
maximum of 90 feet, and the power's damage
increases by 1d8.
CHAPTER 11 | FORCE POWERS 210
FORCE TRANCE GREATER FEEDBACK
3rd-level light side power 5th-level dark side power
Casting Time: 1 action Prerequisite: Improved Feedback
Range: 30 feet Casting Time: 1 action
Duration: 10 minutes Range: 120 feet
Duration: Instantaneous
You make a calming gesture, and up to three willing
creatures of your choice that you can see within range You choose a point within range and cause psychic
fall unconscious for the power's duration. The power energy to explode there. Each creature in a 20-foot-
ends on a target early if it takes damage or someone radius sphere centered on that point must make an
uses an action to shake or slap it awake. If a target Intelligence saving throw. A creature with an
remains unconscious for the full duration, that target Intelligence score of 2 or lower can't be affected by this
gains the benefit of a short rest, and it can't be affected power. A target takes 8d6 psychic damage on a failed
by this power again until it finishes a long rest. save, or half as much damage on a successful one.
Force Potency. When you cast this power using a After a failed save, a target has muddled thoughts
force slot of 4th level or higher, you can target one for 1 minute. During that time, it rolls a d6 and
additional willing creature for each slot level above 3rd. subtracts the number rolled from all its attack rolls and
ability checks, as well as its Constitution saving throws
FREEDOM OF MOVEMENT to maintain concentration. The target can make a
4th-level universal power Wisdom saving throw at the end of each of its turns,
ending the effect on itself on a success.
Casting Time: 1 action
Range: Touch GREATER HEAL
Duration: 1 hour 6th-level light side power
You touch a willing creature. Its movement is Prerequisite: Improved Heal
unaffected by difficult terrain, and powers and Casting Time: 1 action
enhanced effects can't reduce its speed or cause it to Range: 60 feet
be paralyzed or restrained. Duration: Instantaneous
The target can spend 5 feet of movement to Choose a creature that you can see within range. A
automatically escape from unenhanced restraints. surge of positive energy washes through the creature,
Additionally, being underwater imposes no penalties causing it to regain 70 hit points. This power also ends
on its movement or attacks. blindness, deafness, and any diseases affecting the
target. This power has no effect on droids or
GIVE LIFE constructs.
At-will light side power
Force Potency. When you cast this power using a
Casting Time: 1 action force slot of 7th level or higher, the healing increases
Range: Touch by 10 for each slot level above 6th.
Duration: Instantaneous
GUIDANCE
Placing your hand on another creature you can At-will light side power
transfer your own life force to them. You spend and
roll one of your hit dice and the creature regains that Casting Time: 1 action
many hit points. This power has no effect on droids or Range: Touch
constructs. Duration: Concentration, up to 1 minute
GRASPING VINE You touch one willing creature. Once before the
4th-level light side power power ends, the target can roll a d4 and add the
number rolled to one ability check of its choice. It can
Prerequisite: Plant Surge roll the die before or after making the ability check. The
Casting Time: 1 bonus action power then ends.
Range: 30 feet
Duration: Concentration, up to 1 minute
You make a vine sprout from the ground in an
unoccupied space you can see. When you cast this
power, you can make the vine whip a creature up to 30
feet from it, if you can see the target. The creature
must pass a Dexterity save or be pulled 20 feet directly
toward the vine.
Until the power ends, you can use your bonus action
to have the vine lash out again.
211 CHAPTER 11 | FORCE POWERS
HALLUCINATION HEROISM
2nd-level dark side power 1st-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You craft a dangerous illusion in the mind of a A willing creature you touch is imbued with bravery.
creature that you can see within range. The target Until the power ends, the creature is immune to being
must make a Wisdom saving throw. On a failed save, frightened and gains temporary hit points equal to
you create a phantasmal object, creature, or other your forcecasting ability modifier at the start of each of
visible phenomenon of your choice that is no larger its turns. When the power ends, the target loses any
than a 10-foot cube and that is perceivable only to the remaining temporary hit points from this power.
target for the duration. This power has no effect on
droids or constructs. Force Potency. When you cast this power using a
force slot of 2nd level or higher, you can target one
The hallucination includes sound, temperature, and additional creature for each slot level above 1st.
other stimuli, also evident only to the creature.
HEX
The target can use its action to examine the 1st-level dark side power
hallucination with an Intelligence (Investigation) check
against your force power save DC. If the check Casting Time: 1 bonus action
succeeds, the target realizes that the hallucination is an Range: 90 feet
illusion, and the power ends. Duration: Concentration, up to 1 hour
While a target is affected by the power, the target You curse an opponent within range. Until the power
treats the hallucination as if it were real. The target ends, you deal an extra 1d6 necrotic damage to the
rationalizes any illogical outcomes from interacting target whenever you hit it with an attack. Also, choose
with the hallucination. For example, a target one ability when you cast the power. The target has
attempting to walk across a phantasmal bridge that disadvantage on ability checks made with the chosen
spans a chasm falls once it steps onto the bridge. If the ability.
target survives the fall, it still believes that the bridge
exists and comes up with some other explanation for If the target drops to 0 hit points before this power
its fall - it was pushed, it slipped, or a strong wind ends, you can use a bonus action on a subsequent turn
might have knocked it off. of yours to curse a new creature.
An affected target is so convinced of the Force Potency. When you cast this power using a
hallucination's reality that it can even take damage force slot of 3rd or 4th level, you can maintain your
from the illusion. A hallucination created to appear as a concentration on the power for up to 8 hours. When
creature can attack the target. Similarly, a hallucination you use a force slot of 5th level or higher, you can
created to appear as fire, a pool of acid, or lava can maintain your concentration on the power for up to 24
burn the target. Each round on your turn, the hours.
hallucination can deal 1d6 psychic damage to the
target if it is in the hallucination's area or within 5 feet HORROR
of the hallucination, provided that the illusion is of a 3rd-level dark side power
creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage Prerequisite: Fear
as a type appropriate to the illusion. Casting Time: 1 action
Range: Self (30-foot cone)
Force Potency. When you cast this power using a Duration: Concentration, up to 1 minute
force power slot of 3rd level or higher, the range
increases by 20 feet, the image dimensions increase by You project a phantasmal image of a creature's
5 feet, and you can target one additional creature for worst fears. Each creature in a 30-foot cone must
every two slot levels above 2nd. succeed on a Wisdom saving throw or drop whatever it
is holding and become frightened for the duration. This
HEAL power has no effect on constructs or droids.
1st-level light side power
While frightened by this power, a creature must take
Casting Time: 1 action the Dash action and move away from you by the safest
Range: Touch available route on each of its turns, unless there is
Duration: Instantaneous nowhere to move. If the creature ends its turn in a
location where it doesn't have line of sight to you, the
A creature you touch regains a number of hit points creature can make a Wisdom saving throw. On a
equal to 1d8 + your forcecasting ability modifier. This successful save, the power ends for that creature.
power has no effect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
CHAPTER 11 | FORCE POWERS 212
HYSTERIA IMPROVED FEEDBACK
4th-level dark side power 1st-level dark side power
Prerequisite: Hallucination Prerequisite: Feedback
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You tap into the nightmares of a creature you can You unleash a blast of psychic energy at a target
see within range and create an illusory manifestation within range. If the target can hear you (though it need
of its deepest fears, visible only to that creature. The not understand you), it must succeed on an
target becomes frightened for the duration. At the end Intelligence saving throw. On a failed save, it takes 3d6
of each of the target's turns before the power ends, the psychic damage and must immediately use its reaction,
target must succeed on a Wisdom saving throw or take if available, to move as far as its speed allows away
4d10 psychic damage. On a successful save, the power from you. The creature doesn't move into obviously
ends. This power has no effect on droids or constructs. dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much damage
Force Potency. When you cast this power using a and doesn't have to move away. A deafened creature
force power slot of 5th level or higher, the damage automatically succeeds on the save.
increases by 1d10 for each slot level above 4th.
Force Potency. When you cast this power using a
IMPROVED BATTLE MEDITATION force slot of 2nd level or higher, the damage increases
5th-level universal power by 1d6 for each slot level above 1st.
Prerequisite: Battle Meditation IMPROVED FORCE BARRIER
Casting Time: 1 action 5th-level light side power
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute Prerequisite: Force Barrier
Casting Time: 10 minutes
You exude an aura out to 15 feet that boosts the Range: 30 feet
morale and overall battle prowess you and your allies Duration: Instantaneous
while simultaneously reducing the opposition's
combat-effectiveness by eroding their will to fight. This power further bolsters your allies with
toughness and resolve. Choose up to twelve creatures
Whenever you or a friendly creature within your within range. Each target gains the following benefits:
meditation makes an attack roll or a saving throw, they
can roll a d6 and add the number rolled to the attack The becomes immune to poison and disease. Any
roll or saving throw. currently existing poison or diseases still exist.
The creature becomes immune to being frightened by
Whenever a hostile creature starts enters your powers.
meditation or starts its turn there, it must make a The creature's hit point maximum and current hit
Charisma saving throw. On a failed save, it must roll a points increase by 2d10 for the duration.
d6 and subtract the number rolled from each attack
roll or saving throw it makes before the end of your These benefits last for 24 hours or until the end of
next turn. On a successful save, it is immune to this your next long rest, whichever happens first.
power for 1 day.
IMPROVED FORCE CAMOUFLAGE
IMPROVED DARK SIDE TENDRILS 4th-level universal power
3rd-level dark side power
Prerequisite: Force Camouflage
Prerequisite: Dark Side Tendrils Casting Time: 1 action
Casting time: 1 action Range: Touch
Range: 150 feet Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
A willing creature you touch becomes invisible until
You summon a 20-foot-radius sphere of inky the power ends. Anything the target is wearing or
blackness at a point within range. No light, enhanced carrying is invisible as long as it is on the target's
or otherwise, can illuminate the area, creatures fully person.
within the area are blinded, and the area is difficult
terrain. Any creature that starts its turn in the area
takes 2d6 necrotic damage. Any creature that ends its
turn in the area must succeed on a Strength saving
throw or take 2d6 poison damage as tendrils of dark
energy caress it.
213 CHAPTER 11 | FORCE POWERS
IMPROVED FORCE IMMUNITY IMPROVED PHASESTRIKE
6th-level universal power 5th-level universal power
Prerequisite: Force Immunity Prerequisite: Phasestrike
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
An immobile, faintly shimmering barrier springs into Choose up to five creatures you can see within
existence in a 15-foot radius around you and remains range. Make a melee force attack against each one. On
for the duration. The barrier moves with you. hit, a target takes 6d10 force damage. You can then
teleport to an unoccupied space you can see within 5
Any force power of 5th level or lower cast from feet of one of the creatures you chose.
outside the barrier can't affect creatures or objects
within it, even if the power is cast using a higher level IMPROVED PHASEWALK
force slot. Such a power can target creatures and 5th-level universal power
objects within the barrier, but the power has no effect
on them. Similarly, the area within the barrier is Prerequisite: Phasewalk
excluded from the areas affected by such powers. Casting Time: 1 bonus action
Range: Self
Force Potency. When you cast this power using a Duration: Concentration, up to 1 minute
force slot of 7th level or higher, the barrier blocks
powers of one level higher for each slot level above You teleport up to 60 feet to an unoccupied space
6th. you can see. On each of your turns before the power
ends, you can use a bonus action to teleport in this way
IMPROVED FORCE SCREAM again.
5th-level dark side power
IMPROVED RESTORATION
Prerequisite: Force Scream 5th-level light side power
Casting Time: 1 action
Range: Self (30-foot radius) Prerequisite: Restoration
Duration: Instantaneous Casting Time: 1 action
Range: Touch
You emit a violent scream imbued with the power of Duration: Instantaneous
the Force. Each creature you choose within 30 feet of
you must succeed on a Constitution saving throw. On a You imbue a creature you touch with positive energy
failed save, a creature take 5d6 psychic damage, 5d6 to undo a debilitating effect. You can reduce the
sonic damage, is deafened, and is knocked prone. On a target's exhaustion level by one, or end one of the
successful save, it takes half as much damage and isn't following effects on the target:
deafened or knocked prone.
One effect that charmed the target.
IMPROVED HEAL One curse, including the target's attunement to a
5th-level light side power cursed item.
Any reduction to one of the target's ability scores.
Prerequisite: Heal One effect reducing the target's hit point maximum.
Casting Time: 1 action
Range: 60 feet IMPROVED REVITALIZE
Duration: Instantaneous 7th-level light side power
A wave of healing energy washes out from a point of Prerequisite: Revitalize
your choice within range. Choose up to six creatures in Casting Time: 10 minutes
a 30-foot-radius sphere centered on that point. Each Range: Touch
target regains hit points equal to 3d8 + your Duration: Instantaneous
forcecasting ability modifier. This power has no effect
on droids or constructs. You return a dead creature you touch to life,
provided that it has been dead no longer than 1 hour.
Force Potency. When you cast this power using a If the creature's soul is both willing and at liberty to
force slot of 6th level or higher, the healing increases rejoin the body, the creature returns to life with all its
by 1d8 for each slot level above 5th. hit points.
This power also neutralizes any poisons and cures
diseases that affected the creature at the time it died.
This power closes all mortal wounds and restores
any missing body parts.
Coming back from the dead is an ordeal. The target
takes a -4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.
CHAPTER 11 | FORCE POWERS 214
INSANITY When the power ends, the target can't move or take
5th-level dark side power actions until after its next turn, as a wave of lethargy
sweeps over it.
Prerequisite: Horror
Casting Time: 1 action LIGHTNING CHARGE
Range: Self (30-foot sphere) At-will dark side power
Duration: Concentration, up to 1 minute
Casting Time: 1 action
This power assaults and twists creatures' minds, Range: Varies
spawning delusions and provoking uncontrolled action. Duration: 1 round
Each creature in a 30-foot-radius sphere centered on
you must succeed on a Wisdom saving throw when you You imbue your weapon with debilitating force
cast this power or be affected by it. lightning. As part of the action used to cast this power,
you must make a melee attack with a weapon against
An affected target can't take reactions and must roll one creature within your weapon's reach, otherwise
a d8 at the start of each of its turns to determine its the power fails. On a hit, the target suffers the attack's
behavior for that turn. This power has no effect on normal effects, and the lightning leaps from the target
constructs or droids. to a different creature of your choice that you can see
within 5 feet of it. The second creature takes lightning
d8 Behavior damage equal to your forcecasting ability modifier.
The creature uses all its movement to move in a This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
1 random direction. To determine the direction, roll a d8 extra 1d8 lightning damage to the target, and the
and assign a direction to each die face. The creature lightning damage to the second creature increases to
1d8 + your forcecasting ability modifier. Both damage
doesn't take an action this turn. rolls increase by 1d8 at 11th level and 17th level.
2-6 The creature doesn't move or take actions this turn. LOCATE CREATURE
4nd-level universal power
The creature uses its action to make a melee attack
Prerequisite: Locate Object
7-8 against a randomly determined creature within its Casting Time: 1 action
reach. If there is no creature within its reach, the Range: Self
Duration: Concentration, up to 1 minute
creature does nothing this turn.
Describe or name a creature familiar to you. You
At the end of each of its turns, an affected target can sense the direction to the creature's location, as long
make a Wisdom saving throw. If it succeeds, this effect as its within 1000 feet of you. If the creature is in
ends for that target. motion, you know the direction of its movement. The
power can locate a specific creature known to you or
Force Potency. When you cast this power using a the nearest of a specific kind, as long as you have seen
power slot of 6th level or higher, the radius of the it while within 30 feet of it. If the creature is in a
sphere increases by 5 feet for each force slot level different form, the power doesn't work. This power
above 5th. can't locate a creature if running water at least 10 feet
wide blocks a direct path between you and the
KILL creature.
9th-level dark side power
LOCATE OBJECT
Prerequisite: Ruin 2nd-level universal power
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Duration: Instantaneous Range: Self
Duration: Concentration, up to 1 minute
You compel one creature you can see within range to
die instantly. If the creature you choose has 100 hit Describe or name an object. You sense the direction
points or fewer, it dies. Otherwise, the power has no to the object's location, as long as its within 1000 feet
effect. of you. If the object is in motion, you know the
direction of its movement. The power can locate a
KNIGHT SPEED specific object known to you, as long as you have seen
3rd-level universal power it while within 30 feet of it. Alternatively, the power can
locate the nearest object of a particular kind. This
Prerequisite: Burst of Speed power can't locate an object if any thickness of lead
Casting Time: 1 action blocks a direct path between you and the object.
Range: 30 feet
Duration: Concentration, up to 1 minute
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.
215 CHAPTER 11 | FORCE POWERS
MADDENING DARKNESS MASS COERCE MIND
8th-level dark side power 6th-level universal power
Prerequisite: Shroud of Darkness Prerequisite: Coerce Mind
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: 24 hours
Terrifying darkness spreads from a point you choose You suggest a course of activity (limited to a
within range to fill a 60-foot-radius sphere until the sentence or two) and influence with the Force up to
power ends. The darkness spreads around corners. A twelve creatures of your choice that you can see within
creature with darkvision can't see through this range and that can hear and understand you.
darkness. Unenhanced light, as well as light created by Creatures that can't be charmed are immune to this
powers of 8th level or lower, can't illuminate the area. effect. The suggestion must be worded in such a
manner as to make the course of action sound
Shrieks, gibbering, and mad laughter can be heard reasonable. Asking the creature to harm itself
within the sphere. Whenever a creature starts its turn automatically negates the effect of the power.
in the sphere, it must make a Wisdom saving throw,
taking 8d8 psychic damage on a failed save, or half as Each target must make a Wisdom saving throw. On a
much damage on a successful one. failed save, it pursues the course of action you
described to the best of its ability. The suggested
MASS ANIMATION course of action can continue for the entire duration. If
5th-level universal power the suggested activity can be completed in a shorter
time, the power ends when the subject finishes what it
Prerequisite: Animate Weapon was asked to do.
Casting Time: 1 action
Range: 120 feet You can also specify conditions that will trigger a
Duration: Concentration, up to 1 minute special activity during the duration. For example, you
might suggest that a group of soldiers give all their
You snag several objects using the Force and whip money to the first beggar they meet. If the condition
them into the air around you, controlling them to isn't met before the power ends, the activity isn't
attack at your command. Choose up to ten performed. If you or any of your companions damage
unenhanced objects within range that are not being a creature affected by this power, the power ends for
worn or carried. Medium targets count as two objects, that creature. This power has no effect on droids or
Large targets count as four objects, Huge targets count constructs.
as eight objects. You can't control any object larger
than Huge. Each object animates and hovers near you, Force Potency. When you cast this power using a
remaining within 100 feet of you for the duration. An 7th-level force slot, the duration is 10 days. When you
animated object behaves as though it is was a use an 8th-level force slot, the duration is 30 days.
construct, with AC, hit points, and attacks determined When you use a 9th-level force slot, the duration is a
by its size, and a flying speed of 30 feet. year and a day.
As a bonus action, you can mentally direct any object MASS HYSTERIA
controlled by this power. If you control multiple 9th-level dark side power
objects, you can command any or all of them at the
same time. You decide what action the object will take Prerequisite: Hysteria
and where it will move. The objects act at the end of Casting Time: 1 action
your turn. If you command an object to attack, it can Range: 120 feet
make a single melee attack against a creature within 5 Duration: Concentration, up to 1 minute
feet of it. It makes a slam attack with an attack bonus
and kinetic damage determined by its size. Drawing on the deepest fears of a group of
creatures, you create illusory creatures in their minds,
Size HP AC Attack manifesting their worst nightmares as an implacable
Tiny 20 16 +6 to hit, 1d4 + 3 damage threat visible only to them. Each creature in a 30-foot-
Small 25 15 +6 to hit, 1d8 + 2 damage radius sphere is frightened for the duration of the
Medium 40 13 +5 to hit, 2d6 + 1 damage power. At the end of each of the frightened creature's
Large 50 10 +6 to hit, 2d10 + 2 damage turns, it must succeed on a Wisdom saving throw or
Huge 80 10 +8 to hit, 2d12 + 4 damage take 5d10 psychic damage. On a successful save, the
power ends for that creature. This power has no effect
on droids or constructs.
Force Potency. If you cast this power using a force
slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
CHAPTER 11 | FORCE POWERS 216
MASTER BATTLE MEDITATION MASTER FORCE IMMUNITY
9th-level universal power 8th-level universal power
Prerequisite: Improved Battle Meditation Prerequisite: Improved Force Immunity
Casting Time: 1 action
Range: Self (30-foot radius) Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self (10-foot-radius sphere)
You exude an aura out to 30 feet that boosts the
morale and overall battle prowess you and your allies Duration: Concentration, up to 1 hour
while simultaneously reducing the opposition's
combat-effectiveness by eroding their will to fight. A 10-foot-radius faintly shimmering barrier
surrounds you. Within the sphere, powers can't be cast
Whenever you or a friendly creature within your and enhanced items become mundane. Until the
meditation makes an attack roll or a saving throw, they power ends, the sphere moves with you, centered on
can roll a d8 and add the number rolled to the attack you.
roll or saving throw.
Powers and other enhanced effects are suppressed
Whenever a hostile creature starts enters your in the sphere and can't protrude into it. A slot
meditation or starts its turn there, it must make a expended to cast a suppressed power is consumed.
Charisma saving throw. On a failed save, it must roll a While an effect is suppressed, it doesn't function, but
d8 and subtract the number rolled from each attack the time it spends suppressed counts against its
roll or saving throw it makes before the end of your duration.
next turn. On a successful save, it is immune to this
power for 1 day. Targeted Effects. Powers and other enhanced
effects that target a creature or an object in the sphere
MASTER FEEDBACK have no effect on that target.
9th-level dark side power
Enhanced Areas. The area of another power or
Prerequisite: Greater Feedback enhanced effect, such as force storm, can't extend into
Casting Time: 1 action the sphere. If the sphere overlaps an enhanced area,
Range: 90 feet the part of the area that is covered by the sphere is
Duration: Instantaneous suppressed.
You unleash the power of your mind to blast the Powers. Any active power or other enhanced effect
intellect of up to ten creatures of your choice that you on a creature or an object in the sphere is suppressed
can see within range. Creatures that have an while the creature or object is in it.
Intelligence score of 2 or lower are unaffected.
Enhanced Items. The properties and powers of
Each target must make an Intelligence saving throw. enhanced items are suppressed in the sphere. For
On a failed save, a target takes 14d6 psychic damage example, a +1 vibrosword in the sphere functions as an
and is stunned. On a successful save, a target takes unenhanced vibrosword.
half as much damage and isn't stunned.
An enhanced weapon's properties and powers are
A stunned target can make a Wisdom saving throw at suppressed if it is used against a target in the sphere
the end of each of its turns. On a successful save, the or wielded by an attacker in the sphere. If an enhanced
stunning effect ends. weapon or a piece of enhanced ammunition fully
leaves the sphere (for example, if you fire an enhanced
MASTER FORCE BARRIER shot or throw an enhanced saberspear at a target
8th-level light side power outside the sphere), the enhancement of the item
ceases to be suppressed as soon as it exits.
Prerequisite: Improved Force Barrier
Casting Time: 1 action Enhanced Travel. Teleportation fails to work in the
Range: Self sphere, whether the sphere is the destination or the
Duration: Concentration, up to 1 minute departure point for such enhanced travel. A portal to
another location temporarily closes while in the
This power massively bolsters your allies with sphere.
toughness and resolve. Creatures of your choice in a
30-foot radius around you when you cast this power Creatures and Objects. A creature or object
gain the following benefits: summoned or created by powers temporarily winks
out of existence in the sphere. Such a creature
The creature sheds dim light in a 5-foot radius. instantly reappears once the space the creature
The creature has advantage on all saving throws occupied is no longer within the sphere.
Other creatures have disadvantage on attack rolls
against them. Tech Override/Sever Force. Powers and enhanced
When a dark side creature hits them with a melee effects such as sever force have no effect on the
attack, that creature must make a Constitution saving sphere. Likewise, the spheres created by different
throw or be blinded until the power ends. scrambling field powers don't nullify each other.
217 CHAPTER 11 | FORCE POWERS
MASTER FORCE SCREAM When the power ends, each target can't move or
8th-level dark side power take actions until after its next turn, as a wave of
lethargy sweeps over it.
Prerequisite: Improved Force Scream
Casting Time: 1 action Force Potency. When you cast this power using a
Range: Self (60-foot radius) force slot of 8th-level or higher, you can target one
Duration: Instantaneous additional creature for each slot level above 7th.
You emit a cacophonous scream imbued with the MIND BLANK
power of the Force. Each creature you choose within 8th-level universal power
60 feet of you must succeed on a Constitution saving
throw. On a failed save, a creature takes 6d6 psychic Prerequisite: Mind Trap
damage, 6d6 sonic damage, is deafened, knocked Casting Time: 1 action
prone, and blinded for 1 minute. On a successful save, Range: Touch
it takes half as much damage and isn't deafened, Duration: 24 hours
knocked prone, or blinded by this power.
Until the power ends, one willing creature you touch
A creature blinded by this power makes another is immune to psychic and sonic damage, any effect that
Constitution saving throw at the end of each of its would sense its emotions or read its thoughts, and the
turns. On a successful save, it is no longer blinded. charmed condition. The power foils powers or effects
of similar power used to affect the target's mind or to
MASTER HEAL gain information about the target.
9th-level light side power
MIND SPIKE
Prerequisite: Greater Heal 2nd-level dark side power
Casting Time: 1 action
Range: Touch Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Duration: Concentration, up to 1 hour
A wave of healing energy washes over the creature
you touch. The target regains all its hit points. If the Choose one creature you can see. The target must
creature is charmed, frightened, paralyzed, or stunned, make a Wisdom saving throw. A creature takes 3d8
the condition ends. If the creature is prone, it can use psychic damage on a failed save, or half as much
its reaction to stand up. This power has no effect on damage on a successful one. Additionally, on a failed
droids or constructs. save, you always know the target's location, but only
while the two of you are on the same planet. The target
MASTER REVITALIZE can't become hidden from you, and if it's invisible, it
9th-level light side power gains no benefits from this condition against you. This
power has no effect on droids or constructs.
Prerequisite: Improved Revitalize
Casting Time: 1 hour MIND TRAP
Range: Touch 4th-level universal power
Duration: Instantaneous
Prerequisite: Force Confusion
You return a dead creature you touch to life, Casting Time: 1 action
provided that it has been dead no longer than 1 day. If Range: 60 feet
the creature's soul is both willing and at liberty to Duration: Concentration, up to 1 minute
rejoin the body, the creature returns to life with all its
hit points. You attempt to trap the mind of your target in a
psychic cage. The target must make a Charisma saving
This power closes all wounds, neutralizes any poison, throw. On a failed save, the creature's mind is trapped.
cures all diseases, and lifts any curses affecting the It can think, but it can't have any contact with or
creature when it died. The power replaces damaged or perceive the outside world. If the creature takes
missing organs and limbs. damage, it makes another Charisma save. On a
success, the power ends. This power has no effect on
MASTER SPEED droids or constructs.
7th-level universal power
Force Potency. When you cast this power using a
Prerequisite: Knight Speed force slot of 6th level or higher, after 1 minute of
Casting Time: 1 action concentration the power's duration becomes 24 hours
Range: 30 feet and it no longer requires your concentration.
Duration: Concentration, up to 1 minute
Choose up to two willing creatures that you can see
within range. Until the power ends, each targets' speed
is doubled, they gain a +2 bonus to AC, they have
advantage on Dexterity saving throws, and they gain an
additional action on each of their turns. That action can
be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or the Use an Object
Action.
CHAPTER 11 | FORCE POWERS 218
MIND TRICK PLAGUE
At-will universal power 3rd-level dark side power
Casting Time: 1 action Prerequisite: Affliction
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
Duration: Concentration, up to 1 minute
Choose a target within range that isn't hostile toward
you. The target must make a Wisdom saving throw. On Choose up to six creatures of your choice in a 40-foot
a failed save, the target has disadvantage on Wisdom cube within range. Each target must succeed on a
(Perception) and Intelligence (Investigation) checks. Constitution saving throw or be affected by this power
for the duration.
On a successful save, the creature realizes that you
tried to use the Force to influence its awareness and An affected target's speed is halved, it takes a -2
becomes hostile toward you. A creature prone to penalty to AC and Dexterity saving throws, and it can't
violence might attack you. Another creature might seek use reactions. On its turn, it can use either an action or
retribution in other ways (at the GM's discretion), a bonus action, not both. Regardless of the creature's
depending on the nature of your interaction with it. abilities or items, it can't make more than one melee or
This power has no effect on droids or constructs. ranged attack during its turn.
NECROTIC CHARGE If the creature attempts to cast a power with a
At-will dark side power casting time of 1 action, roll a d20. On an 11 or higher,
the power doesn't take effect until the creature's next
Casting Time: 1 action turn, and the creature must use its action on that turn
Range: Varies to complete the power. If it can't, the power is wasted.
Duration: 1 round
A creature affected by this power makes another
As part of the action used to cast this power, you Constitution saving throw at the end of its turn. On a
must make a melee attack with a weapon against one successful save, the effect ends for it.
creature within your weapon's reach, otherwise the
power fails. On a hit, the target suffers the attack's PLANT SURGE
normal effects, and you can choose to deal up to 1d8 3rd-level light side power
of necrotic damage, which you suffer as well. This
damage can't be reduced or negated in any way. Casting Time: 1 action or 8 hours
Range: 150 feet
This power's damage increases when you reach Duration: Instantaneous
higher levels. At 5th level, the melee attack deals an
extra 1d8 necrotic damage to the target, and you can If you cast this power using 1 action, all normal
increase the secondary damage to 2d8. Both damage plants in a 100-foot radius centered on a point become
rolls increase by 1d8 at 11th level and 17th level. overgrown. Moving through the area spends 4 feet of
movement for every 1 foot moved. You can exclude
PHASESTRIKE areas of any size within the power's area from being
1st-level universal power affected.
Casting Time: 1 bonus action If you cast this power over 8 hours, all plants in a
Range: Self half-mile radius centered on a point yield twice the
Duration: Concentration, up to 1 minute normal amount of food when harvested for 1 year.
Until the power ends, your movement doesn't PRECOGNITION
provoke opportunity attacks. 9th-level universal power
Once before the power ends, you can give yourself Prerequisite: Danger Sense
advantage on one weapon attack roll on your turn. Casting Time: 1 minute
That attack deals an extra 1d8 force damage on a hit. Range: Self
Whether you hit or miss, your walking speed increases Duration: 8 hours
by 30 feet until the end of that turn.
Your mastery of the Force gives you a limited ability
PHASEWALK to see into the immediate future. For the duration, you
2nd-level universal power can't be surprised and you have advantage on attack
rolls, ability checks, and saving throws. Additionally,
Casting Time: 1 bonus action other creatures have disadvantage on attack rolls
Range: Self against you for the duration.
Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space
that you can see.
219 CHAPTER 11 | FORCE POWERS
PROJECT REMOVE CURSE
1st-level light side power 3rd-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Duration: Instantaneous Duration: Instantaneous
You lift three piles of debris or small objects from the At your touch, all curses affecting one creature or
ground and hurl them. Each pile hits a creature of your object end. If the object is a cursed enhanced item, its
choice that you can see within range. The pile deals curse remains, but the power breaks its owner's
1d4+1 force damage to its target. The piles all strike attunement to the object so it can be removed or
simultaneously and you can direct them to hit one discarded.
creature or several.
RESCUE
Force Potency. When you cast this power using a 2nd-level universal power
force slot of 2nd level or higher, you lift and throw an
additional pile of debris for each slot level above 1st. Casting Time: 1 bonus action
Range: 30 feet
PSYCHIC CHARGE Duration: Instantaneous
At-will dark side power
You pull one willing ally you can see within 30 feet of
Casting Time: 1 action you to an unoccupied space within 5 feet of you. The
Range: Varies target must use their reaction to accept the pull.
Duration: 1 round
RESISTANCE
As part of the action used to cast this power, you At-will universal power
must make a melee attack with a weapon against one
creature within your weapon's reach, otherwise the Casting Time: 1 action
power fails. On a hit, the target suffers the attack's Range: Touch
normal effects, and its mouth is covered by a violet veil Duration: Concentration, up to 1 minute
until the start of your next turn. If the target willingly
speaks before then, it immediately takes 1d8 psychic You touch one willing creature. Once before the
damage, and the power ends. power ends, the target can roll a d4 and add the
number rolled to one saving throw of its choice. It can
This power's damage increases when you reach roll the die before or after the saving throw. The power
higher levels. At 5th level, the melee attack deals an then ends.
extra 1d8 psychic damage to the target, and the
damage the target takes for speaking increases to 2d8. RESTORATION
Both damage rolls increase by 1d8 at 11th level and 2nd-level light side power
17th level.
Casting Time: 1 action
RAGE Range: Touch
6th-level dark side power Duration: Instantaneous
Casting Time: 1 action You touch a creature and end either one disease or
Range: Self one condition afflicting it. The condition can be
Duration: Concentration, up to 10 minutes blinded, deafened, paralyzed, or poisoned.
You endow yourself with endurance and martial REVITALIZE
prowess fueled by the Force. Until the power ends, you 5th-level light side power
can't cast powers, and you gain the following benefits:
Prerequisite: Spare the Dying
You gain 50 temporary hit points. If any of these Casting Time: 1 minute
remain when the power ends, they are lost. Range: Touch
You have advantage on attack rolls that you make with Duration: Instantaneous
lightweapons and vibroweapons.
When you hit a target with a weapon attack, that target You return a dead creature you touch to life,
takes an extra 2d12 force damage. provided that it has been dead no longer than 10
You have proficiency with all armor, lightweapons, and minutes. If the creature's soul is both willing and at
vibroweapons. liberty to rejoin the body, the creature returns to life
You have proficiency in Strength and Constitution with 1 hit point.
saving throws.
You can attack twice, instead of once, when you take This power also neutralizes any poisons and cures
the Attack action on your turn. You ignore this benefit if diseases that affected the creature at the time it died.
you already have a feature, like Extra Attack, that gives
you extra attacks. This power closes all mortal wounds, but it doesn't
restore missing body parts. If the creature is lacking
Immediately after the power ends, you must succeed body parts or organs integral for its survival—its head,
on a DC 15 Constitution saving throw or suffer one for instance—the power automatically fails.
level of exhaustion.
Coming back from the dead is an ordeal. The target
takes a -4 penalty to all attack rolls, saving throws, and
ability checks. Every time the target finishes a long rest,
the penalty is reduced by 1 until it disappears.
CHAPTER 11 | FORCE POWERS 220
RUIN SABER WARD
7th-level dark side power At-will universal power
Prerequisite: Wound Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60 feet Duration: Instantaneous
Duration: Instantaneous
You take a defensive stance. Until the end of your
You channel the dark side of the Force to desecrate a next turn, you have resistance against kinetic and
creature you can see within range, causing waves of energy damage dealt by weapons.
intense pain to assail it. If the target has 100 hit points
or fewer, it is subject to crippling pain. Otherwise, the SANCTUARY
power has no effect on it. 1st-level light side power
While the target is affected by crippling pain, any Casting Time: 1 bonus action
speed it has can be no higher than 10 feet. The target Range: 30 feet
also has disadvantage on attack rolls, ability checks, Duration: 1 minute
and saving throws, other than Constitution saving
throws. Finally, if the target tries to cast a power, it Until the power ends, any creature who targets the
must first succeed on a Constitution saving throw, or warded creature with an attack, a harmful power, or a
the casting fails and the power is wasted. hostile action must first make a Wisdom saving throw.
On a failed save, the creature must choose a new
A target suffering this pain can make a Constitution target or lose the attack or power. This power doesn't
saving throw at the end of each of its turns. On a protect the warded creature from area effects.
successful save, the pain ends.
If the warded creature makes an attack, casts a
SABER REFLECT power that affects an enemy creature, or takes a
At-will universal power hostile action this power ends.
Casting Time: 1 reaction, which you take in response to SAP VITALITY
being hit by a ranged attack 1st-level dark side power
Range: Self Casting Time: 1 action
Duration: Instantaneous Range: Touch
Duration: Instantaneous
In response to being attacked, you raise your
weapon to attempt to deflect. When you you use this Make a melee force attack against a creature you can
power, the damage you take from the attack is reduced reach. On a hit, the target takes 3d10 necrotic damage.
by 1d6. If you reduce the damage to 0, you're wielding
a lightweapon or vibroweapon, and the damage is Force Potency. When you cast this power using a
energy or ion, you can reflect the attack at a target force slot of 2nd level or higher, the damage increases
within range as part of the same reaction. Make a by 1d10 for each slot level above 1st.
ranged force attack at a target you can see. The attack
has a normal range of 20 feet and a long range of 60
feet. On a hit, the target takes the triggering attack's
normal damage.
The power's damage reduction increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
SABER THROW
At-will universal power
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
As a part of the action used to cast this power, you
must make a ranged force attack with a lightweapon or
vibroweapon against one target within the power's
range, otherwise the power fails. On a hit, the target
takes 1d8 damage of the same type as the weapon's
damage. The weapon then immediately returns to your
hand.
This power can hit multiple targets when you reach
higher levels: two targets at 5th level, three targets at
11th level, and four targets at 17th level. Each target
must be within 30 feet of the previous target, you must
make a separate attack roll for each target, and the last
target must be no further than 30 feet away from you.
You can not hit the same target twice in succession.
221 CHAPTER 11 | FORCE POWERS
SCOURGE Force Potency. When you cast this power using a
6th-level dark side power 3rd-level force slot, the range increases to 60 feet.
When you use a 5th-level force slot, the range
Prerequisite: Plague increases to 500 feet. When you use a 7th-level force
Casting Time: 1 action slot, the range increases to 1 mile. When you use a 9th-
Range: Self level force slot, the range increases to 10 miles.
Duration: Concentration, up to 1 minute
SEVER FORCE
For the power's duration, your eyes become an inky 3rd-level universal power
void imbued with dread power. One creature of your
choice within 60 feet of you that you can see must Casting Time: 1 reaction
succeed on a Constitution saving throw or be affected Range: 60 feet
by one of the following effects of your choice for the Duration: Instantaneous
duration. On each of your turns until the power ends,
you can use your action to target another creature but You attempt to interrupt a creature in the process of
can't target a creature again if it has succeeded on a casting a force power. If the creature is casting a power
saving throw against this casting of scourge. of 3rd level or lower, its power fails and has no effect. If
it is casting a power of 4th level or higher, make an
Asleep. The target falls unconscious. It wakes up if it ability check using your forcecasting ability. The DC
takes any damage or if another creature uses its action equals 10 + the power's level. On a success, the
to shake the sleeper awake. creature's power fails and has no effect.
Panicked. The target is frightened of you. On each of Force Potency. When you cast this power using a
its turns, the frightened creature must take the Dash force slot of 4th level or higher, the interrupted power
action and move away from you by the safest and has no effect if its level is less than or equal to the level
shortest available route, unless there is nowhere to of the force slot you used.
move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this SHARE LIFE
effect ends. 3rd-level light side power
Sickened. The target has disadvantage on attack Prerequisite: Give Life
rolls and ability checks. At the end of each of its turns, Casting Time: 1 action
it can make another Wisdom saving throw. If it Range: 30 feet
succeeds, the effect ends. Duration: Instantaneous
SENSE EMOTION You sacrifice some of your health to mend another
1st-level universal power creature's injuries. You take 4d8 necrotic damage, and
one creature of your choice that you can see within
Casting Time: 1 action range regains a number of hit points equal to twice the
Range: Self necrotic damage you take. This power has no effect on
Duration: Concentration, up to 10 minutes droids or constructs.
You attune your senses to pick up the emotions of Force Potency. When you cast this power using a
others for the duration. When you cast the power, and force slot of 4th level or higher, the damage increases
as your action on each turn until the power ends, you by 1d8 for each slot level above 3rd.
can focus your senses on one humanoid you can see
within 30 feet of you. You instantly learn the target's SHOCK
prevailing emotion, whether it's love, anger, pain, fear, At-will dark side power
calm, or something else. If the target isn't actually
humanoid or it is immune to being charmed, you sense Casting Time: 1 action
that it is calm. Range: 120 feet
Duration: Instantaneous
SENSE FORCE
1st-level universal power You hurl a bolt of lightning at a target within range,
making a ranged power attack. On a hit, the target
Casting Time: 1 action takes 1d10 lightning damage. The lightning ignites
Range: Self flammable objects in the area that aren't being worn or
Duration: Concentration, up to 10 minutes carried.
For the duration, you sense the use of the Force, or This power's damage increases by 1d10 when you
its presence in an inanimate object within 30 feet of reach 5th level (2d10), 11th level (3d10), and 17th level
you. If you sense the Force in this way, you can use (4d10).
your action to determine the direction from which it
originates and, if it's in line of sight, you see a faint aura
around the person or object from which the Force
emanates.
CHAPTER 11 | FORCE POWERS 222
SHOCKING SHIELD SKILL EMPOWERMENT
4th-level dark side power 5th-level light side power
Prerequisite: Shock Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Duration: Concentration, up to 1 hour
Duration: 10 minutes
Your power with the Force deepens a creature's
Lightning courses in a sphere surrounding your understanding of its own talent. You touch one willing
body, shedding bright light in a 10-foot radius and dim creature and give it expertise in one skill of your
light for an additional 10 feet. You can use your action choice; until the power ends, the creature doubles its
to end the power early. proficiency bonus for ability checks it makes that use
the chosen skill.
Whenever a creature within 5 feet of you hits you
with a melee attack, it takes 2d8 lightning damage. You must choose a skill in which the target is
proficient and that isn't already benefiting from an
SHROUD OF DARKNESS effect, such as Expertise, that doubles its proficiency
4th-level dark side power bonus.
Prerequisite: Darkness SLOW
Casting Time: 1 action At-will dark side power
Range: Self
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 15 feet
You become heavily obscured to others. Dim light Duration: 1 hour
within 10 feet of you becomes darkness, and bright
light becomes dim light. A hostile creature of your choice must make a
Constitution saving throw. On a failed save, the target's
Until the power ends, you have resistance to force speed decreases by 10 feet until the power ends.
damage. In addition, whenever a creature within 10
feet of you hits you with an attack, it takes 2d8 necrotic The target's speed decreases by 5 more feet when
damage. you reach 5th level (15 feet), 11th level (20 feet), and
17th level (25 feet).
SIPHON LIFE
5th-level dark side power SLOW DESCENT
1st-level universal power
Prerequisite: Drain Life
Casting Time: 1 action Casting Time: 1 reaction, which you take when you or a
Range: 60 feet creature within 60 feet of you falls
Duration: Concentration, up to 1 minute
Range: 60 feet
A tendril of inky darkness reaches out from you, Duration: 1 minute
touching a creature you can see within range to drain
life from it. The target must make a Dexterity saving Choose up to five falling creatures within range. A
throw. On a successful save, the target takes 2d8 falling creature's rate of descent slows to 60 feet per
necrotic damage, and the power ends. On a failed save, round until the power ends. If the creature lands
the target takes 4d8 necrotic damage, and until the before the power ends, it takes no falling damage and
power ends, you can use your action on each of your can land on its feet, and the power ends for that
turns to automatically deal 4d8 necrotic damage to the creature.
target. The power ends if you use your action to do
anything else, if the target is ever outside the power's SONIC CHARGE
range, or if the target has total cover from you. At-will universal power
Whenever the power deals damage to a target, you Casting Time: 1 action
regain hit points equal to half the amount of necrotic Range: Varies
damage the target takes. Duration: 1 round
Force Potency. When you cast this power using a As part of the action used to cast this power, you
force slot of 6th level or higher, the damage increases must make a melee attack with a weapon against one
by 1d8 for each slot level above 5th. creature within your weapon's reach, otherwise the
power fails. On a hit, the target suffers the attack's
normal effects, and you begin to emanate a disturbing
hum until the start of your next turn. If a hostile
creature ends its turn within 5 feet of you, it takes 1d4
sonic damage.
This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d8 sonic damage to the target, and the
secondary damage increases by 1d4. Both damage
rolls increase by 1d8 and 1d4, respectively, at 11th
level and 17th level.
223 CHAPTER 11 | FORCE POWERS
SPARE THE DYING STUN DROID
At-will light side power 2nd-level light side power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You touch a living creature that has 0 hit points. The Choose a droid that you can see within range. The
creature becomes stable. This power has no effect on target must succeed on a Constitution saving throw or
droids or constructs. be paralyzed for the duration. At the beginning of each
of its turns, the droid takes energy damage equal to
STASIS your forcecasting ability modifier. At the end of each of
5th-level light side power its turns, the target can make another Constitution
saving throw. On a success, the power ends on the
Prerequisite: Stun target.
Casting Time: 1 action
Range: 90 feet TELEKINESIS
Duration: Concentration, up to 1 minute 5th-level universal power
Choose up to 3 creatures that you can see within Prerequisite: Force Throw
range. Each target must succeed on a Wisdom saving Casting Time: 1 action
throw or be paralyzed for the duration. This power has Range: 90 feet
no effect on droids or constructs. At the end of each of Duration: Concentration, up to 10 minutes
its turns, a target can make another Wisdom saving
throw. On a success, the power ends on the target. You gain the ability to move or manipulate creatures
and objects with the Force. When you cast this power,
Force Potency. When you cast this power using a and as your action each round for the duration, you
force slot of 6th level or higher, you can target an can exert your will on one creature or object that you
additional creature for each slot level above 5th. can see within range, causing the appropriate effect
below. You can affect the same target round after
STASIS FIELD round, or choose a new one at any time. If you switch
8th-level light side power targets, the prior target is no longer affected by the
power.
Prerequisite: Stasis
Casting Time: 1 action Creature. You can try to move a Huge or smaller
Range: 120 feet (30-foot cube) creature. The target must make a Strength saving
Duration: Concentration, up to 1 minute throw. On a failed save, you move the creature up to
30 feet in any direction, including upward but not
Choose a target that you can see within range. Each beyond the range of this power. Until the end of your
creature must succeed on a Wisdom saving throw or next turn, the creature is restrained in your telekinetic
be paralyzed for the duration. This power has no effect grip. A creature lifted upward is suspended in mid-air.
on droids or constructs. At the end of each of a target's
turns, it can make another Wisdom saving throw. On a On subsequent rounds, you can use your action to
success, the power ends on the target. attempt to maintain your telekinetic grip on the
creature by repeating the contest.
Force Potency. When you cast this power using a
force slot of 9th level, the size of the cube increases to Object. You move an object that isn't being worn or
40 feet. carried and weighs up to 1,000 lbs up to 30 feet in any
direction, but not beyond the range of this power.
STUN
2nd-level light side power You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool,
Casting Time: 1 action opening a door or a container, stowing or retrieving an
Range: 60 feet item from an open container, or pouring the contents
Duration: Concentration, up to 1 minute from a vial.
Choose a creature 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.
CHAPTER 11 | FORCE POWERS 224
TELEKINETIC BURST TREMOR
6th-level light side power 1st-level universal power
Prerequisite: Telekinetic Storm Prerequisite: Burst
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot line) Range: 10 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
A beam of Force energy flashes out from your hand You cause a tremor in the ground within range. Each
in a 5-foot-wide, 60-foot-long line. Each creature in the creature other than you in a 5-foot-radius sphere
line must make a Constitution saving throw. On a failed centered on that point must make a Dexterity saving
save, a creature takes 8d6 force damage and is throw. On a failed save, a creature takes 1d6 kinetic
knocked prone. On a successful save, it takes half as damage and is knocked prone. On a successful save,
much damage and isn't knocked prone. the creature takes half as much damage and isn't
knocked prone. If the ground in that area is loose earth
You can create a new telekinetic gust as your action or stone, it becomes difficult terrain until cleared, with
on your turn until the power ends. each 5-foot-diameter portion requiring at least 1
minute to clear by hand.
Force Potency. When you cast this power using a
force slot of 7th level or higher, the damage increases Force Potency. When you cast this power using a
by 2d6 for each slot level above 6th. force slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
TELEKINETIC STORM
3rd-level light side power TRUE SIGHT
6th-level universal power
Prerequisite: Turbulence
Casting Time: 1 action Prerequisite: Force Sight
Range: Self (15-foot radius) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self
Duration: 1 hour
You stir the Force around you, creating a turbulent
field of telekinetic energy that buffets enemies around You shift your vision to see through use of the Force,
you. The field extends out to a distance of 15 feet giving you the ability to see things as they actually are.
around you for the duration. For the duration, you have truesight and notice secret
doors hidden by powers, all out to a range of 120 feet.
When you cast this power, you can designate any
number of creatures you can see to be unaffected by TURBULENCE
it. An affected creature's speed is halved in the area, At-will light side power
and when the creature enters the area for the first
time on a turn or starts its turn there, it must make a Casting Time: 1 action
Constitution saving throw. On a failed save, the Range: 120 feet
creature takes 3d8 force damage. On a successful save, Duration: Instantaneous
the creature takes half as much damage.
Choose one creature, or choose two creatures that
Force Potency. When you cast this power using a are within 5 feet of each other, within range. A target
force power slot of 4th level or higher, the damage must succeed on a Dexterity saving throw or take 1d6
increases by 1d8 for each slot level above 3rd. force damage.
TELEKINETIC WAVE This power's damage increases by 1d6 when you
8th-level light side power reach 5th, 11th, and 17th level.
Prerequisite: Telekinetic Burst VALOR
Casting Time: 1 action 1st-level light side power
Range: 150 feet
Duration: Instantaneous Prerequisite: Guidance
Casting Time: 1 action
You manipulate the Force in a 60-foot radius Range: 30 feet
centered on a point you choose within range. Each Duration: Concentration, up to 1 minute
creature in that area must make a Constitution saving
throw. On a failed save, a creature takes 12d6 force You bless up to three creatures of your choice within
damage, is knocked prone, and moved 5 feet in a range. Whenever a target makes an attack roll or a
direction of your choice. On a successful save, it takes saving throw before the power ends, the target can roll
half as much damage and isn't knocked prone or a d4 and add the number rolled to the attack roll or
moved. saving throw.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 9th level, the damage increases by 2d6. force slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
225 CHAPTER 11 | FORCE POWERS
WALL OF LIGHT WOUND
6th-level light side power 1st-level dark side power
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You conjure an immense manifestation of You make a piercing gesture at a creature within
destructive light side Force energy. The wall appears range. Make a ranged force attack against the target.
within range and lasts for the duration. You can make a On a hit, the target takes 2d8 necrotic damage and
straight wall up to 100 feet long, 20 feet high, and 5 must make a Constitution saving throw. On a failed
feet thick, or a ringed wall up to 60 feet in diameter, 20 save, it is also poisoned until the end of your next turn.
feet high, and 5 feet thick. The wall provides three-
quarters cover and its space is difficult terrain. Force Potency. When you cast this power using a
force slot of 2nd level or higher, the damage increases
When a creature enters the wall's area for the first by 1d8 for each slot level above 1st.
time on a turn or starts its turn there, it must make a
Dexterity saving throw. On a failed save, the creature WRACK
takes 6d10 force damage, or half as much on a 6th-level dark side power
success.
Prerequisite: Plague
WHIRLWIND Casting Time: 1 action
7th-level universal power Range: 60 feet
Duration: Instantaneous
Casting Time: 1 action
Range: 300 feet You wrack the body of a creature that you can see
Duration: Concentration, up to 1 minute with a virulent, disease-like condition. The target must
make a Constitution saving throw. On a failed save, it
A whirlwind howls down to a point that you can see takes 14d6 necrotic damage, or half as much damage
on the ground within range. The whirlwind is a 10-foot- on a successful save. The damage can't reduce the
radius, 30-foot-high cylinder centered on that point. target's hit points below 1. If the target fails the saving
Until the power ends, you can use your action to move throw, its hit point maximum is reduced for 1 hour by
the whirlwind up to 30 feet in any direction along the an amount equal to the necrotic damage it took. Any
ground. The whirlwind sucks up any Medium or effect that removes a disease allows a creature's hit
smaller objects that aren't secured to anything and point maximum to return to normal before that time
that aren't worn or carried by anyone. passes.
A creature must make a Dexterity saving throw the Force Potency. If you cast this power using a force
first time on a turn that it enters the whirlwind or that slot of 7th level or higher, the power deals an extra 2d6
the whirlwind enters its space, including when the damage for each slot level above 6th.
whirlwind first appears. A creature takes 10d6 kinetic
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.
A restrained creature can use an action to make a
Strength or Dexterity check against your force save DC.
If successful, the creature is no longer restrained by
the whirlwind and is hurled 3d6x10 feet away from it in
a random direction.
CHAPTER 11 | FORCE POWERS 226
CHAPTER 12: TECH POWERS
AT-WILL Gleaming Outline 3RD-LEVEL 6TH-LEVEL
Hologram Carbon Fog
Acid Splash Holographic Disguise Cryogenic Suspension Carbonite
Acidic Strike Homing Rockets Debilitating Gas Contingency
Assess the Situation Ionic Bond Diminish Tech Disperse Energy
Combustive Shot Kolto Pack Enhance Weapon Disintegrate
Cryogenic Burst Oil Slick Explosion Find the Path
Electrical Burst Overload Fabricate Trap Firestorm
Electroshock Poison Dart Flaming Shots Kolto Infusion
Encrypted Message Repair Droid Greater Hologram Programmed Illusion
Illusory Strike Ring of Fire Greater Light Scrambling Shield
Ion Blast Smoke Cloud Invisibility to Cameras Security Protocols
Ionic Strike Spot the Weakness Kolto Cloud
Jet of Flame Stack the Deck Protection from Energy 7TH-LEVEL
Light Tactical Barrier Scramble Interface Cage
Mending Target Lock Sabotage Charges Delayed Explosion
Minor Hologram Toxin Scan Sending Greater Sabotage Charges
Mobile Lights Tracer Bolt Slow-release Medpac Neurotoxin
On/Off Tracker Droid Interface Tactical Advantage Project Hologram
Poison Spray Tranquilizer Tech Override Tactical Superiority
Rime Shot Translation Program
Rime Strike 4TH-LEVEL 8TH-LEVEL
Sonic Shot 2ND-LEVEL Antipathy/Sympathy
Sonic Strike Ballistic Shield Energizing Aura
Storming Shot Acid Dart Cloaking Screen Incendiary Cloud
Targeting Shot Capacity Boost Corrosive Sphere Scrambling Field
Temporary Boost Cryogenic Volley Cryogenic Storm Stun
Venomous Strike Concealed Caltrops Defibrillate
Vortex Shot Darkvision Elemental Accelerant 9TH-LEVEL
Ward Detect Invisibility Holding Cell Carbonite Explosion
Warding Shot Detect Traps Illusory Terrain Greater Explosion
Electromesh Kolto Reserve Greater Salvo
1ST-LEVEL Hold Droid Salvo Invulnerability
Implant Message Scan Area Kolto Waves
Absorb Energy Infiltrate Sensor Probe Predictive AI
Alarm Lock Synchronicity
Analyze Magnetic Hold
Condense/Vaporize Magnetic Field 5TH-LEVEL
Cryogenic Blast Mirror Image
Decryption Program Motivator Boost Cryogenic Spray
Detect Enhancement Overheat Friendly Fire
Element of Surprise Paralyze Humanoid Greater Analyze
Energy Shield Pyrotechnics Group Hologram
Expeditious Retreat Release Immolate
Flame Sweep Scorching Ray Mass Repair Droid
Flash Shared Shielding Mislead
Shatter Override Interface
Smuggle Paralyze Creature
Toxin Purge Greater Translocate
Translocate Shutdown
Truth Serum Toxic Cloud
227 CHAPTER 12 | TECH POWERS
ABSORB ENERGY ACIDIC STRIKE
1st-level tech power At-will tech power
Casting Time: 1 reaction, which you take when you take Casting Time: 1 action
acid, cold, energy, fire, ion, kinetic, lightning, or sonic Range: Varies
damage Duration: 1 round
Range: Self As part of the action used to cast this power, you
Duration: 1 round must make a melee attack with a weapon against one
creature within your weapon's reach, otherwise the
The power captures some of the incoming energy, power fails. On a hit, the target suffers the attack's
lessening its effect on you and storing it for your next normal effects, and it becomes sheathed in a thick
melee attack. You have resistance to the triggering acidic slime until the start of your next turn. Until the
damage type until the start of your next turn. Also, the start of your next turn, if the target succeeds in
first time you hit with a melee attack on your next turn, grappling or maintaining a grapple, the slime is
the target takes an extra 1d6 damage of the triggering pressed into its body, causing it to immediately take
type, and the power ends. 1d8 acid damage.
Overcharge Tech. When you cast this power using a This power's damage increases when you reach
power slot of 2nd level or higher, the extra damage higher levels. At 5th level, the melee attack deals an
increases by 1d6 for each slot level above 1st. extra 1d8 acid damage to the target, and the damage
the target takes for taking grappling or maintaining a
ACID DART grapple increases to 2d8. Both damage rolls increase
2nd-level tech power by 1d8 at 11th level and 17th level.
Casting Time: 1 action ALARM
Range: 90 feet 1st-level tech power
Duration: Instantaneous
Casting Time: 1 minute
A shimmering green dart streaks toward a target Range: 30 feet
within range and bursts in a spray of acid. Make a Duration: 8 hours
ranged tech attack against the target. On a hit, the
target takes 4d4 acid damage immediately and 2d4 You set an alarm against unwanted intrusion.
acid damage at the end of its next turn. On a miss, the Choose a door, a window, or an area within range that
dart splashes the target with acid for half as much of is no larger than a 20-foot cube. Until the power ends,
the initial damage and no damage at the end of its next an alarm alerts you whenever a Tiny or larger creature
turn. touches or enters the warded area. When you cast the
power, you can designate creatures that won't set off
Overcharge Tech. When you cast this power using a the alarm. You also choose whether the alarm is
tech slot of 3rd level or higher, the damage (both initial mental or audible.
and later) increases by 1d4 for each slot level above
2nd. A silent alarm alerts you with a ping in your mind if
you are within 1 mile of the warded area. This ping
ACID SPLASH awakens you if you are sleeping.
At-will tech power
An audible alarm produces the sound of a hand bell
Casting Time: 1 action for 10 seconds within 60 feet.
Range: 60 feet
Duration: Instantaneous ANALYZE
1st-level tech power
You emit a burst of acid. Choose one creature within
range, or choose two creatures within range that are Casting Time: 1 minute
within 5 feet of each other. A target must succeed on a Range: Touch
Dexterity saving throw or take 1d6 acid damage. Duration: Instantaneous
This power's damage increases by 1d6 when you You choose one object that you must touch
reach 5th level (2d6), 11th level (3d6), and 17th level throughout the casting of the power. If it is an
(4d6). enhanced or modified item, you learn its properties
and how to use them, whether it requires attunement
to use, and how many charges it has, if any. You learn
whether any powers are affecting the item and what
they are. If the item was created by a power, you learn
which power created it.
If you instead touch a creature throughout the
casting, you learn what tech powers, if any, are
currently affecting it.
CHAPTER 12 | TECH POWERS 228
ANTIPATHY/SYMPATHY ASSESS THE SITUATION
8th-level tech power At-will tech power
Casting Time: 1 hour Casting Time: 1 action
Range: 30 feet
Range: 60 feet Duration: Instantaneous
Duration: 10 days You take a sensory snapshot of a target within range.
Your tech grants you a brief insight into the target's
This power attracts or repels creatures of your defenses. You have advantage on the next attack roll
choice. You target something within range, either a you make against the target before the end of your
Huge or smaller object or creature or an area that is no next turn.
larger than a 200-foot cube. Then specify a kind of
intelligent creature, such as rancors, kath hounds, or BALLISTIC SHIELD
twi'leks. You invest the target with an aura that either 4th-level tech power
attracts or repels the specified creatures for the
duration. Choose antipathy or sympathy as the aura's Casting Time: 1 action
effect. Range: Self
Duration: Concentration, up to 1 hour
Antipathy. The power causes creatures of the kind
you designated to feel an intense urge to leave the A flickering blue shield surrounds your body. Until
area and avoid the target. When such a creature can the power ends, you have resistance to kinetic and
see the target or comes within 60 feet of it, the energy damage.
creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened CAGE
while it can see the target or is within 60 feet of it. 7th-level tech power
While frightened by the target, the creature must use
its movement to move to the nearest safe spot from Casting Time: 1 action
which it can't see the target. If the creature moves Range: 100 feet
more than 60 feet from the target and can't see it, the Duration: 1 hour
creature is no longer frightened, but the creature
becomes frightened again if it regains sight of the An immobile, Invisible, cube-shaped prison
target or moves within 60 feet of it. composed of energy springs into existence around an
area you choose within range. The prison can be a cage
Sympathy. The power causes the specified creatures or a solid box as you choose.
to feel an intense urge to approach the target while
within 60 feet of it or able to see it. When such a A prison in the shape of a cage can be up to 20 feet
creature can see the target or comes within 60 feet of on a side and is made from 1/2-inch diameter bars
it, the creature must succeed on a Wisdom saving spaced 1/2 inch apart.
throw or use its movement on each of its turns to enter
the area or move within reach of the target. When the A prison in the shape of a box can be up to 10 feet
creature has done so, it can't willingly move away from on a side, creating a solid barrier that prevents any
the target. matter from passing through it and blocking any
powers cast into or out of the area.
If the target damages or otherwise harms an
affected creature, the affected creature can make a When you cast the power, any creature that is
Wisdom saving throw to end the effect, as described completely inside the cage's area is trapped. Creatures
below. only partially within the area, or those too large to fit
inside the area, are pushed away from the center of
Ending the Effect. If an affected creature ends its the area until they are completely outside the area.
turn while not within 60 feet of the target or able to see
it, the creature makes a Wisdom saving throw. On a A creature inside the cage can't leave it by
successful save, the creature is no longer affected by unenhanced means. If the creature tries to teleport to
the target and recognizes the feeling of repugnance or leave the cage, it must first make a Charisma saving
attraction as unnatural. In addition, a creature affected throw. On a success, the creature can use that power
by the power is allowed another Wisdom saving throw to exit the cage. On a failure, the creature can't exit the
every 24 hours while the power persists. cage and wastes the use of the power or effect.
A creature that successfully saves against this effect This power can't be dispelled.
is immune to it for 1 minute, after which time it can be
affected again.
229 CHAPTER 12 | TECH POWERS
CAPACITY BOOST CARBONITE EXPLOSION
2nd-level tech power 9th-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 250 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You empower a blaster weapon you are holding. For You generate an explosion of cryogenic energy in a
the duration, you can reload the weapon as a free 60-foot-radius sphere centered on a point you can see
action once per turn, and as a bonus action on each of within range. Each creature in the affected area must
your turns you can make one attack with the weapon make a Constitution saving throw. On a failed save, the
loaded with the power cell. creature takes 8d6 + 20 cold damage and is restrained
for 1 minute as it is encased in carbonite. On a
Overcharge Tech. When you cast this power using a successful save, the creature takes half damage and is
tech slot of 5th level or higher, you can make two restrained until the end of its next turn.
attacks with your bonus action, instead of one.
As an action, a restrained creature can make a
CARBON FOG Strength check against your tech save DC, ending this
6th-level tech power effect on itself on a success.
Casting Time: 1 action A creature reduced to 0 hit points by this power dies
Range: 120 feet instantly, as its body shatters into frozen chunks.
Duration: Concentration, up to 1 minute
CLOAKING SCREEN
You create a cloud of icy fog in a 20-foot-radius 4th-level tech power
sphere centered on a point you can see. The sphere
extends around corners, and its area is heavily Casting Time: 1 action
obscured. The fog is semi-solid, and its area is Range: Touch
considered difficult terrain. Each creature that enters Duration: Concentration, up to 1 minute
the power's area for the first time on a turn or starts its
turn there takes 4d6 cold damage and has its speed You or a creature you touch becomes invisible until
reduced by 10 feet until the end of its turn. The fog the power ends. Anything the target is wearing or
lasts for the duration of the power or until it's carrying is invisible as long as it is on the target's
dispersed by a wind of moderate or greater speed (at person.
least 10 mph).
COMBUSTIVE SHOT
CARBONITE At-will tech power
6th-level tech power
Casting Time: 1 action
Casting Time: 1 action Range: Varies
Range: 60 feet Duration: 1 round
Duration: Concentration, up to 1 minute
As part of the action used to cast this power, you
You attempt to freeze one creature that you can see must make a ranged attack with a weapon against one
within range into carbonite. The creature must make a creature within your weapon's range, otherwise the
Constitution saving throw. On a failed save, it is power fails. On a hit, the target suffers the attack's
restrained as its flesh begins to harden. On a normal effects, and it ignites in flame. At the start of
successful save, the creature isn't affected. your next turn, the creature takes fire damage equal to
your techcasting ability modifier. If the target or a
A creature restrained by this power must make creature within 5 feet of it uses an action to put out the
another Constitution saving throw at the end of each flames, or if some other effect douses the flames, the
of its turns. If it successfully saves against this power effect ends.
three times, the power ends. If it fails its saves three
times, it is turned to stone and subjected to the This power's damage increases when you reach
petrified condition for the duration. The successes and higher levels. At 5th level, the ranged attack deals an
failures don't need to be consecutive; keep track of extra 1d6 fire damage to the target, and the damage at
both until the target collects three of a kind. the start of your next turn increases to 1d4 + your tech
casting ability modifier. Both damage rolls increase by
If the creature is physically broken while frozen in 1d6 and 1d4, respectively, at 11th level and 17th level.
carbonite, it suffers from similar deformities if it
reverts to its original state.
If you maintain your concentration on this power for
the entire possible duration, the creature is frozen in
carbonite until the effect is removed.
CHAPTER 12 | TECH POWERS 230
CONCEALED CALTROPS CORROSIVE SPHERE
2nd-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 150 feet
Duration: Concentration, up to 1 hour Duration: Instantaneous
You scatter a large number of caltrops across ground You create a globule of acid and hurl it at a point
in a 20-foot radius centered on a point within range. within range, where it explodes in a 20-foot-radius
These caltrops pierce deep into the feet and boots of sphere. Each creature in that area must make a
anyone who walks upon them. The area becomes Dexterity saving throw. On a failed save, a creature
difficult terrain for the duration. When a creature takes 10d4 acid damage and another 5d4 acid damage
moves into or within the area, it takes 2d4 kinetic at the end of its next turn. On a successful save, a
damage for every 5 feet it travels. creature takes half the initial damage and no damage
at the end of its next turn.
The caltrops are nearly invisible to the naked eye.
Any creature that can't see the area at the time the CRYOGENIC BLAST
power is cast must make a Wisdom (Perception) check 1st-level tech power
against your tech save DC to notice the caltrops before
entering the area. Casting Time: 1 action
Range: 60 feet
CONDENSE/VAPORIZE Duration: Instantaneous
1st-level tech power
You release a shard of cryogenic energy at one
Casting Time: 1 action creature within range. Make a ranged tech attack
Range: 30 feet against the target. On a hit, the target takes 1d10
Duration: Instantaneous kinetic damage. Hit or miss, the shard then explodes.
The target and each creature within 5 feet of it must
In an open container, you can create up to 10 gallons succeed on a Dexterity saving throw or take 2d6 cold
of drinkable water. You may also produce a rain that damage.
falls within a 30-foot cube and extinguishes open-air
flames. You can destroy the same amount of water in Overcharge Tech. When you cast this power using a
an open container, or destroy a 30-foot cube of fog. tech slot of 2nd level or higher, the cold damage
increases by 1d6 for each slot level above 1st.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the amount of water CRYOGENIC BURST
you can create increases by 10 gallons, or the size of At-will tech power
the cube increases by 5 feet, for each slot level above
1st. Casting Time: 1 action
Range: 60 feet
CONTINGENCY Duration: Instantaneous
6th-level tech power
A emit a burst of cold energy at a creature within
Casting Time: 10 minutes range. Make a ranged tech attack against the target.
Range: Self On a hit, it takes 1d8 cold damage, and its speed is
Duration: 10 days reduced by 10 feet until the start of your next turn.
Choose a tech power of 5th-level or lower that you The power's damage increases by 1d8 when you
can cast, that has a casting time of 1 action, and that reach 5th level (2d8), 11th level (3d8), and 17th level
can target you. You cast that power, called the (4d8).
contingent power, as part of casting contingency,
expending tech points for both, but the contingent CRYOGENIC SPRAY
power doesn't come into effect. Instead, it takes effect 5th-level tech power
when a certain circumstance occurs. You describe that
circumstance when you cast the two powers. Casting Time: 1 action
Range: Self
The contingent power takes effect immediately after Duration: Instantaneous
the circumstance is met for the first time, whether or
not you want it to, and then contingency ends. A blast of cold air erupts from you. Each creature in a
60-foot cone must make a Constitution saving throw.
The contingent power takes effect only on you, even On a failed save, a creature takes 8d8 cold damage,
if it can normally target others. You can use only one and its speed is reduced by 10 feet until the start of
contingency power at a time. If you cast this power your next turn. On a successful save, a creature takes
again, the effect of another contingency power on you half as much damage and isn't slowed.
ends. Also, contingency ends on you if your tech focus
is ever not on your person. A creature killed by this power becomes frozen in
carbonite.
Overcharge Tech. When you cast this power using a
tech slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th.
231 CHAPTER 12 | TECH POWERS
CRYOGENIC STORM DARKVISION
4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Duration: Instantaneous Duration: 8 hours
A storm of cryogenic energy encompasses the You touch a willing creature to grant it the ability to
ground in a 20-foot-radius, 40-foot-high cylinder see in the dark. For the duration, that creature has
centered on a point within range. Each creature in the darkvision out to a range of 60 feet.
cylinder must make a Dexterity saving throw. A
creature takes 2d8 kinetic damage and 4d6 cold DEBILITATING GAS
damage on a failed save, or half as much damage on a 3rd-level tech power
successful one.
Casting Time: 1 action
The storm's area of effect becomes difficult terrain Range: 90 feet
until the end of your next turn. Duration: Concentration, up to 1 minute
Overcharge Tech. When you cast this power using a You create a 20-foot-radius sphere of gas centered
tech slot of 5th level or higher, the kinetic damage on a point. The cloud spreads around corners and its
increases by 1d8 for each slot level above 4th. area is heavily obscured. It lingers in the air for the
duration.
CRYOGENIC SUSPENSION
3rd-level tech power Each creature completely in the cloud at the start of
its turn must make a Constitution save against poison.
Casting Time: 1 action On a failure, the creature does nothing that turn.
Range: 30 feet Creatures that don't need to breathe or are immune to
Duration: Concentration, up to 1 minute poison automatically succeed.
Choose up to six creatures of your choice in a 40-foot A wind of 10mph disperses the cloud after 4 rounds.
cube within range. Each target must succeed on a A wind of 20mph disperses it after 1 round.
Dexterity saving throw or be affected by this power for
the duration. DECRYPTION PROGRAM
1st-level tech power
An affected target's speed is halved, it takes a -2
penalty to AC and Dexterity saving throws, and it can't Casting Time: 1 action
use reactions. On its turn, it can use either an action or Range: 30 feet
a bonus action, not both. Regardless of the creature's Duration: Concentration, up to 1 hour
abilities or items, it can't make more than one melee or
ranged attack during its turn. You gain insight into an encrypted message you are
holding when you cast this power, granting you
If the creature attempts to cast a power with a advantage on ability checks you make to decipher the
casting time of 1 action, roll a d20. On an 11 or higher, document.
the power doesn't take effect until the creature's next
turn, and the creature must use its action on that turn DEFIBRILLATE
to complete the power. If it can't, the power is wasted. 4th-level tech power
A creature affected by this power makes another Casting Time: 1 action
Dexterity saving throw at the end of its turn. On a Range: Touch
successful save, the effect ends for it. Duration: Instantaneous
CRYOGENIC VOLLEY You touch a creature that has died within the last
2nd-level tech power minute and administer a shock to restore it to life. That
creature returns to life with 1 hit point. This power
Casting Time: 1 action can't return to life a creature that has died of old age,
Range: 90 feet nor can it restore any missing body parts. If the
Duration: Instantaneous creature is lacking body parts or organs integral for its
survival—its head, for instance—the power
An explosion of cold energy erupts from a point you automatically fails. Once this power has restored a
choose within range. Each creature in a 5-foot-radius creature to life, it cannot benefit from this power again
sphere centered on that point must make a Dexterity until it finishes a short or long rest.
saving throw. On a failed save, a creature takes 3d6
cold damage, and its speed is reduced by 10 feet until
the start of your next turn. On a successful save, a
creature takes half as much damage and isn't slowed.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
CHAPTER 12 | TECH POWERS 232
DELAYED EXPLOSION DETECT TRAPS
7th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You create a delayed explosion at a point within You sense the presence, general location, and nature
range. When the power ends, either because your of any trap within 120 feet of you that is within line of
concentration is broken or because you decide to end sight. A trap, for this power, includes anything that
it, the explosion occurs. Each creature in a 20-foot- would inflict a sudden or unexpected effect you
radius sphere centered on that point must make a consider harmful or undesirable, which was specifically
Dexterity saving throw. A creature takes fire damage intended by its creator.
equal to the total accumulated damage on a failed
save, or half as much damage on a successful one. While the power is active, you have advantage on
Wisdom (Perception) and Intelligence (Investigation)
The power's base damage is 12d6. If at the end of checks to find any traps that are within line of sight.
your turn the explosion has not yet occurred, the
damage increases by 1d6. DIMINISH TECH
3rd-level tech power
If the explosion is touched before the interval has
expired, the creature touching it must make a Dexterity Casting Time: 1 action
saving throw. On a failed save, the power ends Range: 120 feet
immediately, causing the explosion. Duration: Instantaneous
The fire spreads around corners. It ignites flammable Choose one creature, object, or tech effect within
objects in the area that aren't being worn or carried. range. Any tech power of 3rd level or lower on the
target ends. For each tech power of 4th level or higher
Overcharge Tech. When you cast this power using a on the target, make an ability check using your
tech slot of 8th level or higher, the base damage techcasting ability. The DC equals 10 + the power's
increases by 1d6 for each slot level above 7th. level. On a success, the power ends.
DETECT ENHANCEMENT Overcharge Tech. When you cast this power using a
1st-level tech power tech slot of 4th level or higher, you automatically end
the effects of a tech power on the target if the power's
Casting Time: 1 action level is equal to or less than the level of the tech slot
Range: Self you used.
Duration: Concentration, up to 10 minutes
DISINTEGRATE
For the duration, you sense the presence of any 6th-level tech power
enhancements within 30 feet of you. If you sense an
enhancement in this way, you can use your action to Casting Time: 1 action
see a faint aura around any visible creature or object in Range: 60 feet
the area that bears an enhancement. Duration: Instantaneous
The power is blocked by 1 foot of stone, 1 inch of A blast of corrosive energy emits from you. Choose a
common metal, a thin sheet of lead, or 3 feet of wood target within range.
or dirt.
A creature targeted by this power must make a
DETECT INVISIBILITY Dexterity saving throw. On a failed save, the target
2nd-level tech power takes 10d6 + 40 acid damage. If this damage reduces
the target to 0 hit points, it is disintegrated.
Casting Time: 1 action
Range: Self A disintegrated creature and everything it is wearing
Duration: 1 hour and carrying are reduced to a pile of fine gray dust. A
creature destroyed in this way can not be revitalized.
For the duration, you see invisible creatures and
objects as if they were visible. This power automatically disintegrates a Large or
smaller object. If the target is a Huge or larger object,
this power disintegrates a 10-foot-cube portion of it.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the damage increases
by 3d6 for each slot level above 6th.
233 CHAPTER 12 | TECH POWERS
DISPERSE ENERGY ELECTROSHOCK
6th-Ievel tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Instantaneous
You have resistance to acid, cold, fire, lightning, and Lightning springs from you to deliver a shock to a
sonic damage for the power's duration. creature you try to touch. Make a melee tech attack
against the target. You have advantage on the attack
When you take damage of one of those types, you roll if the target is wearing armor made of metal. On a
can use your reaction to gain immunity to that type of hit, the target takes 1d8 lightning damage, and it can't
damage, including against the triggering damage. If take reactions until the start of its next turn.
you do so, the resistances end, and you have the
immunity until the end of your next turn, at which time This power's damage increases by 1d8 when you
the power ends. reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
ELECTRICAL BURST
At-will tech power ELEMENT OF SURPRISE
1st-level tech power
Casting Time: 1 action
Range: Self (5-foot sphere) Casting Time: 1 reaction, which you take in response to
Duration: Instantaneous being damaged by a creature within 60 feet of you that
you can see
You emit a burst of electricity. Each creature within
range, other than you, must succeed on a Constitution Range: 60 feet
saving throw or take 1d6 lightning damage. Duration: Instantaneous
This power's damage increases by 1d6 when you You expel a sabotage charge at the creature that
reach 5th level (2d6), 11th level (3d6), and 17th level attacked you. The creature must make a Dexterity
(4d6). saving throw. It takes 2d10 fire damage on a failed
save, or half as much damage on a successful one.
ELECTROMESH
2nd-level tech power Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases
Casting Time: 1 action by 1d10 for each slot level above 1st.
Range: 60 feet
Duration: Concentration, up to 1 hour ELEMENTAL ACCELERANT
4th-level tech power
You expel a mass of thick, adhesive mesh at a point
of your choice within range. The mesh fill a 20-foot Casting Time: 1 action
cube from that point for the duration. The mesh is Range: 90 feet
difficult terrain and lightly obscures their area. Duration: Concentration, up to 1 minute
If the mesh isn't anchored between two solid masses Choose one creature you can see and one damage
(such as walls) or layered across a floor, wall, or ceiling, type: acid, cold, fire, lightning, or sonic. The target must
the electromesh collapses on itself, and the power make a Constitution saving throw. If it fails, the first
ends at the start of your next turn. Mesh layered over a time on each turn when it takes damage of the chosen
flat surface has a depth of 5 feet. type, it takes an extra 2d6 damage of it. The target also
loses resistance to the type until the power ends.
Each creature that starts its turn in the mesh or that
enters it during its turn must make a Dexterity saving Overcharge Tech. You can target one additional
throw. On a failed save, the creature is restrained as creature for each slot level above 4th. The creatures
long as it remains in the mesh or until it breaks free. must be within 30 feet of each other when you target
them.
A creature restrained by the mesh can use its action
to make a Strength check against your tech save DC. If
it succeeds, it is no longer restrained.
The mesh is flammable. Any 5-foot cube of
electromesh exposed to fire burns away in 1 round,
dealing 2d4 fire damage to any creature that starts its
turn in the fire.
CHAPTER 12 | TECH POWERS 234
ENCRYPTED MESSAGE EXPEDITIOUS RETREAT
At-will tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Duration: 1 round Duration: Concentration, up to 10 minutes
You point your finger toward a creature within range This power gives you a burst of adrenaline that
that possesses a commlink and whisper a message. allows you to move at an incredible pace. When you
The target (and only the target) hears the message and cast this power, and then as a bonus action on each of
can send an encrypted reply that only you can hear. your turns until the power ends, you can take the Dash
These messages cannot be intercepted or decrypted by action.
unenhanced means.
EXPLOSION
You can cast this power through solid objects if you 3rd-level tech power
are familiar with the target and know it is beyond the
barrier. 1 foot of stone, 1 inch of common metal, a thin Casting Time: 1 action
sheet of lead, or 3 feet of wood blocks the power. The Range: 150 feet
power doesn't have to follow a straight line and can Duration: Instantaneous
travel freely around corners or through openings.
You create an explosion at a point within range. Each
ENERGIZING AURA creature in a 20-foot-radius sphere centered on that
8th-level tech power point must make a Dexterity saving throw. A target
takes 8d6 fire damage on a failed save, or half as much
Casting Time: 1 action damage on a successful one.
Range: Self
Duration: Concentration, up to 1 minute The fire spreads around corners. It ignites flammable
objects in the area that aren't being worn or carried.
Energizing light radiates out from you in a 30-foot
radius. Creatures of your choice in that radius when Overcharge Tech. When you cast this power using a
you cast this power have advantage on all saving tech slot of 4th level or higher, the damage increases
throws, and other creatures have disadvantage on by 1d6 for each slot level above 3rd.
attack rolls against them until the power ends.
ENERGY SHIELD
1st-level tech power
Casting Time: 1 reaction, which you take when you are hit
by an attack
Range: Self
Duration: 1 round
You quickly create an energy shield. Until the start of
your next turn, you have a +5 bonus to AC. This
includes the triggering attack.
ENHANCE WEAPON
3rd-level tech power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
An unenhanced weapon you touch becomes an
enhanced weapon. Choose one of these damage types:
acid, cold, energy, fire, ion, kinetic, or lightning. For the
duration, an unenhanced weapon you touch has a +1
to attack rolls and deals an extra 1d4 damage of the
chosen type.
Overcharge Tech. When you cast this power using a
5th or 6th level tech slot, the bonus to attack rolls
increases to +2 and the extra damage increases to 2d4.
When you use a slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.
235 CHAPTER 12 | TECH POWERS
FABRICATE TRAP FIND THE PATH
3rd-level tech power 6th-level tech power
Casting Time: 1 hour Casting Time: 1 minute
Range: Self
Range: Touch Duration: Concentration, up to 1 day
Duration: Until dispelled or triggered This power calculates out the shortest, most direct
physical route to a specific fixed location that you are
When you cast this power, you create a trap that will familiar with on the same planet. If you name a
later trigger in response to a certain condition. You destination that moves (such as a mobile fortress), or a
must attach it either to a surface (such as a table or a destination that isn't specific (such as "a Black Sun
section of floor or wall) or within an object that can be lair"), the power fails.
closed or turned on (such as a book, door, or computer
terminal) to conceal the trap. The trap can cover an For the duration, as long as you are on the same
area no larger than 10 feet in diameter. At the GM's planet as the destination, you know how far it is and in
discretion, certain actions may cause the trap to break what direction it lies. While you are traveling there,
or be rendered inoperative. whenever you are presented with a choice of paths
along the way, you automatically determine which path
The trap is well disguised, and generally and requires is the shortest and most direct route (but not
a successful Intelligence (Investigation) check against necessarily the safest route) to the destination.
your tech save DC to be found.
FIRESTORM
You decide what triggers the trap when you cast the 6th-level tech power
power, such as entering a certain area or powering on
the object. You can further refine the trigger so the Casting Time: 1 action
trap activates only under certain circumstances or Range: 60 feet
according to physical characteristics (such as height or Duration: Instantaneous
weight) or creature kind (for example, the trap could be
set to go off only droids or gungans). You can also set Choose a point on the ground within range,
conditions for creatures that don't trigger the glyph, incinerating everything in a 15-foot radius. All creatures
such as those who say a certain password. must make a Dexterity saving throw, taking 8d8 fire
damage on a failure or half as much on a success. All
You may only have one instance of this trap active at large or smaller creatures are pushed to the edge of
a time. If you cast another trap before the previous one the power's radius. You may choose one creature to be
is triggered, the other trap becomes inert. at the very center of the firestorm, if you do so that
creature has disadvantage on its saving throw and is
When you create the trap, choose an explosive trap knocked prone on a failure.
or a power trap:
Overcharge Tech. When you cast this power using a
Explosive Trap. When triggered, the trap erupts in a tech slot of 7th level or higher, the damage increases
20-foot-radius sphere centered on the trap. The by 1d8 and the radius increases by 5 feet for each slot
explosion spreads around corners. Each creature in the level above 6th.
area must make a Dexterity saving throw. A creature
takes 5d8 acid, cold, fire, lightning, or sonic damage on FLAME SWEEP
a failed saving throw (your choice when you create the 1st-level tech power
trap), or half as much damage on a successful one.
Casting Time: 1 action
Power Trap. You can store a prepared tech power of Range: Self (15-foot cone)
3rd level or lower in the trap by casting it as part of Duration: Instantaneous
creating the trap. The trap must target a single
creature or an area. The power being stored has no A thin sheet of flames shoots forth from you. Each
immediate effect when cast in this way. When the trap creature in a 15-foot cone must make a Dexterity
is triggered, the stored power is cast. If the trap has a saving throw. A creature takes 3d6 fire damage on a
target, it targets the creature that triggered the trap. If failed save, or half as much damage on a successful
the power affects an area, the area is centered on that one.
creature. If the power requires concentration, it lasts
until the end of its full duration. The fire ignites any flammable objects in the area
that aren't being worn or carried.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, the damage of an Overcharge Tech. When you cast this power using a
explosive trap increases by 1d8 for each slot level tech slot of 2nd level or higher, the damage increases
above 3rd. If you create a power trap, you can store by 1d6 for each slot level above 1st.
any power of up to the same level as the slot you use
for this power.
CHAPTER 12 | TECH POWERS 236
FLAMING SHOTS Whenever the affected creature chooses another
3rd-level tech power creature as a target, it must choose the target at
random from among the creatures it can see within
Casting Time: 1 action range of the attack, power, or other ability it’s using. If
Range: Touch an enemy provokes an opportunity attack from the
Duration: Concentration, up to 1 hour affected creature, the creature must make that attack if
it is able to.
You channel tech power through a blaster weapon
you are wielding. When a target takes damage from GLEAMING OUTLINE
the chosen weapon, the target takes an extra 1d6 fire 1st-level tech power
damage. The power ends when twelve shots have been
fired. Casting Time: 1 action
Range: 60 feet
Overcharge Tech. When you cast this power using a Duration: Concentration, up to 1 minute
tech slot of 4th level or higher, the number of shots
you can take with this power increases by two for each Each object in a 20-foot cube within range is outlined
slot level above 3rd. in blue, green, or violet light (your choice). Any creature
in the area when the power is cast is also outlined in
FLASH light if it fails a Dexterity saving throw. For the duration,
1st-level tech power objects and affected creatures shed dim light in a 10-
foot radius.
Casting Time: 1 action
Range: 90 feet Any attack roll against an affected creature or object
Duration: 1 round has advantage if the attacker can see it, and the
affected creature or object can't benefit from being
You create a massive flash of light and explosion of invisible.
sound at a point within range. Roll 6d10; the total is
how many hit points of creatures this power can affect. GREATER ANALYZE
Creatures within 20 feet of the point are affected in 5th-level tech power
ascending order of their current hit points (ignoring
unconscious creatures). Casting Time: 10 minutes
Range: Self
Starting with the creature that has the lowest current Duration: Instantaneous
hit points, each creature affected by this power is
blinded until the end of your next turn. Subtract each Name or describe a person, place, or object. This
creature's hit points from the total before moving on to power gives you a summary of significant lore about it.
the creature with the next lowest hit points. A If the thing you named isn't known outside of one
creature's hit points must be equal to or less than the planetary system, you gain no information. The more
remaining total for that creature to be affected. information you already have, the more detailed the
information you receive is.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, roll an additional 2d10 GREATER EXPLOSION
for each slot level above 1st. 9th-level tech power
FRIENDLY FIRE Casting Time: 1 action
5th-level tech power Range: 150 feet
Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You expell a massive explosion at a point within
Duration: Concentration, up to 1 minute range. Each creature in a 40-foot-radius sphere
centered on that point must make a Dexterity saving
You scramble the targeting protocols of nearby throw. A target takes 40d6 fire damage and is knocked
machines. Each droid or construct in a 30-foot-radius prone on a failed save, or half as much damage on a
sphere centered on a point you choose within range successful one but remain standing.
must make an Intelligence saving throw. If a construct
has the 'Piloted' trait, and has a pilot controlling it that The fire spreads around corners. It ignites flammable
is not incapacitated, it gains a bonus to the saving objects in the area that aren't being worn or carried.
throw equal to the pilot's Intelligence modifier. 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.
237 CHAPTER 12 | TECH POWERS
GREATER HOLOGRAM GREATER SALVO
3rd-level tech power 9th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You create an image no larger than a 20 foot cube. It You launch four projectiles at points you can see
appears at a spot you can see and lasts for the within range. Each creature within a 20-foot-radius
duration. It seems completely real, sounds and other sphere of each point must make a Dexterity saving
sensory effects included. You can't create a sensory throw. A creature takes 15d6 fire damage and 15d6
effect strong enough to cause damage or a condition. kinetic damage on a failed save, or half as much
damage on a successful one. A creature in the area of
As long as you are within range of the illusion, you more than one fiery burst is affected only once.
can use your action to make the image to move to any
other spot within range. As the image changes location, The power damages objects in the area and ignites
you can alter it so that its movements appear natural flammable objects that aren't being worn or carried.
for the image.
GREATER TRANSLOCATE
Physical interaction with the image reveals it as an 5th-level tech power
illusion. A creature can use its action to determine that
it's an illusion with a successful Investigation check. If a Casting Time: 1 bonus action
creature learns it's an illusion, it can see through the Range: Self
image, and the other sensory qualities become faint to Duration: Concentration, up to 1 minute
it.
Your form shimmers in a holographic configuration,
Overcharge Tech. The power lasts until dispelled and then collapses. You teleport up to 60 feet to an
without requiring concentration if cast at 6th-level or unoccupied space that you can see. On each of your
higher. turns before the power ends, you can use a bonus
action to teleport in this way again.
GREATER LIGHT
3rd-level tech power GROUP HOLOGRAM
5th-level tech power
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Duration: 1 hour Range: 30 feet
Duration: 8 hours
A 60-foot-radius sphere of light spreads from a point
you choose. The sphere is bright light and sheds dim This power allows you to change the appearance of
light for an additional 60 feet. any number of creatures that you can see within range.
You give each target you choose a new, illusory
If you chose an object you are holding or one that appearance. An unwilling target can make a Charisma
isn't being worn or carried, the light shines from and saving throw, and if it succeeds, it is unaffected by this
moves with the object. Completely covering the object power.
with something opaque blocks the light.
The power disguises physical appearance as well as
If any of this power's area overlaps with enhanced clothing, armor, weapons, and equipment. You can
darkness made by a power of 3rd level or lower, the make each creature seem 1 foot shorter or taller and
darkness is dispelled. appear thin, fat, or in between. You can't change a
target's body type, so you must choose a form that has
GREATER SABOTAGE CHARGES the same basic arrangement of limbs. Otherwise, the
7th-level tech power extent of the illusion is up to you. The power lasts for
the duration, unless you use your action to dismiss it
Casting Time: 1 action sooner.
Range: Self
Duration: Concentration, up to 10 minutes The changes wrought by this power fail to hold up to
physical inspection. For example, if you use this power
You create six medium sabotage charges that last for to add a hat to a creature's outfit, objects pass through
the power's duration. When you cast the power, and as the hat, and anyone who touches it would feel nothing
a bonus action on subsequent turns, you can hurl up or would feel the creature's head and hair. If you use
to two of the charges to points you choose within 120 this power to appear thinner than you are, the hand of
feet. Each charge explodes if it reaches the point or hits someone who reaches out to touch you would bump
a solid surface. Each creature within 10 feet of the into you while it was seemingly still in midair.
explosion must make a Dexterity save. The explosion
deals 4d6 fire damage on a failure, or half damage on a A creature can use its action to inspect a target and
success. make an Intelligence (Investigation) check against your
tech save DC. If it succeeds, it becomes aware that the
Overcharge Tech. The number of charges created target is disguised.
increases by two for each slot level above 7th.
CHAPTER 12 | TECH POWERS 238
HOLD DROID HOLOGRAM
2nd-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You emit a paralyzing dart at a droid or construct You create an image that is no larger than a 15-foot
that you can see within range. The target must succeed cube. The image appears at a spot within range and
on a Constitution saving throw or be paralyzed for the lasts for the duration. The image is purely visual. If
duration. At the end of each of its turns, the target can anything passes through it, it is revealed to be an
make another Constitution saving throw. On a success, illusion.
the power ends on the target.
You can use your action to cause the image to move
Overcharge Tech. When you cast this power using a to any spot within range. As the image changes
tech slot of 3rd level or higher, you can target one location, you can alter its appearance so that its
additional droid or construct for each slot level above movements appear natural for the image.
2nd. The targets must be within 30 feet of each other
when you target them. A creature that uses its action to examine the image
can determine that it is an illusion with a successful
HOLDING CELL Intelligence (Investigation) check against your tech save
4th-level tech power DC. If a creature discerns the illusion for what it is, the
creature can see through the image.
Casting Time: 1 action
Range: 120 feet HOMING ROCKETS
Duration: Concentration, up to 1 minute 1st-level tech power
A sphere of shimmering energy springs into being Casting Time: 1 action
and encloses a creature or object of Large size or Range: 120 feet
smaller within range. An unwilling creature must make Duration: Instantaneous
a Dexterity saving throw. On a failed save, the creature
is enclosed for the duration. You lock on to a target within range and expel a
series of three small explosives. Each explosive hits a
Nothing—not physical objects, energy, or other creature of your choice that you can see within range.
power effects—can pass through the barrier, in or out, An explosive deals 1d4 + 1 fire damage to its target.
though a creature in the sphere can breathe. The The explosives all strike simultaneously, and you can
sphere is immune to all damage, and a creature or direct them to hit one creature or several.
object inside can't be damaged by attacks or effects
originating from outside, nor can a creature inside the Overcharge Tech. When you cast this power using a
sphere damage anything outside it. tech slot of 2nd level or higher, the power creates one
more explosive for each slot level above 1st.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed ILLUSORY STRIKE
creature can use its action to push against the sphere's At-will tech power
walls and thus roll the sphere at up to half the
creature's speed. Similarly, the globe can be picked up Casting Time: 1 action
and moved by other creatures. Range: Varies
Duration: 1 round
A disintegrate power targeting the globe destroys it
without harming anything inside it. As part of the action used to cast this power, you
must make a melee attack with a weapon against one
HOLOGRAPHIC DISGUISE creature within your weapon's reach, otherwise the
1st-level tech power power fails. On a hit, the target suffers the attack's
normal effects, and you create an illusory duplicate of
Casting Time: 1 action yourself in your space that only the target can see. The
Range: Self target has disadvantage on the next attack roll it makes
Duration: 1 hour against you before the start of your next turn.
Until the power ends or you use an action to dismiss This power creates multiple duplicates when you
it, you can disguise yourself through the use of a reach higher levels. At 5th level, you create a second
hologram emitter. You can appear to be shorter or illusory duplicate, and the target has disadvantage on
taller by about a foot and change the appearance of the next two attacks it makes against you before the
your body weight, but you cannot change the basic start of your next turn. The number of duplicates and
structure of your body. The hologram can include your attacks with disadvantage increases to three at 11th
clothes, armor, weapons, and other belongings on your level and four at 17th level.
person.
The illusion is only visual, so any sort of physical
contact will only interact with the real size and shape of
you. Someone may also use an action to make an
Investigation check against your techcasting save DC,
seeing through the hologram on a success.
239 CHAPTER 12 | TECH POWERS
ILLUSORY TERRAIN The triggering circumstance can be as general or as
4th-level tech power detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the
Casting Time: 10 minutes object. For example, you could instruct the message to
Range: 300 feet play when any creature moves within 30 feet of the
Duration: 24 hours object or when a bell rings within 30 feet of it.
You make natural terrain in a 150-foot cube in range INCENDIARY CLOUD
look, sound, and smell like some other sort of natural 8th-level tech power
terrain. Manufactured structures, equipment, and
creatures within the area aren't changed in Casting Time: 1 action
appearance. Range: 150 feet
Duration: Concentration, up to 1 minute
The tactile characteristics of the terrain are
unchanged, so creatures entering the area are likely to You create a swirling cloud of smoke shot through
see through the illusion. If the difference isn't obvious with white-hot embers in a 20-foot-radius sphere
by touch, a creature carefully examining the illusion centered on a point within range. The cloud spreads
can attempt an Intelligence (Investigation) check around corners and is heavily obscured. It lasts for the
against your tech save DC to disbelieve it. A creature duration or until a wind of moderate or greater speed
who discerns the illusion for what it is, sees it as a (at least 10 miles per hour) disperses it.
vague image superimposed on the terrain.
When the cloud appears, each creature in it must
IMMOLATE make a Dexterity saving throw. A creature takes 10d8
5th-level tech power fire damage on a failed save, or half as much damage
on a successful one. A creature must also make this
Casting Time: 1 action saving throw when it enters the power's area for the
Range: 90 feet first time on a turn or ends its turn there.
Duration: Concentration, up to 1 minute
The cloud moves 10 feet directly away from you in a
Flames wreathe one creature you can see within direction that you choose at the start of each of your
range. The target must make a Dexterity saving throw. turns.
It takes 8d6 fire damage on a failed save, or half as
much damage on a successful one. On a failed save, INFILTRATE
the target also burns for the power's duration. The 2nd-level tech power
burning target sheds bright light in a 30-foot radius
and dim light for an additional 30 feet. At the end of Casting Time: 1 action
each of its turns, the target repeats the saving throw. It Range: Touch
takes 4d6 fire damage on a failed save, and the power Duration: Concentration, up to 1 hour
ends on a successful one. These enhanced flames can't
be extinguished by unenhanced means. A creature you touch becomes invisible. Anything the
target is carrying is invisible as long as it is on the
If damage from this power kills a target, the target is target. The power ends if the target that attacks or
turned to ash. casts a power.
IMPLANT MESSAGE Overcharge Tech. You can target one additional
2nd-level tech power creature for each slot level above 2nd.
Casting Time: 1 minute INVISIBILITY TO CAMERAS
Range: 30 feet 3rd-level tech power
Duration: Until dispelled
Casting Time: 1 action
You implant a message within an object in range, a Range: 10 feet
message that is uttered when a trigger condition is Duration: Concentration, up to 1 minute
met. Choose an object that you can see and that isn't
being worn or carried by another creature. Then speak Up to four creatures of your choice become
the message, which must be 25 words or less, though it undetectable to electronic sensors and cameras.
can be delivered over as long as 10 minutes. Finally, Anything the target is wearing or carrying is also
determine the circumstance that will trigger the power undetectable, so long as it's on the target's person. The
to deliver your message. target is still visible to regular vision.
When that circumstance occurs, the message is INVULNERABILITY
recited in your voice and at the same volume you 9th-level tech power
spoke. When you cast this power, you can have the
power end after it delivers its message, or it can Casting Time: 1 action
remain and repeat its message whenever the trigger Range: Self
occurs. Duration: Concentration, up to 10 minutes
A flickering blue aura shimmers into being around
you. Until the power ends, you are immune to all
damage.
CHAPTER 12 | TECH POWERS 240
ION BLAST JET OF FLAME
At-will tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (30-foot sphere)
Duration: Instantaneous Duration: 10 minutes
You create a blast of ion energy. Choose one A flickering flame appears in your hand. The flame
creature within range, or choose two creatures within remains there for the duration and harms neither you
range that are within 5 feet of each other. A target nor your equipment. The flame sheds bright light in a
must succeed on a Dexterity saving throw or take 1d4 10-foot radius and dim light for an additional 10 feet.
ion damage. Droids and constructs have disadvantage The power ends if you dismiss it as an action or if you
on this saving throw. cast it again.
This power's damage increases by 1d4 when you You can also attack with the flame, although doing so
reach 5th level (2d4), 11th level (3d4), and 17th level ends the power. When you cast this power, or as an
(4d4). action on a later turn, you can hurl the flame at a
creature within 30 feet of you. Make a ranged tech
IONIC BOND attack. On a hit, the target takes 1d8 fire damage.
1st-level tech power
This power's damage increases by 1d8 when you
Casting Time: 1 bonus action reach 5th level (2d8), 11th level (3d8), and 17th level
Range: 30 feet (4d8).
Duration: Concentration, up to 1 minute
KOLTO CLOUD
A beam of ion energy lances out toward a creature 3rd-level tech power
within range, forming a sustained line between you
and the target. Make a ranged tech attack against that Casting Time: 1 bonus action
creature. On a hit, the target takes 1d8 ion damage, Range: 60 feet
and on each of your turns for the duration, you can use Duration: Instantaneous
a bonus action to deal 1d8 ion damage to the target
automatically. The power ends if you use your bonus As you expel kolto, up to six creatures of your choice
action to do anything else. The power also ends if the that you can see within range regain hit points equal to
target is ever outside the power's range or if it has total 1d4 + your techcasting ability modifier. This power has
cover from you. no effect on droids or constructs.
Overcharge Tech. When you cast this power using a Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the initial damage tech slot of 4th level or higher, the healing increases by
increases by 1d8 for each slot level above 1st. 1d4 for each slot level above 3rd.
IONIC STRIKE KOLTO INFUSION
At-will tech power 6th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Varies Range: 60 feet
Duration: 1 round Duration: Instantaneous
As part of the action used to cast this power, you Choose a creature that you can see within range. A
must make a melee attack with a weapon against one surge of kolto energy washes over the creature,
creature within your weapon's reach, otherwise the causing it to regain 70 hit points. This power also ends
power fails. On a hit, the target suffers the attack's blindness, deafness, and any diseases affecting the
normal effects, and it becomes wreathed in an ionic target. This power has no effect on droids or
discharge. If the target willingly takes a reaction before constructs.
the start of your next turn, it immediately takes 1d6 ion
damage, and the power ends. Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the amount of healing
This power's damage increases when you reach increases by 10 for each slot level above 6th.
higher levels. At 5th level, the melee attack deals an
extra 1d6 ion damage to the target, and the damage KOLTO PACK
the target takes for taking reactions increases to 2d6. 1st-level tech power
Both damage rolls increase by 1d6 at 11th level and
17th level. Casting Time: 1 bonus action
Range: 60 feet
Duration: Instantaneous
A creature of your choice that you can see within
range regains hit points equal to 1d4 + your
techcasting ability modifier. This power has no effect
on droids or constructs.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the healing increases
by 1d4 for each slot level above 1st.
241 CHAPTER 12 | TECH POWERS
KOLTO RESERVE MAGNETIC FIELD
4th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Duration: 8 hours Duration: Concentration, up to 1 hour
You touch a creature and grant it a small reserve of You create a strong magnetic field around you in a
kolto. The first time the target would drop to 0 hit 10-foot radius which moves with you, remaining
points as a result of taking damage, the target instead centered on you. The field lasts for the power's
drops to 1 hit point, and the power ends. If the power duration.
is still in effect when the target is subjected to an effect
that would kill it instantaneously without dealing The field has the following effects:
damage, that effect is instead negated against the
target, and the powers ends. The area is difficult terrain for creatures other than
you.
KOLTO WAVES The attack rolls of ranged weapon attacks which deal
9th-level tech power kinetic, energy, or ion damage have disadvantage if the
attacks pass in or out of the field.
Casting Time: 1 action Communications equipment cannot communicate into
Range: 60 feet or out of the field.
Duration: Instantaneous
MAGNETIC HOLD
A flood of kolto energy flows from you into injured 2nd-level tech power
creatures around you. You restore up to 700 hit points,
divided as you choose among any number of creatures Casting Time: 1 action
that you can see within range. Creatures healed by this Range: Touch
power are also cured of all diseases and any effect Duration: Concentration, up to 1 hour
making them blinded or deafened. This power has no
effect on droids or constructs. Until the power ends, one willing creature you touch
gains the ability affix itself to and move along any
LIGHT metallic surface. It can move up, down, and across
At-will tech power vertical surfaces and upside down along ceilings, all
while leaving its hands free, at its normal walking
Casting Time: 1 action speed.
Range: Touch
Duration: 1 hour MASS REPAIR DROID
5th-level tech power
You touch one object that is no larger than 10 feet in
any dimension. Until the power ends, the object sheds Casting Time: 1 action
bright light in a 20-foot radius and dim light for an Range: 60 feet
additional 20 feet. The light can be colored as you like. Duration: Instantaneous
Completely covering the object with something opaque
blocks the light. The power ends if you cast it again or Choose up to six droids or constructs in a 30-foot-
dismiss it as an action. radius sphere centered on a point. Each target regains
hit points equal to 3d8 + your techcasting ability
If you target an object held or worn by a hostile modifier. This power only effects droids and
creature, that creature must succeed on a Dexterity constructs.
saving throw to avoid the power.
Overcharge Tech. When you cast this power using a
LOCK tech slot of 6th level or higher, the healing increases by
2nd-level tech power 1d8 for each slot level above 5th.
Casting Time: 1 action MENDING
Range: Touch At-will tech power
Duration: Until dispelled
Casting Time: 1 minute
You touch a closed door, window, gate, chest, or Range: Touch
other entryway, and it becomes locked for the Duration: Instantaneous
duration. You and the creatures you designate when
you cast this power can open the object normally. You This ability repairs a single break or tear in an object
can also set a password that, when spoken within 5 you touch, such as broken chain link, two halves of a
feet of the object, suppresses this power for 1 minute. broken key, a torn strap, or a leaking cup. As long as
Otherwise, it is impassable until it is broken or the the break or tear is no larger than 1 foot in any
power is dispelled or suppressed. Casting release on dimension, you mend it, leaving no trace of the former
the object suppresses lock for 10 minutes. damage.
While affected by this power, the object is more
difficult to break or force open; the DC to break it or
pick any locks on it increases by 10.
CHAPTER 12 | TECH POWERS 242
MINOR HOLOGRAM MISLEAD
At-will tech power 5th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Up to 1 hour Duration: Concentration, up to 1 hour
This ability is a minor tech trick that creates one of You become invisible at the same time that an
the following effects within range. illusory double of you appears where you are standing.
The double lasts for the duration, but the invisibility
You create an instantaneous, harmless sensory effect, ends if you attack or cast a power.
such as a shower of sparks, a puff of wind, faint musical
notes, or an odd odor. You can use your action to move your illusory double
You instantaneously light or snuff out a source of light. up to twice your speed and make it gesture, speak, and
You instantaneously clean or soil an object no larger behave in whatever way you choose.
than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving You can see through its eyes and hear through its
material for 1 hour. ears as if you were located where it is. On each of your
You make a color, a small mark, or a symbol appear on turns as a bonus action, you can switch from using its
an object or a surface for 1 hour. senses to using your own, or back again. While you are
You create a trinket or an illusory image that can fit in using its senses, you are blinded and deafened in
your hand and that lasts until the end of your next regard to your own surroundings.
turn.
MOBILE LIGHTS
If you use this power multiple times, you can have up At-will tech power
to three of its non-instantaneous effects active at a
time, and you can dismiss such an effect as an action. Casting Time: 1 action
Range: 120 feet
MIRROR IMAGE Duration: Concentration, up to 1 minute
2nd-level tech power
You create up to four orbs of light within range that
Casting Time: 1 action hover in the air for the duration. You can also combine
Range: Self the four lights into one glowing vaguely humanoid
Duration: 1 minute form of Medium size. Whichever form you choose,
each light sheds dim light in a 10-foot radius.
Three illusory duplicates of yourself appear in your
space. Until the power ends, the duplicates move with As a bonus action on your turn, you can move the
you and mimic your actions, shifting position so it's lights up to 60 feet to a new spot within range. A light
impossible to track which image is real. You can use must be within 20 feet of another light created by this
your action to dismiss the illusory duplicates. power, and a light winks out if it exceeds the power's
range.
Each time a creature targets you with an attack
during the power's duration, roll a d20 to determine MOTIVATOR BOOST
whether the attack instead targets one of your 2nd-level tech power
duplicates.
Casting Time: 1 action
If you have three duplicates, you must roll a 6 or Range: 30 feet
higher to change the attack's target to a duplicate. With Duration: Concentration, up to 1 minute
two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher. You imbue a willing droid or construct with
heightened speed and maneuverability. Until the
A duplicate's AC equals 10 + your Dexterity modifier. power ends, the target's speed is doubled, it gains a +2
If an attack hits a duplicate, the duplicate is destroyed. bonus to AC, and it has advantage on Dexterity saving
A duplicate can be destroyed only by an attack that hits throws.
it. It ignores all other damage and effects. The power
ends when all three duplicates are destroyed. Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you can target one
A creature is unaffected by this power if it can't see, additional droid or construct for each slot level above
if it relies on senses other than sight, such as 2nd.
blindsight, or if it can perceive illusions as false, as with
truesight.
243 CHAPTER 12 | TECH POWERS
NEUROTOXIN OVERHEAT
7th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a series of darts filled with neurotoxin. Choose a manufactured metal object, such as a
Choose any number of creatures you can see within blaster or a suit of heavy or medium metal armor, that
range. Each creature must make a Constitution saving you can see within range. You cause the object to glow
throw. On a failed save, a creature suffers an effect red-hot. Any creature in physical contact with the
based on its current hit points: object takes 2d8 fire damage when you cast the power.
Until the power ends, you can use a bonus action on
60 hit points or fewer: poisoned for 1 minute each of your subsequent turns to cause this damage
50 hit points or fewer: poisoned and deafened for 1 again.
minute
40 hit points or fewer: poisoned, deafened, and blinded If an object is held, worn, or integrated, and a
for 10 minutes creature takes the damage from it, the creature must
30 hit points or fewer: poisoned, blinded, deafened, succeed on a Constitution saving throw or drop the
and stunned for 1 hour object if it can. If it doesn't—or can't—drop the object,
20 hit points or fewer: killed instantly it has disadvantage on attack rolls and ability checks
until the start of your next turn.
This power has no effect on droids or constructs.
Overcharge Tech. When you cast this power using a
OIL SLICK tech slot of 3rd level or higher, the damage increases
1st-level tech power by 1d8 for each slot level above 2nd.
Casting Time: 1 action OVERLOAD
Range: 60 feet 1st-level tech power
Duration: 1 minute
Casting Time: 1 action
You cover the ground in a 10-foot square within Range: Self (15-foot cube)
range in oil. For the duration, it is difficult terrain. Duration: Instantaneous
When the oil appears, each creature standing in its You expel a burst of power. Each creature in a 15-
area must succeed on a Dexterity saving throw or fall foot cube originating from you must make a Dexterity
prone. A creature that enters the area or ends its turn saving throw. On a failed save, a creature takes 2d6 ion
there must also succeed on a Dexterity saving throw. damage and is pushed 10 feet away from you. On a
successful save, the creature takes half as much
The oil is flammable. Any 5 foot square of the oil damage and isn't pushed.
exposed to fire burns away in one round. Each
creature who enters the fire or starts it turn there must Overcharge Tech. When you cast this power using a
make a Dexterity saving throw, taking 3d6 fire damage tech slot of 2nd level or higher, the damage increases
on a failed save, or half as much on a successful one. by 1d6 for each slot level above 1st.
The fire ignites any flammable objects in the area that
aren't being worn or carried.
ON/OFF
At-will tech power
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
This power allows you to activate or deactivate any
electronic device within range, as long as the device is
not being wielded by a creature, and has a clearly
defined on or off function that can be easily accessed
from the outside of the device. Any device that
requires a software-based shutdown sequence to
activate or deactivate cannot be affected by on/off.
CHAPTER 12 | TECH POWERS 244
OVERRIDE INTERFACE PARALYZE HUMANOID
5th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You choose one droid or construct you can see You emit a paralyzing dart at a humanoid that you
within range and attempt to remotely override its can see within range. The target must succeed on a
controls. The target must make an Intelligence saving Constitution saving throw or be poisoned for the
throw. If the construct has the 'Piloted' trait, and has a duration. While poisoned in this way, the target is
pilot controlling it that is not incapacitated, it gains a paralyzed. At the end of each of its turns, the target
bonus to the saving throw equal to the pilot's can make another Constitution saving throw. On a
Intelligence modifier. If you or creatures that are success, the power ends on the target.
friendly to you are fighting it, it has advantage on the
saving throw. On a failed save, the creature is charmed Overcharge Tech. When you cast this power using a
by you for the duration. tech slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The
While the droid is charmed, you have a wireless link humanoids must be within 30 feet of each other when
with it as long as the two of you are on the same you target them.
planet. Via your tech focus, you can use this link to
issue commands to the creature while you are POISON DART
conscious (no action required), which it does its best to 1st-level tech power
obey. You can specify a simple and general course of
action, such as "Attack that creature," "Move over Casting Time: 1 action
there," or "Fetch that object." If the droid completes Range: 60 feet
the order and doesn't receive further direction from Duration: Instantaneous
you, it defends and preserves itself to the best of its
ability. Make a ranged tech attack against a creature within
range. On hit, the target takes 2d8 poison damage and
You can use your action to take total and precise must make a Constitution save. On a failed save, it is
control of the target. Until the end of your next turn, also poisoned until the end of your next turn.
the droid takes only the actions you choose, and
doesn't do anything that you don't allow it to do. Overcharge Tech. When you cast this power using a
During this time, you can also cause the creature to tech slot of 2nd level or higher, the damage increases
use a reaction, but this requires you to use your own by 1d8 for each slot level above 1st.
reaction as well.
POISON SPRAY
Each time the target takes damage, it makes a new At-will tech power
Intelligence saving throw against the power. If the
saving throw succeeds, the power ends. Casting Time: 1 action
Range: 10 feet
Overcharge Tech. When you cast this power using a Duration: Instantaneous
6th-level tech slot, the duration is 10 minutes. When
you use a 7th-level tech slot, the duration is 1 hour. You extend your hand toward a creature you can see
When you use a tech slot of 8th level or higher, the within range and project a puff of noxious gas. The
duration is 8 hours. creature must succeed on a Constitution saving throw
or take 1d12 poison damage.
PARALYZE CREATURE
5th-level tech power This power's damage increases by 1d12 when you
reach 5th level (2d12), 11th level (3d12), and 17th level
Casting Time: 1 action (4d12).
Range: 90 feet
Duration: Concentration, up to 1 minute PREDICTIVE AI
9th-level tech power
You emit a paralyzing dart at a creature that you can
see within range. The target must succeed on a Casting Time: 1 minute
Constitution saving throw or be poisoned for the Range: Touch
duration. While poisoned in this way, the target is Duration: 8 hours
paralyzed. At the end of each of its turns, the target
can make another Constitution saving throw. On a You touch a willing creature, granting them a limited
success, the power ends on the target. AI companion that can predict the world around them.
For the duration, the target can't be surprised and has
Overcharge Tech. When you cast this power using a advantage on attack rolls, ability checks, and saving
tech slot of 6th level or higher, you can target one throws. Additionally, other creatures have
additional creature for each slot level above 5th. The disadvantage on attack rolls against the target for the
creatures must be within 30 feet of each other when duration.
you target them.
This power immediately ends if you cast it again
before its duration ends.
245 CHAPTER 12 | TECH POWERS
PROGRAMMED ILLUSION Physical interaction with the image reveals it to be an
6th-level tech power illusion, because things can pass through it. A creature
that uses its action to examine the image can
Casting Time: 1 action determine that it is an illusion with a successful
Range: 120 feet Intelligence (Investigation) check against your tech save
Duration: Until dispelled DC. If a creature discerns the illusion for what it is, the
creature can see through the image, and any noise it
You create an illusion of an object, a creature, or makes sounds hollow to the creature.
some other visible phenomenon within range that
activates when a specific condition occurs. The illusion PROTECTION FROM ENERGY
is imperceptible until then. It must be no larger than a 3rd-level tech power
30-foot cube, and you decide when you cast the power
how the illusion behaves and what sounds it makes. Casting Time: 1 action
This scripted performance can last up to 5 minutes. Range: Touch
Duration: Concentration, up to 1 hour
When the condition you specify occurs, the illusion
springs into existence and performs in the manner you For the duration, the willing creature you touch has
described. Once the illusion finishes performing, it resistance to one damage type of your choice: acid,
disappears and remains dormant for 10 minutes. After cold, fire, lightning, or sonic.
this time, the illusion can be activated again.
PYROTECHNICS
The triggering condition can be as general or as 2nd-level tech power
detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the Casting Time: 1 action
area. For example, you could create an illusion of Range: 60 feet
yourself to appear and warn off others who attempt to Duration: Instantaneous
open a trapped door, or you could set the illusion to
trigger only when a creature says the correct word or Choose an area of unenhanced flame that you can
phrase. see and that fits within a 5-foot cube within range. You
can extinguish the fire in that area, and you create
Physical interaction with the image reveals it to be an either fireworks or smoke when you do so.
illusion, because things can pass through it. A creature
that uses its action to examine the image can Fireworks. The target explodes with a dazzling
determine that it is an illusion with a successful display of colors. Each creature within 10 feet of the
Intelligence (Investigation) check against your tech save target must succeed on a Constitution saving throw or
DC. If a creature discerns the illusion for what it is, the become blinded until the end of your next turn.
creature can see through the image, and any noise it
makes sounds hollow to the creature. Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners. The
PROJECT HOLOGRAM area of the smoke is heavily obscured. The smoke
7th-level tech power persists for 1 minute or until a strong wind disperses it.
Casting Time: 1 action RELEASE
Range: 500 miles 2nd-level tech power
Duration: Concentration, up to 24 hours
Casting Time: 1 action
You create an illusory copy of yourself that lasts for Range: 60 feet
the duration. The copy can appear at any location Duration: Instantaneous
within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds Choose an object that you can see within range. The
like you but is intangible. If the illusion takes any object can be a door, a box, a chest, a set of binders, a
damage, it disappears, and the power ends. lock, or another object that contains a mundane or
enhanced means that prevents access.
You can use your action to move this illusion up to
twice your speed, and make it gesture, speak, and A target that is held shut by a mundane lock or that
behave in whatever way you choose. It mimics your is stuck or barred becomes unlocked, unstuck, or
mannerisms perfectly. unbarred. If the object has multiple locks, only one of
them is unlocked.
You can see through its eyes and hear through its
ears as if you were in its space. On your turn as a If you choose a target that is held shut with lock, that
bonus action, you can switch from using its senses to power is suppressed for 10 minutes, during which time
using your own, or back again. While you are using its the target can be opened and shut normally.
senses, you are blinded and deafened in regard to your
own surroundings.
CHAPTER 12 | TECH POWERS 246
REPAIR DROID RING OF FIRE
1st-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Duration: Instantaneous Duration: Concentration, up to 1 minute
A droid or construct you touch regains a number of A wall of flames erupts out of the ground in a ring
hit points equal to 1d8 + your techcasting ability around you with a radius of 15 feet and a height of 10
modifier. This power only effects droids and feet. Creatures who start their turn in the ring of fire or
constructs. pass through it on their turn take 1d6 fire damage.
Creatures within the ring of fire who willingly try to
Overcharge Tech. When you cast this power using a move through the fire to escape must succeed on a
tech slot of 2nd level or higher, the healing increases Wisdom saving throw to do so. Creatures who are
by 1d8 for each slot level above 1st. immune to fear or fire automatically succeed on this
saving throw.
RIME SHOT
At-will tech power Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage of the ring
Casting Time: 1 action of fire increases by 1d6 for each slot level above 1st.
Range: Varies
Duration: 1 round SABOTAGE CHARGES
3rd-level tech power
As part of the action used to cast this power, you
must make a ranged attack with a weapon against one Casting Time: 1 action
creature within your weapon's range, otherwise the Range: Self
power fails. On a hit, the target suffers the attack's Duration: Concentration, up to 10 minutes
normal effects, and the creature's movement speed is
halved until the end of its turn as the air around it You create six tiny sabotage charges that last for the
turns frigid. power's duration. When you cast the power, and as a
bonus action on subsequent turns, you can hurl up to
This power deals additional damage when you reach two of the charges to points you choose within 120
higher levels. At 5th level the ranged attack deals an feet. Each charge explodes if it reaches the point or hits
extra 1d6 cold damage. This damage increases by 1d6 a solid surface. Each creature within 5 feet of the
again at 11th level and 17th level. explosion must make a Dexterity save. The explosion
deals 2d6 fire damage on a failure, or half damage on a
RIME STRIKE success.
At-will tech power
Overcharge Tech. The number of charges created
Casting Time: 1 action increases by two for each slot level above 3rd.
Range: Varies
Duration: 1 round SALVO
4th-level tech power
As part of the action used to cast this power, you
must make a melee attack with a weapon against one Casting Time: 1 action
creature within your weapon's reach, otherwise the Range: 60 feet
power fails. On a hit, the target suffers the attack's Duration: Instantaneous
normal effects, and its speed is reduced by 10 feet until
the start of your next turn, as the cold energy seeps You launch three projectiles at points you can see
into its being. Additionally, if the target doesn't move at within range. Each creature within a 10-foot radius
least 5 feet before the start of your next turn, it sphere of each point must make a Dexterity saving
immediately takes 1d8 cold damage, and the power throw. A creature takes 3d6 fire and 3d6 kinetic
ends. damage on a failed save, or half as much damage on a
successful one. A creature in the area of more than
This power's damage increases when you reach one sphere is affected only once.
higher levels. At 5th level, the melee attack deals an
extra 1d8 cold damage to the target, and the damage The power damages objects in the area and ignites
the target takes for not moving increases to 2d8. Both flammable objects that aren't being worn or carried.
damage rolls increase by 1d8 at 11th level and 17th
level. Overcharge Tech. When you cast this power using a
tech slot of 6th level or higher, you create four
projectiles. When you cast this power using a tech slot
of 8th level or higher, you create five projectiles.
247 CHAPTER 12 | TECH POWERS
SCAN AREA SCRAMBLING FIELD
4th-level tech power 8th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes Range: Self (10-foot-radius sphere)
Program a creature or object that you are familiar Duration: Concentration, up to 1 hour
with into your tech focus. Using a sonar scan, the tech
focus attempts to find a path to the creature's or A 10-foot-radius shimmering sphere of power
objects location, as long as that creature or object is suppression surrounds you. Within the sphere, powers
within 1,000 feet of you. If the creature or object is can't be cast and enhanced items become mundane.
moving, you know the direction of its movement. Until the power ends, the sphere moves with you,
centered on you.
The power can locate a specific creature or object
known to you, or the nearest creature/object of a Powers and other enhanced effects are suppressed
specific kind (such as a droid or a bothan), so long as in the sphere and can't protrude into it. A slot
you have seen such a creature up close—within 30 feet expended to cast a suppressed power is consumed.
—at least once. While an effect is suppressed, it doesn't function, but
the time it spends suppressed counts against its
SCORCHING RAY duration.
2nd-level tech power
Targeted Effects. Powers and other enhanced
Casting Time: 1 action effects that target a creature or an object in the sphere
Range: 120 feet have no effect on that target.
Duration: Instantaneous
Enhanced Areas. The area of another power or
You create three ionic rays and hurl them at targets enhanced effect, such as explosion, can't extend into
within range. You can hurl them at one target or the sphere. If the sphere overlaps an enhanced area,
several. Make a ranged tech attack for each ray. On a the part of the area that is covered by the sphere is
hit, the target takes 2d6 ion damage. suppressed.
Overcharge Tech. When you cast this power using a Powers. Any active power or other enhanced effect
tech slot of 3rd level or higher, you create one on a creature or an object in the sphere is suppressed
additional ray for each slot level above 2nd. while the creature or object is in it.
SCRAMBLE INTERFACE Enhanced Items. The properties and powers of
3rd-level tech power enhanced items are suppressed in the sphere. For
example, a +1 lightsaber in the sphere functions as an
Casting Time: 1 action unenhanced lightsaber.
Range: 120 feet
Duration: Concentration, up to 1 minute An enhanced weapon's properties and powers are
suppressed if it is used against a target in the sphere
You choose one droid or construct you can see or wielded by an attacker in the sphere. If an enhanced
within range and scramble its ability to differentiate weapon or a piece of enhanced ammunition fully
targets. The target must make an Intelligence saving leaves the sphere (for example, if you fire an enhanced
throw. If the construct has the 'Piloted' trait, and has a shot or throw an enhanced vibrospear at a target
pilot controlling it that is not incapacitated, it gains a outside the sphere), the enhancement of the item
bonus to the saving throw equal to the pilot's ceases to be suppressed as soon as it exits.
Intelligence modifier. On a failed save, the target loses
the ability to distinguish friend from foe, regarding all Enhanced Travel. Teleportation fails to work in the
creatures it can see as enemies until the power ends. sphere, whether the sphere is the destination or the
Each time the target takes damage, it can repeat the departure point for such enhanced travel. A portal to
saving throw, ending the effect on itself on a success. another location temporarily closes while in the
sphere.
Whenever the affected creature chooses another
creature as a target, it must choose the target at Creatures and Objects. A creature or object
random from among the creatures it can see within summoned or created by powers temporarily winks
range of the attack, power, or other ability it's using. If out of existence in the sphere. Such a creature
an enemy provokes an opportunity attack from the instantly reappears once the space the creature
affected creature, the creature must make that attack if occupied is no longer within the sphere.
it is able to.
Tech Override/Diminish Tech. Powers and
enhanced effects such as tech override have no effect
on the sphere. Likewise, the spheres created by
different scrambling field powers don't nullify each
other.
CHAPTER 12 | TECH POWERS 248
SCRAMBLING SHIELD Other power effect. You can place your choice of
6th-level tech power one of the following enhanced effects within the
secured area of the stronghold.
Casting Time: 1 action
Range: Self (10-foot radius) Place mobile lights in four corridors. You can designate
Duration: Concentration, up to 1 minute a simple program that the lights repeat as long as
security protocols lasts.
An immobile, faintly shimmering barrier springs into Place implant message in two locations.
existence in a 10-foot radius around you and remains Place debilitating gas in two locations. The vapors
for the duration. appear in the places you designate; they return within
10 minutes if dispersed by wind while security
Any tech power of 5th level or lower cast from protocols lasts.
outside the barrier can't affect creatures or objects
within it, even if the power is cast using a higher level The whole secured area radiates power. A dimish
tech slot. Such a power can target creatures and tech cast on a specific effect, if successful, removes
objects within the barrier, but the power has no effect only that effect.
on them. Similarly, the area within the barrier is
excluded from the areas affected by such powers. You can create a permanently guarded and secured
structure by casting this power there every day for one
Overcharge Tech. When you cast this power using a year.
tech slot of 7th level or higher, the barrier blocks
powers of one level higher for each slot level above SENDING
6th. 3rd-level tech power
SECURITY PROTOCOLS Casting Time: 1 action
6th-level tech power Range: Unlimited
Duration: 1 round
Casting Time: 10 minutes
Range: Touch You send a short message of twenty-five words or
Duration: 24 hours less to a creature with which you are familiar that
possesses a commlink. The creature hears the
You create a ward that protects up to 2,500 square message, recognizes you as the sender if it knows you,
feet of floor space (an area 50 feet square, or one and can answer in a like manner immediately.
hundred 5-foot squares or twenty-five 10-foot
squares). The secured area can be up to 20 feet tall, You can send the message across any distance and
and shaped as you desire. You can ward several stories even to other planets, but if the target is on a different
of a stronghold by dividing the area among them, as planet than you, there is a 5 percent chance that the
long as you can walk into each contiguous area while message doesn't arrive.
you are casting the power.
SENSOR PROBE
When you cast this power, you can specify 4th-level tech power
individuals that are unaffected by any or all of the
effects that you choose. You can also specify a Casting Time: 1 action
password that, when spoken aloud, makes the speaker Range: 30 feet
immune to these effects. Duration: Concentration, up to 1 hour
When commanded (no action required), security You create a small, temporary, invisible probe that
protocols creates the following effects within the hovers in the air for the duration. You mentally receive
secured area. visual information from the probe. It has darkvision out
to 30 feet. The eye can look in every direction.
Corridors. Fog fills all the secured corridors, making
them heavily obscured. In addition, at each As an action, you can move the probe up to 30 feet
intersection or branching passage offering a choice of in any direction. There's no limit on how far away from
direction, there is a 50 percent chance that a creature you it can be. A solid barrier blocks the probe's
other than you will believe it is going in the opposite movement, but it can pass through an opening at least
direction from the one it chooses. 1 inch in diameter.
Doors. All doors in the secured area are locked, as if
sealed by the lock power. In addition, you can cover up
to ten doors with an image (equivalent to the illusory
object function of the minor hologram power) to make
them appear as plain sections of wall.
Stairs. Electromesh fills all stairs in the secured area
from top to bottom, as the electromesh power. This
mesh regrows in 10 minutes if it is burned or torn away
while security protocols lasts.
249 CHAPTER 12 | TECH POWERS
SHARED SHIELDING SMOKE CLOUD
2nd-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Duration: 1 hour Duration: Concentration, up to 1 hour
This power wards a willing creature you touch and You cause thick smoke to erupt from a point within
creates an energy link between you and the target until range, filling a 20-foot-radius sphere. The sphere
the power ends. While the target is within 60 feet of spreads around corners, and its area is heavily
you, it gains a +1 bonus to AC and saving throws, and it obscured. It lasts for the duration or until a wind of
has resistance to all damage. Also, each time it takes moderate or greater speed (at least 10 miles per hour)
damage, you take the same amount of damage. disperses it.
The power ends if you drop to 0 hit points or if you Overcharge Tech. When you cast this power using a
and the target become separated by more than 60 tech slot of 2nd level or higher, the radius of the smoke
feet. It also ends if the power is cast again on either of cloud increases by 20 feet for each slot level above 1st.
the connected creatures. You can also dismiss the
power as an action. SMUGGLE
2nd-level tech power
SHATTER
2nd-level tech power Casting Time: 1 action
Range: Self
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 60 feet
Duration: Instantaneous You dampen sound and light and dull the scent from
creatures in your vicinity. For the duration, each
A sudden loud ringing noise, painfully intense, erupts creature you choose within 30 feet of you has a +10
from a point of your choice within range. Each creature bonus to Dexterity (Stealth) checks and can't be
in a 10-foot-radius sphere centered on that point must tracked except by enhanced means. You can choose
make a Constitution saving throw. A creature takes 3d8 yourself as well. A creature that receives this bonus
sonic damage on a failed save, or half as much damage leaves behind no traces of its passage.
on a successful one. A creature made of inorganic
material such as stone, crystal, or metal has SONIC SHOT
disadvantage on this saving throw. At-will tech power
An unenhanced object that isn't being worn or Casting Time: 1 action
carried also takes the damage if it's in the power's Range: Varies
area. Duration: 1 round
Overcharge Tech. When you cast this power using a As part of the action used to cast this power, you
tech slot of 3rd level or higher, the damage increases must make a ranged attack with a weapon against one
by 1d8 for each slot level above 2nd. creature within your weapon's range, otherwise the
power fails. On a hit, the target suffers the attack's
SHUTDOWN normal effects, and it becomes wreathed in a sonic
5th-level tech power barrier until the start of your next turn. If the target
willingly moves before then, it immediately takes sonic
Casting Time: 1 action damage equal to your techcasting modifier, becomes
Range: 120 feet deafened until the start of your next turn, and the
Duration: Concentration, up to 1 minute power ends.
You emit an electromagnetic pulse, shutting down all This power's damage increases when you reach
electronic devices, with the exception of your tech higher levels. At 5th level, the ranged attack deals an
focus, that are not held by or under the direct control extra 1d6 sonic damage to the target, and the damage
of a creature. If it is, the creature must succeed on an the target takes for moving increases to 1d6 + your
Intelligence saving throw to stop the device from being techcasting ability modifier. Both damage rolls increase
shut down. While the power is active, no electronic by an additional 1d6 at 11th and 17th level.
device in range can be started or restarted.
SLOW-RELEASE MEDPAC
3rd-level tech power
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute
Kolto 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.
CHAPTER 12 | TECH POWERS 250
SONIC STRIKE STORMING SHOT
At-will tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: Varies Range: Varies
Duration: 1 round Duration: 1 round
As part of the action used to cast this power, you As a part of the action used to cast this power, you
must make a melee attack with a weapon against one must make a ranged attack with a weapon against one
creature within your weapon's reach, otherwise the creature within your weapon's range, otherwise the
power fails. On a hit, the target suffers the attack's power fails. On a hit, the target suffers the attack's
normal effects, and you begin to emanate a disturbing normal effects and gains the lightning rod debuff until
hum. If a hostile creature ends its turn within 5 feet of the end of your next turn, as energy begins to course
you before the start of your next turn, it takes 1d4 through them. When this power hits a target, if there is
sonic damage. a creature within 30 feet who has the lightning rod
debuff, then the energy discharges, creating an arc of
This power's damage increases when you reach lightning between them which removes the debuff and
higher levels. At 5th level, the melee attack deals an deals 1d6 lightning damage to each of them.
extra 1d8 sonic damage to the target, and the
secondary damage increases by 1d4. Both damage The power's damage increases when you reach
rolls increase by 1d8 and 1d4, respectively, at 11th higher levels. At 5th level, the effects of both the
level and 17th level. ranged weapon attack and discharge deal an extra 1d6
lightning damage. Both damage rolls increase by an
SPOT THE WEAKNESS additional 1d6 at 11th and 17th level.
1st-level tech power
STUN
Casting Time: 1 action 8th-level tech power
Range: 30 feet
Duration: Concentration, up 1 minute Casting Time: 1 ation
Range: 60 feet
Up to three creatures of your choice that you can see Duration: Instantaneous
within range must make Dexterity saving throws.
Whenever a target that fails this saving throw makes You emit a tiny crippling dart at a target within range.
an attack roll or a saving throw before the power ends, If the target has 150 hit points or fewer, it is stunned.
the target must roll a d4 and subtract the number Otherwise, the power has no effect.
rolled from the attack roll or saving throw.
The stunned target must make a Constitution saving
Overcharge Tech. When you cast this power using a throw at the end of each of its turns. On a successful
tech slot of 2nd level or higher, you can target one save, this stunning effect ends.
additional creature for each slot level above 1st.
SYNCHRONICITY
STACK THE DECK 4th-level tech power
1st-level tech power
Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 30 feet Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 minute
A creature you touch isn't inconvenienced by
You boost up to three creatures of your choice within mundane delays. Traffic lights are always green, there's
range. Whenever a target makes an attack roll or a always a waiting elevator, and a taxi is always around
saving throw before the power ends, the target can roll the corner. The target can run at full speed through
a d4 and add the number rolled to the attack roll or dense crowds and attacks of opportunity provoked by
saving throw. the target's movement are made with disadvantage.
Overcharge Tech. When you cast this power using a The power also grants advantage to stealth checks,
tech slot of 2nd level or higher, you can target one since cover is always available. Additionally, the target
additional creature for each slot level above 1st. has advantage on all ability checks made to drive a
vehicle.
If two or more creatures under the effect of the
power are attempting to avoid being inconvenienced
by each other, the creatures make Charisma checks
each time the effects would oppose each other. The
higher check of the two's power takes effect.
251 CHAPTER 12 | TECH POWERS