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Published by anlashok.andre, 2022-10-17 07:21:33

SW5e - Player's Handbook

SW5e - Player's Handbook

DUELIST MASTERY FORMATION MASTERY
You've mastered the art of fighting with a single You've mastered fighting with a partner, learning to
weapon, making one weapon feel like many. You gain move and act as a single unit. You gain the following
the following benefits: benefits:

You have advantage on ability checks and saving When you take the Guard action, the guarded ally has
throws to avoid being disarmed. advantage on Dexterity saving throws that would affect
While you are wielding a weapon in one hand with only them while guarded.
which you are proficient and no other weapons, when When a creature misses an ally within 5 feet of you with
you take the Attack action, you can choose to attack a weapon attack, you can use your reaction to make a
with haste at the expense of accuracy. Your weapon weapon attack against that creature without your
attack is made without the aid of your proficiency proficiency bonus.
bonus, but you can use your reaction to make an When a creature hits an ally within 5 feet of you with a
additional weapon attack, also without your proficiency weapon attack, you can use your reaction to impose a
bonus. If you would make more than one attack when penalty to the attack roll equal to your proficiency
you take the Attack action, only one attack is made bonus, potentially causing the attack to miss.
without your proficiency bonus.
While you are wielding a weapon in one hand with FORMFIGHTING MASTERY
which you are proficient and no other weapons, when a Prerequisite: The ability to cast force powers

creature hits you with a melee attack, you can use your You've mastered the basics of the known forms of
reaction to add your proficiency bonus to your AC for lightsaber combat, wielding your weapon with
that attack, potentially causing the attack to miss you. unparalleled grace. You gain the following benefits:

EQUILIBRIUM MASTERY You learn three lightsaber forms, detailed later in this
You've mastered fighting without the confines of chapter. If you already know at least three lightsaber
armor, treating combat as an elegant dance. You gain forms, you instead learn seven lightsaber forms.
the following benefits: Once on each of your turns, before you make a melee
weapon attack, you can choose to forgo your
If you are disarmed, you can use your reaction to proficiency bonus. If you do so, you can engage in one
immediately catch the weapon. of your lightsaber forms without using your bonus
While you are wearing light or no armor and not action. If that form lets you make an attack, that attack
wielding a shield, when a creature misses you with a is also made without your proficiency bonus.
weapon attack, you can use your reaction to make an Once on each of your turns, before you make a melee
unarmed strike or weapon attack against that creature weapon attack, you can choose to forgo your
without your proficiency bonus. proficiency bonus. If you do so, and the attack hits, you
While you are wearing light or no armor and not can choose another creature within 5 feet of it. If the
wielding a shield, when a creature hits you with a original attack roll would hit the second creature, it
weapon attack, you can use your reaction to impose a takes damage of the weapon's type equal to twice your
penalty to the attack roll equal to your proficiency proficiency bonus.
bonus, potentially causing the attack to miss.
GREAT WEAPON MASTERY
EXPLOSIVES MASTERY You've mastered putting the weight of a weapon to
You've mastered fighting with explosives, causing your advantage, letting its momentum empower your
untold destruction. You gain the following benefits: strikes. You gain the following benefits:

When determining the save DC of a grenade, mine, or On your turn, when you score a critical hit or reduce a
missile you control, you can use 8 + your proficiency creature to 0 hit points with a melee weapon attack,
bonus + your Intelligence modifier, if it would be higher you can make one melee weapon attack as a bonus
than the item's DC. action.
You have advantage on saving throws against While you are wielding a two-handed light- or vibro-
grenades, mines, and missiles you control. weapon with which you are proficient, when you miss
When using a grenade, mine, or missile that requires a with a melee weapon attack, you can use your bonus
saving throw and deals damage, you can take a penalty action to repeat the attack against the same target. Any
to the save DC equal to your proficiency bonus. If you modifications to the original attack roll, such as
do so, the item's damage increases by an amount equal advantage, disadvantage, or without your proficiency
to your proficiency bonus. bonus, also affect this attack roll. On a hit, this attack
deals kinetic damage equal to your Strength modifier.
You have advantage on ability checks and saving
throws to avoid being disarmed.
While you are wielding a two-handed light- or vibro-
weapon with which you are proficient, before you make
a melee weapon attack, you can choose to forgo your
proficiency bonus. If the attack hits, you add twice your
proficiency bonus to the attack's damage.

201 CHAPTER 6 | CUSTOMIZATION OPTIONS | FIGHTING MASTERIES

GUERRILLA MASTERY Once per turn, you can choose to have advantage on a
You've mastered maneuvering across the battlefield, melee weapon attack roll against an unmounted
sliding through openings that others might not see. creature that is smaller than your mount. If the attack
You gain the following benefits: hits, you deal additional damage equal to your
proficiency bonus.
You can move through a hostile creature's space
regardless of that creature's size. ONSLAUGHT MASTERY
When you hit a creature with an opportunity attack, You've mastered using your momentum to your
you can move up to half your speed (no action advantage, effectively pummeling creatures into
required) without provoking opportunity attacks from submission and keeping them down once they fall. You
that creature. gain the following benefits:
When a hostile creature moves to within 5 feet of you,
you can use your reaction to Disengage and move up When a creature falls prone within 5 feet of you, they
to half your speed. provoke an opportunity attack from you.
Once per turn, when you hit a creature with a weapon When you would have advantage on a melee weapon
attack, another enemy of the creature is within 5 feet of attack due to a creature being prone, you can reroll
it, and that enemy isn't incapacitated, you can deal one of the dice once.
additional damage equal to twice your proficiency When a prone creature within 5 feet of you attempts to
bonus. stand, they provoke an opportunity attack from you.
Once on each of your turns, if you move at least 10 feet
GUNNING MASTERY in a straight line towards a creature immediately before
You've mastered using blasters in unique ways, hitting it with a melee weapon attack, you can deal
controlling the battlefield. You gain the following additional damage equal to your proficiency bonus.
benefits:
POISONER MASTERY
When a creature succeeds on the saving throw against You are skilled at with the subtlety of poisons, causing
the burst or rapid property of your weapon, they take untold destruction. You gain the following benefits:
damage equal to the weapon's governing ability
modifier. When determining the save DC of a poison you control,
You treat the strength number of weapons as one step you can use 8 + your proficiency bonus + your
lower (19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the Intelligence modifier, if it would be higher than the
strength number is 11, you ignore it entirely. item's DC.
When you use the burst property of a weapon, you can When you apply a poison to a weapon or ammunition,
choose to forgo your proficiency bonus to the save DC. that poison can affect an additional hit or an additional
If you do so, each creature that fails the save takes piece of ammunition.
additional damage equal to your proficiency bonus. Creatures suffering from the poisoned condition have
When you use the rapid property of a weapon, you can disadvantage on saving throws against poisons you
choose to forgo your proficiency bonus to the save DC. control.
If you do so, and the target fails the save, they take When using a poison that requires a saving throw and
additional damage equal to twice your proficiency deals damage, you can take a penalty to the save DC
bonus. equal to your proficiency bonus. If you do so, the item's
damage increases by an amount equal to twice your
MOUNTED MASTERY proficiency bonus.
You've mastered the art of fighting while mounted,
moving seamlessly with your companion. You gain the
following benefits:

If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half
damage, you can use your reaction to have it instead
take no damage if it succeeds on the saving throw, and
only half damage if it fails.
While mounted on a controlled beast, you can use your
bonus action to have your mount make a single melee
attack against a creature within its reach. If you could
already use your bonus action to have your mount
make an attack, you can instead do so as a reaction on
your turn.
While mounted on a vehicle, you can take a vehicle
action with your bonus action, instead of your action. If
you could already take a vehicle action as a bonus
action, you can instead do so as a reaction on your
turn. You can't take the same action twice in one turn.

CHAPTER 6 | CUSTOMIZATION OPTIONS | FIGHTING MASTERIES 202

SECURED MASTERY If you aren't incapacitated, you can add your shield's AC
You've mastered fighting with weapons in atypical bonus to any Dexterity saving throw you make against
places, seamlessly transitioning between your a power or other harmful effect.
armaments. You gain the following benefits: While you are wielding a shield with which you are
proficient, when you are subjected to an effect that
You can wield a number of items on each forearm allows you to make a Dexterity saving throw to take
equal to your full Strength modifier, instead of half. only half damage, and you succeed on the saving
You can now reload fixed weapons using your reaction throw, you can use your reaction to take no damage.
or object interaction, instead of just your action or When a creature you can see damages you while you
bonus action. If you could already reload the weapon are wielding a shield with which you are proficient, you
using your reaction or object interaction, once on each can use your reaction to reduce the damage by an
of your turns, you can instead reload the weapon (no amount equal to your proficiency bonus.
action required). You must have one free hand to
reload. SNAPSHOT MASTERY
Once on each of your turns, when you miss an attack You've mastered getting up close and personal with
with a weapon that lacks the fixed property, you can blaster weapons, maintaining both rate of fire and
make an additional attack against the same target with accuracy. You gain the following benefits:
a fixed weapon without the aid of your proficiency
bonus (no action required). Your ranged weapon attacks reduce partial cover by
Once on each of your turns, when you would make a one step (from three-quarters to half or half to one-
weapon attack with a fixed weapon, you can forgo the quarter) against targets within 30 feet of you. If the
attack. If you do so, you can add your proficiency bonus target has one-quarter cover, you ignore it entirely.
to your AC against one attack that would hit you before Other creatures provoke an opportunity attack from
the start of your next turn (no action required). you when they move to within 30 feet of you, and you
can make ranged weapon attacks with blaster weapons
SENTINEL MASTERY when making opportunity attacks.
You've mastered techniques to take advantage of every When you take the Attack action targeting a creature
drop in any enemy's guard; in tight spaces you are within 30 feet while you are wielding a blaster weapon
indomitable. You gain the following benefits: with which you are proficient, you can choose to attack
rapidly at the expense of accuracy. Your ranged
Creatures within your reach provoke opportunity weapon attack is made without the aid of your
attacks from you even if they take the Disengage proficiency bonus, but you can use your bonus action
action. to make an additional ranged weapon attack, also
When you take the Dodge action, once per round, you without your proficiency bonus. If you would make
can take two reactions on the same turn, instead of more than one attack when you take the Attack action,
only one. You can only take one reaction per trigger. only one attack is made without your proficiency
You can use a bonus action to enter a defensive stance bonus.
that lasts until the start of your next turn. While in your
defensive stance, you have a number of special SPOTTING MASTERY
reactions equal to your proficiency bonus that you can You've mastered keeping track of your surroundings,
only use to make opportunity attacks. noticing things in detail that others miss entirely. You
gain the following benefits:
SHARPSHOOTER MASTERY
You've mastered blaster weapons and can easily make You no longer have disadvantage on Wisdom
shots that others find impossible. You gain the (Perception) checks due to an area being lightly
following benefits: obscured in a 120 foot range.
When a creature rolls a d20 to redirect an attack roll
Attacking at long range doesn't impose disadvantage you make to an illusory duplicate, they have
on your ranged weapon attack rolls. disadvantage on the roll.
Your ranged weapon attacks reduce partial cover by When you take the Search action, you give off no
one step (from three-quarters to half or half to one- indication that you are devoting your attention to
quarter) against targets greater than 30 feet from you. finding something.
If the target has one-quarter cover, you ignore it When you find a hidden creature using the Search
entirely. action, it has disadvantage on any ability checks it
Before you make an attack against a target greater makes to attempt Hide from you before the start of
than 30 feet from you with a blaster weapon with your next turn.
which you are proficient, you can choose to forgo your When you take the Search action, you have advantage
proficiency bonus. If the attack hits, you add twice your on all ability checks, attack rolls, and saving throws
proficiency bonus to the attack's damage. made as a part of that search that occur within a radius
in feet equal to 5 x your proficiency bonus.
SHIELD MASTERY
You've mastered using a shield to defend your allies as
well as yourself, strategically imposing your shield to
capitalize on its protection. You gain the following
benefits:

203 CHAPTER 6 | CUSTOMIZATION OPTIONS | FIGHTING MASTERIES

SPLIT MASTERY Once per turn, you can draw a thrown weapon without
You've mastered fighting with interlocking weapons, using your object interaction.
seamlessly transitioning between twin blades and dual Once on each of your turns, you can make a ranged
wielding. You gain the following benefits: weapon attack with a thrown weapon against a target
within the weapon's normal range without the aid of
Once on each of your turns, detaching or reattaching your proficiency bonus (no action required).
your interlocking weapon no longer requires your
object interaction. TWIN-BLADE MASTERY
You can engage in Double- and Two-Weapon Fighting You've mastered fighting with double-bladed weapons,
even when the weapons you are wielding lack the light using both ends to devastating effect. You gain the
property. following benefits:
Before you make a melee weapon attack while you are
wielding separate weapons in each hand with which While you are wielding a double weapon with which
you are proficient, you can choose to forgo your you are proficient, whenever you roll the maximum on
proficiency bonus. If the attack hits, you add your a weapon damage die against a creature, you gain a +1
proficiency bonus to the attack's damage. bonus to the next attack roll you make against that
When you use your bonus action to engage in Double- creature before the end of your next turn.
Weapon Fighting, you can choose to forgo your You can engage in Double-Weapon Fighting even when
proficiency bonus. If you do so, you can make an the weapon you are wielding lacks the light property.
additional attack with that weapon, also without your Before you make a melee weapon attack while wielding
proficiency bonus. If you would normally make more a double weapon in two hands, you can choose to
than one attack with your bonus action, only one attack forgo your proficiency bonus. If the attack hits, you add
is made without your proficiency bonus. one and a half times your proficiency bonus to the
attack's damage.
SUPERIORITY MASTERY Before you make a melee weapon attack while wielding
You've mastered utilizing maneuvers to enhance your a double weapon in one hand, you can choose to forgo
skills on the battlefield, expanded. You gain the your proficiency bonus. If the attack hits, you add your
following benefits: proficiency bonus to the attack's damage.

You learn one maneuver, detailed in Chapter 13. If you VERSATILE MASTERY
already know at least one maneuver, you instead learn You've mastered using weapons in different ways,
three maneuvers. Your maneuver ability is Strength, altering your attack patterns mid-swing. You gain the
Dexterity, or Constitution for physical maneuvers (your following benefits:
choice), your Intelligence, Wisdom, or Charisma for
mental maneuvers (your choice), and an ability of your Once per turn, when you make an attack roll while
choice for general maneuvers. wielding a weapon in two hands, you can attempt to
You gain one superiority die. If you already have at follow up on the attack. If the attack hits, the creature
least one superiority die, you instead gain two must make a Strength saving throw (DC = 8 + your
additional superiority dice. Your superiority die is a d4, bonus to attacks with the weapon). On a failed save,
and it changes as you gain levels: to d6 at 5th level, to the creature is pushed back 5 feet, and you can
d8 at 9th level, to d10 at 13th level, and to d12 at 17th immediately move into the space it just vacated
level. A superiority die is expended when you use it. without provoking opportunity attacks.
You regain all of your expended superiority dice when Once per turn, when you make an attack roll while
you finish a short or long rest. wielding a weapon in one hand, the target is wielding a
When you use a maneuver on your turn that involves shield, and your other hand is empty, you can use your
rolling a superiority die, you can use your bonus action other hand to pull down the shield (no action required).
to gain advantage on the superiority die roll. If you do so, the creature gains no benefit to armor
Choose one maneuver you know. When you would use class from its shield for that attack.
the chosen maneuver, you can use a d4 instead of Before you make a melee weapon attack while wielding
expending a superiority die. You can do so a number of a versatile weapon in two hands, you can choose to
times equal to your proficiency bonus. You regain all forgo your proficiency bonus. If the attack hits, you add
expended uses when you complete a long rest. one and a half times your proficiency bonus to the
attack's damage.
THROWING MASTERY Before you make a melee weapon attack while wielding
You've mastered the techniques of throwing weapons, a versatile weapon in one hand, you can choose to
readily blending the weapons with your movements. forgo your proficiency bonus. If the attack hits, you add
You gain the following benefits: your proficiency bonus to the attack's damage.

Attacking at long range doesn't impose disadvantage
on your ranged weapon attack rolls with thrown
weapons.
When you hit a creature with a ranged attack with a
thrown weapon, you have advantage on your next
melee weapon attack against that creature before the
end of your next turn.

CHAPTER 6 | CUSTOMIZATION OPTIONS | FIGHTING MASTERIES 204

LIGHTSABER FORMS ISHU FORM
If there is a friendly creature within 15 feet of you, you
Certain class features, Formfighting Style, or can move up to 10 feet without provoking opportunity
Formfighting Mastery, offer your choice of lightsaber attacks. You must end this movement within 5 feet of
forms. You can't choose a lightsaber form more than the friendly creature.
once, even if you later get to choose again.
JAR'KAI FORM
You may choose your lightsaber forms from the As a part of the bonus action to adopt this form, if you
following options or roll on the table below to took the Attack action, you can engage in Double- or
determine them randomly. Two-Weapon Fighting.

d20 Lightsaber Form d20 Lightsaber Form Each time you hit with an attack on this turn, you can
1 Aqinos 11 Shien move up to 5 feet without provoking opportunity
2 Ataru 12 Shii-Cho attacks from the creature you hit.
3 Bakuuni Hand 13 Soresu
4 Djem So 14 Sokan JUYO FORM
5 Drallig 15 Trakata Until the start of your next turn, your critical hit range
6 Ishu 16 Trispzest with weapons increases by 1.
7 Jar'Kai 17 Twilight
8 Juyo 18 Vaapad MAKASHI FORM
9 Makashi 19 Vonil Until the start of your next turn, you gain a special
10 Niman 20 Ysannite reaction. When a creature makes a melee weapon
attack against you and misses, you can use this

special reaction to make an opportunity attack

against that creature.

Each known form can be adopted on your turn by
using your bonus action.

AQINOS FORM
Prerequisite: The ability to cast tech powers

As a part of the bonus action to adopt this form, if you
cast a tech power of 1st level or higher as your action,
but no higher than half your Max Power Level, you can
make one melee weapon attack.

ATARU FORM
As a part of the bonus action to adopt this form, you
can leap up to 15 feet to an unoccupied space you can
see.

BAKUUNI HAND FORM
As a part of the bonus action to adopt this form, if you
took the Attack action and would be able to use your
bonus action to make an unarmed strike, you can do
so as a part of this bonus action.

Until the start of your next turn, when a creature
enters your reach or moves while within your reach,
you can use your reaction to attempt to shove the
creature. On a success, you can choose shove the
target an additional 5 feet.

DJEM SO FORM
Before the end of your next turn, you can add half your
Wisdom or Charisma modifier (your choice, minimum
of +1) to one ability check or attack roll you make using
Strength.

DRALLIG FORM
Until the start of your next turn, you gain a special
reaction. When a creature enters your reach or moves
while within your reach, you can use this special
reaction to leap to an unoccupied space you can see
within 10 feet without provoking opportunity attacks
from that creature.

205 CHAPTER 6 | CUSTOMIZATION OPTIONS | LIGHTSABER FORMS

NIMAN FORM   Additionally, the first time you hit a Large or smaller
As a part of the bonus action to adopt this form, creature within 5 feet of you with a weapon attack
if you took the Attack action, you can engage in before the end of your next turn, you can force the
Double- or Two-Weapon Fighting. target to make a Strength saving throw (DC = 8 + your
bonus to attacks with the weapon). On a failed save, it
Until the end of your next turn, you can use
is pushed back 5 feet, and you can immediately move
Wisdom or Charisma instead of Strength or Dexterity into the space it just vacated without provoking
for the attack and damage rolls of your melee weapon opportunity attacks.
attacks. You must use the same modifier for both rolls.
SOKAN FORM
SORESU FORM Until the start of your next turn, you ignore difficult
The first time you take kinetic, energy, or ion damage terrain. Additionally, when a hostile creature makes a
from a weapon before the end of your next turn, that melee weapon attack against you, you can use your
damage is reduced by half. reaction to move to another space within 5 feet of that
creature without provoking opportunity attacks,
SHIEN FORM imposing disadvantage on the triggering roll.
Before the end of your next turn, you can add half your
Wisdom or Charisma modifier (your choice, minimum TRAKATA FORM
of +1) to your AC against one attack. As a part of the bonus action to adopt this form, you
can flourish your weapon to attempt to distract an
SHII-CHO FORM enemy you can see. Make a Dexterity (Sleight of Hand)
As a part of the bonus action to adopt this form, if you or Charisma (Deception) check (your choice) contested
took the Attack action, you can engage in Double- or by a Wisdom (Perception) check of one creature that
Two-Weapon Fighting. you can see within 5 feet of you. On a success, that
creature has disadvantage on the next attack roll it
makes against you.

TRISPZEST FORM
Once before the start of your next turn, you have
advantage on a melee weapon attack against a
creature that is frightened of you.

TWILIGHT FORM
As a part of the bonus action to adopt this form, you
can mask yourself with the force to attempt to hide
from an enemy you can see. Make a Dexterity (Stealth)
check contested by a Wisdom (Perception) check of
one creature that you can see within 5 feet of you. On
a success, you become invisible to that creature until
the start of your next turn, or until you attack, cast a
power, or otherwise take a hostile action against it.

VAAPAD FORM
Once before the start of your next turn, if you would
have advantage on a melee weapon attack, you can
choose to forgo the advantage. If you do so, you can
make one melee weapon attack against the same
target (no action required), also without advantage.

VONIL FORM
If you took the Attack action before adopting this form,
you can direct one of your allies to strike a creature
you hit with an attack. Choose a friendly creature that
can see or hear you and is within 5 feet of the creature
you hit with an attack. That creature can immediately
use its reaction to make one weapon attack against the
same creature.

YSANNANITE FORM
As a part of the bonus action to adopt this form, if you
took the Attack action, you can engage in Double- or
Two-Weapon Fighting.

Additionally, until the end of your next turn, when
making a ranged weapon attack while you are within 5
feet of a hostile creature, you do not have
disadvantage on the attack roll.

CHAPTER 6 | CUSTOMIZATION OPTIONS | LIGHTSABER FORMS 206

CHAPTER 7: USING ABILITY SCORES

            ix abilities provide a quick description of
Ability Scores and Modifiers
            every creature's physical and mental

characteristics:
Score Modifier Score Modifier
+3
Strength, measuring physical power 1 -5 16-17 +4
Dexterity, measuring agility +5
Constitution, measuring endurance 2-3 -4 18-19 +6
Intelligence, measuring reasoning and memory +7
Wisdom, measuring awareness and intuition 4-5 -3 20-21 +8
Charisma, measuring force of personality +9
6-7 -2 22-23 +10
Is a character muscle-bound and insightful? Brilliant
and charming? Nimble and hardy? Ability scores define 8-9 -1 24-25
these qualities—a creature's assets as well as
weaknesses. 10-11 +0 26-27

The three main rolls of the game—the ability check, 12-13 +1 28-29
the saving throw, and the attack roll—rely on the six
ability scores. The book's introduction describes the 14-15 +2 30
basic rule behind these rolls: roll a d20, add an ability
modifier derived from one of the six ability scores, and   If multiple situations affect a roll and each one grants
compare the total to a target number. advantage or imposes disadvantage on it, you don't roll
more than one additional d20. If two favorable
This chapter focuses on how to use ability checks situations grant advantage, for example, you still roll
and saving throws, covering the fundamental activities only one additional d20.
that creatures attempt in the game. Rules for attack
rolls appear in chapter 9. If circumstances cause a roll to have both advantage
and disadvantage, you are considered to have neither
ABILITY SCORES AND MODIFIERS of them, and you roll one d20. This is true even if
multiple circumstances impose disadvantage and only
Each of a creature's abilities has a score, a number that one grants advantage or vice versa. In such a situation,
defines the magnitude of that ability. An ability score is you have neither advantage nor disadvantage.
not just a measure of innate capabilities, but also
encompasses a creature's training and competence in When you make a roll with advantage or
activities related to that ability. disadvantage, only the d20 is rolled twice. Any
additional dice, such as the d4 granted by the
A score of 10 or 11 is the normal human average, but resistance force power, are only rolled once.
adventurers and many monsters are a cut above
average in most abilities. A score of 18 is the highest When you have advantage or disadvantage and
that a person usually reaches. Adventurers can have something in the game, such as the iktotchi's
scores as high as 20, and monsters and villains can Precognition trait, lets you reroll the d20, you can reroll
have scores as high as 30. only one of the dice. You choose which one. For
example, if an iktotchi has advantage on an ability
Each ability also has a modifier, derived from the check and rolls a 1 and a 13, the iktotchi could use the
score and ranging from -5 (for an ability score of 1) to Precognition trait to reroll the 1.
+10 (for a score of 30). The Ability Scores and Modifiers
table notes the ability modifiers for the range of You usually gain advantage or disadvantage through
possible ability scores, from 1 to 30. the use of special abilities, actions, or powers.
Inspiration (see chapter 4) can also give a character
To determine an ability modifier without consulting advantage on checks related to the character's
the table, subtract 10 from the ability score and then personality, ideals, or bonds. The GM can also decide
divide the total by 2 (round down). that circumstances influence a roll in one direction or
the other and grant advantage or impose disadvantage
Because ability modifiers affect almost every attack as a result.
roll, ability check, and saving throw, ability modifiers
come up in play more often than their associated ADVANTAGE ON OTHER ROLLS
scores.
Though less common, advantage and disadvantage can
ADVANTAGE AND DISADVANTAGE occur on other types of rolls as well. When you have
advantage or disadvantage on a roll, as with a d20, you
Sometimes a special ability or power tells you that you roll the dice twice, using the higher of the two results
have advantage or disadvantage on an ability check, a with advantage, and using the lower of the two results
saving throw, or an attack roll. When that happens, you if you have disadvantage. If a roll has multiple dice, you
roll a second d20 when you make the roll. Use the roll the dice together and treat the results separately.
higher of the two rolls if you have advantage, and use
the lower roll if you have disadvantage. For example, if For instance, the second bullet of the Weapon Expert
you have disadvantage and roll a 17 and a 5, you use feat grants conditional advantage on a weapon's
the 5. If you instead have advantage and roll those damage roll once per turn, provided you meet the
numbers, you use the 17. criteria for that advantage. If any additional dice would
be added to the damage roll, such as the operative's
Sneak Attack feature or the scout's Ranger's Quarry,
those additional dice are only rolled once.

207 CHAPTER 7 | USING ABILITY SCORES

  If granting advantage or disadvantage on a roll that To make an ability check, roll a d20 and add the
would have negative consequences, rather than relevant ability modifier. As with other d20 rolls, apply
positive benefits, advantage and disadvantage should bonuses and penalties, and compare the total to the
be reversed (as logic dictates). For instance, if a DC. If the total equals or exceeds the DC, the ability
creature has a penalty die on a d20 roll, such as a d4 check is a success—the creature overcomes the
penalty die from the denounce force power, and they challenge at hand. Otherwise, it's a failure, which
get disadvantage on that die roll, they should roll the means the character or monster makes no progress
d4 twice and take the higher roll, instead of the lower. toward the objective or makes progress combined with
a setback determined by the GM.
PROFICIENCY BONUS
CONTESTS
Characters have a proficiency bonus determined by
level, as detailed in chapter 1. Monsters also have this Sometimes one character's or monster's efforts are
bonus, which is incorporated in their stat blocks. The directly opposed to another's. This can occur when
bonus is used in the rules on ability checks, saving both of them are trying to do the same thing and only
throws, and attack rolls. one can succeed, such as attempting to snatch up a
ring that has fallen on the floor. This situation also
Your proficiency bonus can't be added to a single die applies when one of them is trying to prevent the other
roll or other number more than once. For example, if one from accomplishing a goal—for example, when a
two different rules say you can add your proficiency monster tries to force open a door that an adventurer
bonus to a Wisdom saving throw, you nevertheless add is holding closed. In situations like these, the outcome
the bonus only once when you make the save. is determined by a special form of ability check, called
a contest.
Occasionally, your proficiency bonus might be
multiplied or divided (doubled or halved. for example) Both participants in a contest make ability checks
before you apply it. If a circumstance suggests that appropriate to their efforts. They apply all appropriate
your proficiency bonus applies more than once to the bonuses and penalties, but instead of comparing the
same roll, you still add it only once and multiply or total to a DC, they compare the totals of their two
divide it only once. checks. The participant with the higher check total wins
the contest. That character or monster either succeeds
By the same token, if a feature or effect allows you to at the action or prevents the other one from
multiply your proficiency bonus when making an ability succeeding.
check that wouldn't normally benefit from your
proficiency bonus, you still don't add the bonus to the If the contest results in a tie, the situation remains
check. For that check your proficiency bonus is 0, given the same as it was before the contest. Thus, one
the fact that multiplying 0 by any number is still 0. For contestant might win the contest by default. If two
instance, if you lack proficiency in the Lore skill, you characters tie in a contest to snatch a ring off the floor,
gain no benefit from a feature that lets you double neither character grabs it. In a contest between a
your proficiency bonus when you make Intelligence monster trying to open a door and an adventurer
(Lore) checks. trying to keep the door closed, a tie means that the
door remains shut.
In general, you don't multiply your proficiency bonus
for attack rolls or saving throws. If a feature or effect Ability Check DCs DC
allows you to do so, these same rules apply. 5
Task Difficulty 10
EXPERTISE Very easy 15
Easy 20
Certain features, such as the Expertise class feature or Medium 25
Ace Pilot feat, grant expertise in a skill or tool, letting Hard 30
you double your proficiency bonus with that skill or Very hard
tool. As usual, you can only gain expertise in a skill or Nearly impossible
tool once.

Far less common, though still possible, a creature
can gain expertise in a saving throw. Creatures cannot
gain expertise in weapons, however.

ABILITY CHECKS

An ability check tests a character's or monster's innate
talent and training in an effort to overcome a
challenge. The GM calls for an ability check when a
character or monster attempts an action (other than
an attack) that has a chance of failure. When the
outcome is uncertain, the dice determine the results.

For every ability check, the GM decides which of the
six abilities is relevant to the task at hand and the
difficulty of the task, represented by Difficulty Class
(DC). The more difficult a task, the higher its DC. The
Ability Check DCs table shows common DCs.

ADDITIONAL DICE Charisma: Deception, Intimidation, Performance,

When making an ability check, attack roll, or saving Persuasion
throw, some features grant an additional die when you
make the d20 roll. If features would grant multiple Sometimes, the GM might ask for an ability check
additional dice in such a way, you can only benefit from using a specific skill—for example, "Make a Wisdom
one of them when you make the d20 roll (you choose (Perception) check." At other times, a player might ask
which effect to use). For instance, if a creature is forced the GM if proficiency in a particular skill applies to a
to make a saving throw, and it is benefiting from both a check. In either case, proficiency in a skill means an
Potent Aptitude die and the resistance force power, it individual can add his or her proficiency bonus to
can only use the additional die granted by one of those ability checks that involve that skill. Without proficiency
effects. Conversely, the same is true for penalty dice. in the skill, the individual makes a normal ability check.

VARIANT: ADDITIONAL DIE TEAMWORK For example, if a character attempts to climb up a
In some instances, a party might be relying on the dangerous cliff. the Dungeon Master might ask for a
outcome made by a single party member's ability Strength (Athletics) check. If the character is proficient
check. If multiple party members could grant that in Athletics, the character's proficiency bonus is added
character an additional die, while that character to the Strength check. If the character lacks that
couldn't apply multiple dice to the roll, you might proficiency, he or she just makes a Strength check.
consider allowing them to use the larger die provided,
and to roll the die with advantage. VARIANT: SKILLS WITH OTHER ABILITIES
Normally, your proficiency in a skill applies only to a
MULTIPLE MODIFIERS specific kind of ability check. Proficiency in Athletics, for
example, usually applies to Strength checks. In some
As with additional dice, when making an ability check, situations, though, your proficiency might reasonably
attack roll, or saving throw, some features might allow apply to a different kind of check. In such cases, the
multiple modifiers being added to the check. In these GM might ask for a check using an unusual
cases, only two modifiers may be added to a roll, and combination of ability and skill, or you might ask your
the same modifier can't be added twice unless an GM if you can apply a proficiency to a different check.
effect says so. For instance, if a friendly creature makes For example, if you have to swim from an offshore
a Constitution saving throw within range of a island to the mainland, your GM might call for a
guardian's Aura of Presence, and that creature is also Constitution check to see if you have the stamina to
the target of a scholar's Critical Analysis, and they make it that far. In this case, your GM might allow you
chose to end that Critical Analysis on themselves, they to apply your proficiency in Athletics and ask for a
could add either that guardian's Wisdom modifier or Constitution (Athletics) check.
the scholar's Intelligence modifier to their Constitution
save, but not both. So if you're proficient in Athletics, you apply your
proficiency bonus to the Constitution check just as you
APPLYING DURING THE D20 ROLL would normally do for a Strength (Athletics) check.
Some features, such as engineer's Potent Aptitude or Similarly, when your trandoshan berserker uses a
scholar's Critical Analysis, allow a creature to choose display of raw strength to intimidate an enemy, your
to add an additional die or ability modifier to an ability GM might ask for a Strength (Intimidation) check, even
check, attack roll, or saving throw. Unless the effect though Intimidation is normally associated with
specifically says otherwise, it can be applied before or Charisma.
after the roll, but it must be applied before the GM
determines whether the roll succeeds or fails. PASSIVE CHECKS

SKILLS A passive check is a special kind of ability check that
doesn't involve any die rolls. Such a check can
Each ability covers a broad range of capabilities, represent the average result for a task done
including skills that a character or a monster can be repeatedly, such as searching for secret doors over and
proficient in. A skill represents a specific aspect of an over again, or can be used when the GM wants to
ability score, and an individual's proficiency in a skill secretly determine whether the characters succeed at
demonstrates a focus on that aspect. something without rolling dice, such as noticing a
hidden monster.
The skills related to each ability score are shown in
the following list. (No skills are related to Constitution.) Here's how to determine a character's total for a
See an ability's description in the later sections of this passive check:
chapter for examples of how to use a skill associated
with an ability. 10 + all modifiers that normally apply to the check. If
the character has advantage on the check, add 5. For
Strength: Athletics disadvantage, subtract 5. The game refers to a passive
Dexterity: Acrobatics, Sleight of Hand, Stealth check total as a score.
Intelligence: Investigation, Lore, Nature, Piloting,
Technology For example. if a 1st-level character has a Wisdom of
Wisdom: Animal handling, Insight, Medicine, 15 and proficiency in Perception, he or she has a
Perception, Survival passive Wisdom (Perception) score of 14.

The rules on hiding in the "Dexterity" section below
rely on passive checks, as do the exploration rules in
chapter 8.

209 CHAPTER 7 | USING ABILITY SCORES

WORKING TOGETHER   Other Strength Checks. The GM might also call for a
Strength check when you try to accomplish tasks like
Sometimes two or more characters team up to attempt the following:
a task. The character who's leading the effort, or the
one with the highest ability modifier, can make an Force open a stuck, locked, or barred door
ability check with advantage, reflecting the help Break free of bonds
provided by the other characters. In combat, this Push through a tunnel that is too small
requires the Help action (see chapter 9). Hang on to a wagon while being dragged behind it

A character can only provide help if the task is one Tip over a statue
that he or she could attempt alone. For example, trying Keep a boulder from rolling
to open a lock requires proficiency with security kits, so
a character who lacks that proficiency can't help ATTACK ROLLS AND DAMAGE
another character in that task. Moreover. a character You add your Strength modifier to your attack roll and
can help only when two or more individuals working your damage roll when attacking with a melee weapon
together would actually be productive. Some tasks, such as a vibrosword or doublesword. You use melee
such as threading a needle, are no easier with help. weapons to make melee attacks in hand—to—hand
combat, and some of them can be thrown to make a
GROUP CHECKS ranged attack.
When a number of individuals are trying to accomplish
something together, the GM might ask for a group LIFTING AND CARRYING
ability check. In such a situation, the characters who Your Strength score determines the amount of weight
are skilled at the task at hand help cover those who you can bear. The following terms define what you can
aren't. To make a group ability check, everyone in the lift or carry.
group makes the ability check. If at least half the group
succeeds, the whole group succeeds. Otherwise, the Carrying Capacity. Your carrying capacity is your
group fails. Strength score multiplied by 15. This is the weight (in
pounds) that you can carry, which is high enough that
Group checks don't come up very often, and they're most characters don't usually have to worry about it.
most useful when all the characters succeed or fail as a
group. For example, when adventurers are navigating a Push, Drag, or Lift. You can push, drag, or lift a
swamp, the GM might call for a group Wisdom weight in pounds up to twice your carrying capacity (or
(Survival) check to see if the characters can avoid the 30 times your Strength score). While pushing or
natural hazards of the environment. If at least half the dragging weight in excess of your carrying capacity,
group succeeds, the successful characters are able to your speed drops to 5 feet.
guide their companions out of danger. Otherwise, the
group stumbles into one of these hazards. Size and Strength. Larger creatures can bear more
weight, whereas Tiny creatures can carry less. For each
USING EACH ABILITY size category above Medium, double the creature'
carrying capacity and the amount it can push. drag, or
Every task that a character or monster might attempt lift. For a Tiny creature, halve these weights.
in the game is covered by one of the six abilities. This
section explains in more detail what those abilities ARM EQUIPMENT
mean and the ways they are used in the game. Certain equipment, such as a wristpad, light shield, or
fixed weapons, are worn on the forearm. A creature
STRENGTH can only wield a number of such items on each
forearm equal to half its Strength modifier (minimum
Strength measures bodily power, athletic training, and of one item).
the extent to which you can exert raw physical force.
VARIANT: ENCUMBERANCE
STRENGTH CHECKS The rules for lifting and carrying are intentionally
A Strength check can model any attempt to lift, push, simple. Here is a variant if you are looking for more
pull, or break something, to force your body through a detailed rules for determining how a character is
space, or to otherwise apply brute force to a situation. hindered by the weight of equipment. When you use
The Athletics skill reflects aptitude in certain kinds of this variant, ignore the Strength column of the Armor
Strength checks. table in chapter 5.

Athletics. Your Strength (Athletics) check covers If you carry weight in excess of 5 times your Strength
difficult situations you encounter while climbing, score, you are encumbered, which means your speed
jumping, or swimming. Examples include the following drops by 10 feet.
activities:
If you carry weight in excess of 10 times your
You attempt to climb a sheer or slippery cliff, avoid Strength score, up to your maximum carrying capacity,
hazards while scaling a wall, or cling to a surface while you are instead heavily encumbered, which means
something is trying to knock you off. your speed drops by 20 feet and you have
You try to jump an unusually long distance or pull off a disadvantage on ability checks, attack rolls, and saving
stunt midjump. throws that use Strength, Dexterity, or Constitution.
You struggle to swim or stay afloat in treacherous
currents, storm-tossed waves, or areas of thick
seaweed. Or another creature tries to push or pull you

underwater or otherwise interfere with your swimming.

CHAPTER 7 | USING ABILITY SCORES 210

DEXTERITY Hiding

Dexterity measures agility, reflexes, and balance. When you try to hide, make a Dexterity (Stealth) check.

DEXTERITY CHECKS Until you are discovered or you stop hiding, that
A Dexterity check can model any attempt to move checks total is contested by the Wisdom (Perception)
nimbly, quickly, or quietly, or to keep from falling on check of any creature that actively searches for signs
tricky footing. The Acrobatics, Sleight of Hand, and
Stealth skills reflect aptitude in certain kinds of of your presence.
Dexterity checks.
You can't hide from a creature that can see you, and
Acrobatics. Your Dexterity (Acrobatics) check covers if you make noise (such as shouting a warning or
your attempt to stay on your feet in a tricky situation,
such as when you're trying to run across a sheet of ice, knocking over a vase), you give away your position. An
balance on a tightrope, or stay upright on a rocking invisible creature can't be seen, so it can always try to
spaceship's deck. The GM might also call for a Dexterity hide. Signs of its passage might still be noticed,
(Acrobatics) check to see if you can perform acrobatic however, and it still has to stay quiet.
stunts, including dives, rolls, somersaults, and flips.
In combat, most creatures stay alert for signs of
Sleight of Hand. Whenever you attempt an act of danger all around, so if you come out of hiding and
legerdemain or manual trickery, such as planting approach a creature, it usually sees you. However,
something on someone else or concealing an object on
your person, make a Dexterity (Sleight of Hand) check. under certain circumstances, the Dungeon Master
The GM might also call for a Dexterity (Sleight of Hand) might allow you to stay hidden as you approach a
check to determine whether you can lift a wallet off creature that is distracted, allowing you to gain
another person or slip something out of another
person's pocket. advantage on an attack before you are seen.
Passive Perception. When you hide, there's a chance
Stealth. Make a Dexterity (Stealth) check when you
attempt to conceal yourself from enemies, slink past someone will notice you even if they aren't searching.
guards, slip away without being noticed, or sneak up
on someone without being seen or heard. To determine whether such a creature notices you,
the GM compares your Dexterity (Stealth) check with
Other Dexterity Checks. The GM might call for a that creature's passive Wisdom (Perception) score,
Dexterity check when you try to accomplish tasks like which equals 10 + the creature's Wisdom modifier, as
the following:
well as any other bonuses or penalties. If the creature
Control a heavily laden cart on a steep descent has advantage, add 5. For disadvantage, subtract 5.
Steer a chariot around a tight turn
Pick a lock For example, if a lst-level character (with a
Disable a trap
Securely tie up a prisoner proficiency bonus of +2) has a Wisdom of 15 (a +2
Wriggle free of bonds modifier) and proficiency in Perception, he or she has
Play a stringed instrument a passive Wisdom (Perception) of 14.
Craft a small or detailed object
What Can You See? One of the main factors in
ATTACK ROLLS AND DAMAGE
You add your Dexterity modifier to your attack roll and determining whether you can find a hidden creature
your damage roll when attacking with a ranged or object is how well you can see in an area, which
weapon. such as a blaster rifle or bowcaster. You can might be lightly or heavily obscured, as explained in
also add your Dexterity modifier to your attack roll and
your damage roll when attacking with a melee weapon chapter 8.
that has the finesse property, such as a vibrodagger or
techblade.

ARMOR CLASS
Depending on the armor you wear, you might add
some or all of your Dexterity modifier to your Armor
Class, as described in chapter 5.

INITIATIVE
At the beginning of every combat, you roll initiative by
making a Dexterity check. Initiative determines the
order of creatures' turns in combat, as described in

  chapter 9.

211 CHAPTER 7 | USING ABILITY SCORES

CONSTITUTION INTELLIGENCE

Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
CONSTITUTION CHECKS
Constitution checks are uncommon, and no skills apply INTELLIGENCE CHECKS
to Constitution checks. because the endurance this An Intelligence check comes into play when you need
ability represents is largely passive rather than to draw on logic, education, memory, or deductive
involving a specific effort on the part of a character or reasoning. The Investigation, Lore, Nature, Piloting, and
monster. A Constitution check can model your attempt Technology skills reflect aptitude in certain kinds of
to push beyond normal limits, however. Intelligence checks.

The GM might call for a Constitution check when you Investigation. When you look around for clues and
try to accomplish tasks like the following: make deductions based on those clues, you make an
Intelligence (Investigation) check. You might deduce
Hold your breath the location of a hidden object, discern from the
March or labor for hours without rest appearance of a wound what kind of weapon dealt it,
Go without sleep or determine the weakest point in a tunnel that could
Survive without food or water cause it to collapse. Poring through ancient materials
Quaff an entire stein of ale in one go in search of a hidden fragment of knowledge might
also call for an Intelligence (Investigation) check.
HIT POINTS
Your Constitution modifier contributes to your hit Lore. Your Intelligence (Lore) check measures your
points. Typically, you add your Constitution modifier to ability to recall information about the Force, artifacts,
each Hit Die you roll for your hit points. histories, and religions.

If your Constitution modifier changes, your hit point Nature. Your Intelligence (Nature) check measures
maximum changes as well, as though you had the new your ability to recall lore about terrain, plants and
modifier from 1st level. For example, if you raise your animals, the weather, and natural cycles.
Constitution score when you reach 4th level and your
Constitution modifier increases from +1 to +2, you Piloting. Your Intelligence (Piloting) check measures
adjust your hit point maximum as though the modifier your ability to control vehicles, aircraft, and spaceships.
had always been +2. So you add 3 hit points for your Piloting governs your ability to maneuver through tight
first three levels, and then roll your hit points for 4th spaces and debris fields or dogfight with enemy craft.
level using your new modifier. Or if you're 7th level and
some effect lowers your Constitution score so as to Technology. Your Intelligence (Technology) checks
reduce your Constitution modifier by 1, your hit point measure your ability to recall information about droids,
maximum is reduced by 7. vehicles, spaceships, aircraft, and computers, as well as
your ability to interface with them. Technology can also
be used to stabilize a droid or construct.

Other Intelligence Checks. The GM might call for an
Intelligence check when you try to accomplish tasks
like the following:

Communicate with a creature without using words
Estimate the value of a precious item
Pull together a disguise to pass as a city guard
Forge a document

Recall lore about a craft or trade
Win a game of skill

TECHCASTING ABILITY
Techcasters use Intelligence as their techcasting ability,
which helps determine the saving throw DCs of power
they cast.

CHAPTER 7 | USING ABILITY SCORES 212

WISDOM Finding a Hidden Object

Wisdom reflects how attuned you are to the world When your character searches for a hidden object
around you and represents perceptiveness and
intuition. such as a secret door or a trap, the GM typically asks
you to make a Wisdom (Perception) check. Such a
WISDOM CHECKS check can be used to find hidden details or other
A Wisdom check might reflect an effort to read body
language, understand someone's feelings, notice information and clues that you might otherwise
things about the environment, or care for an injured overlook.
person. The Animal Handling, Insight, Medicine,
Perception, and Survival skills reflect aptitude in certain In most cases, you need to describe where you are
kinds of Wisdom checks.
looking in order for the GM to determine your chance
Animal Handling. When there is any question of success. For example, a key is hidden beneath a set
whether you can calm down a domesticated animal, of folded clothes in the top drawer ofa bureau. If you
keep a mount from getting spooked, or intuit an tell the GM that you pace around the room, looking at
animal's intentions, the GM might call for a Wisdom
(Animal Handling) check. You also make a Wisdom the walls and furniture for clues, you have no chance
(Animal Handling) check to control your mount when of finding the key, regardless of your Wisdom
you attempt a risky maneuver. (Perception) check result. You would have to specify

Insight. Your Wisdom (Insight) check decides that you were opening the drawers or searching the
whether you can determine the true intentions of a bureau in order to have any chance of success.
creature, such as when searching out a lie or predicting
someone's next move. Doing so involves gleaning clues
from body language, speech habits, and changes in
mannerisms.

Medicine. A Wisdom (Medicine) check lets you try to
stabilize a dying companion or diagnose an illness.

Perception. Your Wisdom (Perception) check lets
you spot, hear, or otherwise detect the presence of
something. It measures your general awareness of
your surroundings and the keenness of your senses.
For example, you might try to hear a conversation
through a closed door, eavesdrop under an open
window, or hear monsters moving stealthily in the
forest. Or you might try to spot things that are
obscured or easy to miss, whether they are orcs lying
in ambush on a road, thugs hiding in the shadows of
an alley, or candlelight under a closed secret door.

Survival. The GM might ask you to make a Wisdom
(Survival) check to follow tracks, hunt wild game, guide
your group through frozen wastelands, identify signs
that rancors live nearby, predict the weather, or avoid
quicksand and other natural hazards.

Other Wisdom Checks. The GM might call for a
Wisdom check when you try to accomplish tasks like
the following:

Get a gut feeling about what course of action to follow

Discern Whether a seemingly dead or living creature is

undead

FORCECASTING ABILITY
Forcecasters use Wisdom as their forcecasting ability
for their light side and universal powers, which helps
determine the saving throw DCs of powers they cast.

213 CHAPTER 7 | USING ABILITY SCORES

CHARISMA SAVING THROWS

Charisma measures your ability to interact effectively A saving throw-also called a save-represents an
with others. It includes such factors as confidence and attempt to resist a power, a trap, a poison, a disease,
eloquence, and it can represent a charming or or a similar threat. You don't normally decide to make
commanding personality. a saving throw; you are forced to make one because
your character or monster is at risk of harm.
CHARISMA CHECKS
A Charisma check might arise when you try to influence To make a saving throw, roll a d20 and add the
or entertain others, when you try to make an appropriate ability modifier. For example, you use your
impression or tell a convincing lie, or when you are Dexterity modifier for a Dexterity saving throw.
navigating a tricky social situation. The Deception,
Intimidation, Performance, and Persuasion skills reflect A saving throw can be modified by a situational
aptitude in certain kinds of Charisma checks. bonus or penalty and can be affected by advantage
and disadvantage, as determined by the GM.
Deception. Your Charisma (Deception) check
determines whether you can convincingly hide the Each class gives proficiency in at least two saving
truth, either verbally or through your actions. This throws. The operative, for example, is proficient in
deception can encompass everything from misleading Intelligence saves. As with skill proficiencies,
others through ambiguity to telling outright lies. Typical proficiency in a saving throw lets a character add his or
situations include trying to fast-talk a guard, con a her proficiency bonus to saving throws made using a
merchant, earn money through gambling, pass particular ability score. Some monsters have saving
yourself off in a disguise, dull someone's suspicions throw proficiencies as well.
with false assurances, or maintain a straight face while
telling a blatant lie. The Difficulty Class for a saving throw is determined
by the effect that causes it. For example, the DC for a
Intimidation. When you attempt to influence saving throw allowed by a power is determined by the
someone through overt threats, hostile actions, and caster's force- or tech-casting ability and proficiency
physical violence, the GM might ask you to make a bonus.
Charisma (Intimidation) check. Examples include trying
to pry information out of a prisoner, convincing street The result of a successful or failed saving throw is
thugs to back down from a confrontation, or using the also detailed in the effect that allows the save. Usually,
edge of a broken bottle to convince a sneering vizier to a successful save means that a creature suffers no
reconsider a decision. harm, or reduced harm, from an effect.

Performance. Your Charisma (Performance) check
determines how well you can delight an audience with
music, dance. acting, storytelling, or some other form
of entertainment.

Persuasion. When you attempt to influence
someone or a group of people with tact, social graces,
or good nature, the GM might ask you to make a
Charisma (Persuasion) check. Typically, you use
persuasion when acting in good faith, to foster
friendships, make cordial requests, or exhibit proper
etiquette. Examples of persuading others include
convincing a Chamberlain to let your party see the
king, negotiating peace between warring tribes, or
inspiring a crowd of townsfolk.

Other Charisma Checks. The GM might call for a
Charisma check when you try to accomplish tasks like
the following:

Find the best person to talk to for news, rumors, and

gossip

Blend into a crowd to get the sense of key topics of

conversation

FORCECASTING ABILITY
Forcecasters use Charisma as their forcecasting ability
for their dark side and universal powers, which helps
determine the saving throw DCs of powers they cast.

CHAPTER 7 | USING ABILITY SCORES 214

CHAPTER 8: ADVENTURING

           elving into an ancient Sith tomb, slipping through
MOVEMENT
           the Black Sun territory of Coruscant, hacking a
fresh trail through the thick jungles on the forest moon Swimming across a rushing river, sneaking down a
of Endor—these are the things that Star Wars building corridor, scaling a treacherous mountain
adventures are made of. Your character in the game slope- all sorts of movement play a key role in D&D
might explore forgotten ruins and uncharted lands, adventures.
uncover dark secrets and sinister plots, and slay foul
monsters. And if all goes well, your character will The GM can summarize the adventurers' movement
survive to claim rich rewards before embarking on a without calculating exact distances or travel times:
new adventure. "You travel through the forest and find the ruin
entrance late in the evening of the third day." Even in a
This chapter covers the basics of the adventuring life, dungeon, particularly a large dungeon or a cave
from the mechanics of movement to the complexities network, the GM can summarize movement between
of social interaction. The rules for resting are also in encounters: "After killing the guardian at the entrance
this chapter, along with a discussion of the activities to the ancient Jedi stronghold. you consult your map,
your character might pursue between adventures. which leads you through miles of echoing corridors to
a chasm bridged by a narrow stone arch."
Whether adventurers are exploring a dusty dungeon
or the complex relationships of a noble court, the Sometimes it's important, though, to know how long
game follows a natural rhythm, as outlined in the it takes to get from one spot to another, whether the
book's introduction: answer is in days, hours, or minutes. The rules for
determining travel time depend on two factors: the
  1. The GM describes the environment. speed and travel pace of the creatures moving and the
2. The players describe what they want to do. terrain they're moving over.
3. The GM narrates the results of their actions.
SPEED
Typically, the GM uses a map as an outline of the
adventure, tracking the characters' progress as they Every character and monster has a speed, which is the
explore enclave corridors or wilderness regions. distance in feet that the character or monster can walk
in 1 round. This number assumes short bursts of
The GM's notes, including a key to the map, describe energetic movement in the midst of a life-threatening
what the adventurers find as they enter each new area. situation.
Sometimes, the passage of time and the adventurers'
actions determine what happens, so the GM might use The following rules determine how far a character or
a timeline or a flowchart to track their progress instead monster can move in a minute, an hour, or a day.
of a map.
TRAVEL PACE
TIME While traveling, a group of adventurers can move at a
normal, fast, or slow pace, as shown on the Travel Pace
In situations where keeping track of the passage of table. The table states how far the party can move in a
time is important, the GM determines the time a task period of time and whether the pace has any effect. A
requires. The GM might use a different time scale fast pace makes characters less perceptive, while a
depending on the context of the situation at hand. In slow pace makes it possible to sneak around and to
an enclosed environment, the adventurers' movement search an area more carefully (see the "Activity While
happens on a scale of minutes. It takes them about a Traveling" section later in this chapter for more
minute to creep down a long hallway, another minute information).
to check for traps on the door at the end of the hall,
and a good ten minutes to search the chamber beyond Forced March. The Travel Pace table assumes that
for anything interesting or valuable. characters travel for 8 hours in day. They can push on
beyond that limit, at the risk of exhaustion.
In a city or wilderness, a scale of hours is often more
appropriate. Adventurers eager to reach the lonely For each additional hour of travel beyond 8 hours,
tower at the heart of the forest hurry across those the characters cover the distance shown in the Hour
fifteen miles in just under four hours time. column for their pace, and each character must make a
Constitution saving throw at the end of the hour. The
For long journeys, a scale of days works best. DC is 10 + 1 for each hour past 8 hours. On a failed
Following the road from Tatooine to Kashyyk, the saving throw, a character suffers one level of
adventurers spend four uneventful days before a exhaustion (see appendix A).
pirate ambush interrupts their journey.
Mounts, Speeders, and Vehicles. For short spans of
In combat and other fast-paced situations, the game time (up to an hour), many animals move much faster
relies on rounds, a 6-second span of time described in than humanoids. A mounted character can ride at a
chapter 9. gallop for about an hour, covering twice the usual
distance for a fast pace. If fresh mounts are available
every 8 to 10 miles, characters can cover larger
distances at this pace, but this is very rare except in
densely populated areas.

215 CHAPTER 8 | ADVENTURING

  Characters in shuttles, speeders, or other vehicles   High Jump. When you make a high jump, you leap
choose a pace as normal. Depending on the vessel and into the air a number of feet equal to 3 + your Strength
the size of the crew, ships might be able to travel for modifier if you move at least 10 feet on foot
up to 24 hours per day. immediately before the jump. When you make a
standing high jump, you can jump only half that
Travel Pace distance. Either way, each foot you clear on the jump
costs a foot of movement. In some circumstances, your
Distance
Distance
Distance
GM might allow you to make a Strength (Athletics)
per
per
per
check to jump higher than you normally can.

Pace Minute Hour Day Effect You can extend your arms half your height above
yourself during the jump. Thus, you can reach above
-5 penalty to passive you a distance equal to the height of the jump plus 1
Fast 400 feet 4 miles 30 miles Wisdom (Perception) 1/2 times your height.

scores ACTIVITY WHILE TRAVELING

Normal 300 feet 3 miles 24 miles As adventurers travel through a dungeon or the
wilderness, they need to remain alert for danger, and
Slow 200 feet 2 miles 18 miles Able to use stealth some characters might perform other tasks to help the
group's journey.
DIFFICULT TERRAIN
MARCHING ORDER
The travel speeds given in the Travel Pace table The adventurers should establish a marching order.
assume relatively simple terrain: roads, open plains, or
clear enclosed corridors. But adventurers often face A marching order makes it easier to determine which
dense forests, deep swamps, rubble-filled ruins, steep characters are affected by traps, which ones can spot
mountains, and ice-covered ground—all considered hidden enemies, and which ones are the closest to
difficult terrain. those enemies when a fight breaks out.

You move at half speed in difficult terrain—moving 1 A character might occupy the front rank, one or
foot in difficult terrain costs 2 feet of speed—so you more middle ranks, or the back rank. Characters in the
can cover only half the normal distance in a minute, an front and back ranks need enough room to travel side
hour, or a day. by side with others in their rank. When space is too
tight, the marching order must change, usually by
SPECIAL TYPES OF MOVEMENT moving characters to a middle rank.

Movement through dangerous dungeons or wilderness Fewer Than Three Ranks. If an adventuring party
areas often involves more than simply walking. arranges its marching order with only two ranks, they
Adventurers might have to climb, crawl, swim, or jump are a front rank and a back rank. If there's only one
to get where they need to go. rank, it's considered a front rank.

CLIMBING, SWIMMING AND CRAWLING STEALTH
While climbing, swimming, or crawling, each foot of While traveling at a slow pace, the characters can move
movement costs 1 extra foot (2 extra feet in difficult stealthily. As long as they're not in the open, they can
terrain), unless a creature has a climbing or swimming try to surprise or sneak by other creatures they
speed. At the GM's option, climbing a slippery vertical encounter. See the rules for hiding in chapter 7.
surface or one with few handholds requires a
successful Strength (Athletics) check. Similarly, gaining NOTICING THREATS
any distance in rough water might require a successful Use the passive Wisdom (Perception) scores of the
Strength (Athletics) check. characters to determine whether anyone in the group
notices a hidden threat. The GM might decide that a
JUMPING threat can be noticed only by characters in a particular
Your Strength determines how far you can jump. rank. For example, as the characters are exploring a
maze of tunnels, the GM might decide that only those
Long Jump. When you make a long jump, you cover characters in the back rank have a chance to hear or
a number of feet up to your Strength score if you move spot a stealthy creature following the group, while
at least 10 feet on foot immediately before the jump. characters in the front and middle ranks cannot. While
When you make a standing long jump, you can leap traveling at a fast pace, characters take a -5 penalty to
only half that distance. Either way, each foot you clear their passive Wisdom (Perception) scores to notice
on the jump costs a foot of movement. hidden threats.

This rule assumes that the height of your jump Encountering Creatures. If the GM determines that
doesn't matter, such as a jump across a stream or the adventurers encounter other creatures while
chasm. At your GM's option, you must succeed on a DC they're traveling, it's up to both groups to decide what
10 Strength (Athletics) check to clear a low obstacle (no happens next. Either group might decide to attack,
taller than a quarter of the jump's distance), such as a initiate a conversation, run away, or wait to see what
hedge or low wall. Otherwise, you hit it. the other group does.

When you land in difficult terrain, you must succeed
on a DC 10 Dexterity (Acrobatics) check to land on your
feet. Otherwise, you land prone.

CHAPTER 8 | ADVENTURING 216

  Surprising Foes. If the adventurers encounter a SUFFOCATING
hostile creature or group, the GM determines whether
the adventurers or their foes might be surprised when A creature can hold its breath for a number of minutes
combat erupts. See chapter 9 for more about surprise. equal to 1 + its Constitution modifier (minimum of 30
seconds). When a creature runs out of breath, it can
OTHER ACTIVITIES survive for a number of rounds equal to its
Characters who turn their attention to other tasks as Constitution modifier (minimum 1 round). At the start
the group travels are not focused on watching for of its next turn, it drops to 0 hit points and is dying.
danger. These characters don't contribute their passive
Wisdom (Perception) scores to the group's chance of HIGH AND LOW PRESSURE ENVIRONS
noticing hidden threats. However, a character not
watching for danger can do one of the following If a creature is exposed a high or low pressure environ
activities instead, or some other activity with the GM's such as the vacuum of space or the deep ocean, it can
permission. survive for a number of rounds equal to its
Constitution modifier (minimum 1 round). At the start
Navigate. The character can try to prevent the group of its next turn, it immediately dies without making
from becoming lost, making a Wisdom (Survival) check death saving throws.
when the GM calls for it. (The Dungeon Master's Guide
has rules to determine whether the group gets lost.) VISION AND LIGHT

Draw a Map. The character can draw a map that The most fundamental tasks of adventuring—noticing
records the group's progress and helps the characters danger, finding hidden objects, hitting an enemy in
get back on course if they get lost. No ability check is combat, and targeting a power, to name just a few—
required. rely heavily on a character's ability to see. Darkness
and other effects that obscure vision can prove a
Track. A character can follow the tracks of another significant hindrance.
creature, making a Wisdom (Survival) check when the
GM calls for it. (The Dungeon Master's Guide has rules A given area might be lightly or heavily obscured. In a
for tracking.) lightly obscured area, such as dim light, patchy fog, or
moderate foliage, creatures have disadvantage on
Forage. The character can keep an eye out for ready Wisdom (Perception) checks that rely on sight.
sources of food and water, making a Wisdom (Survival)
check when the GM calls for it. (The Dungeon Master's A heavily obscured area-such as darkness, opaque
Guide has rules for foraging.) fog, or dense foliage-blocks vision entirely. A creature
in or looking in a heavily obscured area effectively
Splitting Up the Party suffers from the blinded condition (see appendix A).

Sometimes, it makes sense to split an adventuring The presence or absence of light in an environment
party, especially if you want one or more characters to creates three categories of illumination: bright light,
scout ahead. You can form multiple parties, each dim light, and darkness.
moving at a different speed. Each group has its own
front, middle, and back ranks. Bright light lets most creatures see normally. Even
gloomy days provide bright light, as do torches,
The drawback to this approach is that the party will lanterns, fires, and other sources of illumination within
be split into several smaller groups in the event of an a specific radius.
attack. The advantage is that a small group of stealthy
characters moving slowly might be able to sneak past Dim light, also called shadows, creates a lightly
enemies that clumsier characters would alert. An obscured area. An area of dim light is usually a
operative and a monk moving at a slow pace are much boundary between a source of bright light, such as a
harder to detect when they leave their guardian friend torch, and surrounding darkness. The soft light of
behind. twilight and dawn also counts as dim light. A
particularly brilliant full moon might bathe the land in
THE ENVIRONMENT dim light.

By its nature, adventuring involves delving into places Darkness creates a heavily obscured area.
that are dark, dangerous, and full of mysteries to be Characters face darkness outdoors at night (even most
explored. The rules in this section cover some of the moonlit nights), or within the confines of an unlit
most important ways in which adventurers interact dungeon or a subterranean vault.
with the environment in such places. The Dungeon
Master's Guide has rules covering more unusual BLINDSIGHT
situations. A creature with blindsight can perceive its
surroundings without relying on sight, within a specific
FALLING radius. Creatures without eyes, such as Miraluka, and
creatures with echolocation or heightened senses,
A fall from a great height is one of the most common such as Togruta or Verpine, have this sense.
hazards facing an adventurer.
DARKVISION
At the end of a fall, a creature takes 1d6 kinetic Many creatures in the worlds of Star Wars, especially
damage for every 10 feet it fell, to a maximum of 20d6. those that dwell underground, have darkvision. Within
The creature lands prone, unless it avoids taking a specified range, a creature with darkvision can see in
damage from the fall. darkness as if the darkness were dim light, so areas of
darkness are only lightly obscured as far as that
217 CHAPTER 8 | ADVENTURING creature is concerned. However, the creature can't
discern color in darkness, only shades of gray.

TRUESIGHT Strength check to break an object. The GM sets the DC
A creature with truesight can, out to a specific range, for any such check.
see in normal and enhanced darkness, see invisible
creatures and objects, automatically detect visual SOCIAL INTERACTION
illusions and succeed on saving throws against them,
and perceives the original form of a shapechanger or a Exploring dungeons, overcoming obstacles, and slaying
creature that is transformed by a power. monsters are key parts of D&D adventures. No less
important, though, are the social interactions that
FOOD AND WATER adventurers have with other inhabitants of the world.

Characters who don't eat or drink suffer the effects of Interaction takes on many forms. You might need to
exhaustion (see appendix A). Exhaustion caused by convince an unscrupulous thief to confess to some
lack of food or water can't be removed until the malfeasance, or you might try to flatter a Hutt so that
character eats and drinks the full required amount. he will spare your life. The GM assumes the roles of
any characters who are participating in the interaction
FOOD that don"t belong to another player at the table. Any
A character needs one pound of food per day and can such character is called a nonplayer character (NPC).
make food last longer by subsisting on half rations.
Eating half a pound of food in a day counts as half a In general terms, an NPC's attitude toward you is
day without food. A character can go without food for a described as friendly, indifferent, or hostile. Friendly
number of days equal to 3 + his or her Constitution NPCs are predisposed to help you, and hostile ones are
modifier (minimum 1). At the end of each day beyond inclined to get in your way. It's easier to get what you
that limit, a character automatically suffers one level of want from a friendly NPC, of course.
exhaustion. A normal day of eating resets the count of
days without food to zero. Social interactions have two primary aspects:
roleplaying and ability checks.
WATER
A character needs one gallon of water per day, or two ROLEPLAYING
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a DC Roleplaying is, literally, the act of playing out a role. In
15 Constitution saving throw or suffer one level of this case, it's you as a player determining how your
exhaustion at the end of the day. A character with character thinks, acts, and talks.
access to less water automatically suffers one level of
exhaustion at the end of the day. If the character Roleplaying is a part of every aspect of the game, and
already has one or more levels of exhaustion, the it comes to the fore during social interactions. Your
character takes two levels in either case. character's quirks, mannerisms, and personality
influence how interactions resolve.
INTERACTING WITH OBJECTS
There are two styles you can use when roleplaying
A character's interaction with objects in an your character: the descriptive approach and the active
environment is often simple to resolve in the game. approach. Most players use a combination of the two
The player tells the GM that his or her character is styles. Use whichever mix of the two works best for
doing something, such a moving a lever, and the GM you.
describes what, if anything happens. For example, a
character might decide to pull a lever, which might, in DESCRIPTIVE APPROACH TO ROLEPLAYING
turn, open a door, cause a room to flood with water, or With this approach. you describe your character's
open a secret door in a nearby wall. If the lever is words and actions to the GM and the other players.
rusted in position, though, a character might need to Drawing on your mental image of your character, you
force it. In such a situation, the GM might call for a tell everyone what your character does and how he or
Strength check to see whether the character can she does it.
wrench the lever into place. The GM sets the DC for
any such check based on the difficulty of the task. For instance, Chris plays Tordek the Nikto. Tordek
has a quick temper and blames the Black Sun for his
Characters can also damage objects with their family's misfortune. At a bar, an obnoxious Twi'lek
weapons and powers. Objects are immune to necrotic, operative sits at Tordek's table and tries to strike up a
poison, and psychic damage, but otherwise they can be conversation with the Nikto.
affected by physical attacks and powers much like
creatures can. Generally, objects are immune to any Chris says, "Tordek spits on the floor, growls an
conditions that are illogical, such as charmed or insult at the Twi'lek, and stomps over to the bar. He sits
frightened. The GM determines an object's Armor Class on a stool and glares at the operative before ordering
and hit points, and might decide that certain objects another drink."
have resistance or immunity to certain kinds of attacks.
(It's hard to cut a rope with a club, for example.) In this example, Chris has conveyed Tordek's mood
Objects always fail Strength, Dexterity, and and given the GM a clear idea of his characters attitude
Constitution saving throws, and they are immune to and actions.
effects that require other saves. When an object drops
to 0 hit points, it breaks. A character can also attempt a When using descriptive roleplaying, keep the
following things in mind:

Describe your character's emotions and attitude.
Focus on your character's intent and how others might
perceive it.
Provide as much embellishment as you feel
comfortable with.

CHAPTER 8 | ADVENTURING 218

Don't worry about getting things exactly right. Just RESTING
focus on thinking about what your character would do
and describing what you see in your mind. Heroic though they might be, adventurers can't spend
every hour of the day in the thick of exploration, social
ACTIVE APPROACH TO ROLEPLAYING interaction, and combat. They need rest time to sleep
If descriptive roleplaying tells your GM and your fellow and eat, tend their wounds, refresh their batteries and
players what your character thinks and does, active spirits for force- and tech-casting, and brace
roleplaying shows them. themselves for further adventure.

When you use active roleplaying, you speak with Adventurers can take short rests in the midst of an
your character's voice, like an actor taking on a role. adventuring day and a long rest to end the day.
You might even echo your character's movements and
body language. This approach is more immersive than SHORT REST
descriptive roleplaying, though you still need to
describe things that can't be reasonably acted out. A short rest is a period of downtime, at least 1 hour
long, during which a character does nothing more
Going back to the example of Chris roleplaying strenuous than eating, drinking, reading, and tending
Tordek above, here's how the scene might play out if to wounds.
Chris used active roleplaying:
A character can spend one or more Hit Dice at the
Speaking as Tordek, Chris says in a gruff, deep voice, end of a short rest, up to the character's maximum
"I was wondering why it suddenly smelled awful in number of Hit Dice, which is equal to the character's
here. If I wanted to hear anything out of you, I'd snap level. Whenever a character spends a Hit Die to regain
your arm and enjoy your screams." In his normal voice. hit points, the player rolls the die and adds the
Chris then adds, "I get up, glare at the Twi'lek, and character's Constitution modifier to it. The character
head to the bar." regains hit points equal to the total. The player can
decide to spend an additional Hit Die after each roll.
RESULTS OF ROLEPLAYING
The GM uses your character's actions and attitudes to LONG REST
determine how an NPC reacts. A cowardly NPC buckles
under threats of violence. A stubborn Jawa refuses to A long rest is a period of extended downtime, at least 8
let anyone badger her. A vain Hutt laps up flattery. hours long, during which a character sleeps for at least
6 hours and performs light activity, such as reading,
When interacting with an NPC, pay close attention to talking, eating, or standing watch, for no more than 2
the GM's portrayal ofthe NPC's mood, dialogue, and hours. If the rest is interrupted by a period of
personality. You might be able to determine an NPC's strenuous activity—fighting, casting powers, at least 1
personality traits, ideals, flaws, and bonds, then play hour of walking, or similar adventuring activity—the
on them to influence the NPC's attitude. characters must restart the rest to benefit from it.

Interactions in D&D are much like interactions in real At the end of a long rest, a character regains all lost
life. If you can offer NPCS something they want, hit points. The character also regains spent Hit Dice, up
threaten them with something they fear, or play on to a number of dice equal to half of the character's
their sympathies and goals, you can use words to get total number of them (minimum of one).
almost anything you want. On the other hand, if you
insult a proud warrior or speak ill of a senator's allies, A character can't benefit from more than one long
your efforts to convince or deceive will fall short. rest in a 24-hour period, and a character must have at
least 1 hit point at the start of the rest to gain its
ABILITY CHECKS benefits.

In addition to roleplaying, ability checks are key in VARIANT: RESTING IN ARMOR
determining the outcome of an interaction. Resting in armor makes it difficult to recover fully. At
the end of a long rest, if you wore your armor, you only
Your roleplaying efforts can alter an NPC's attitude, recover one-quarter your spent Hit Dice (minimum of
but there might still be an element of chance in the one), instead of half.
situation. For example, your GM can call for a Charisma
check at any point during an interaction if he or she BETWEEN ADVENTURES
wants the dice to play a role in determining an NPC's
reactions. Other checks might be appropriate in certain Between trips to dungeons and battles against ancient
situations, at your GM's discretion. evils, adventurers need time to rest, recuperate, and
prepare for their next adventure. Many adventurers
Pay attention to your skill proficiencies when also use this time to perform other tasks, such as
thinking of how you want to interact with an NPC, and crafting arms and armor, gambling, or spending their
stack the deck in your favor by using an approach that hard-earned credits.
relies on your best bonuses and skills. If the group
needs to trick a guard into letting them into a pavilion, In some cases, the passage of time is something that
the scoundrel who is proficient in Deception is the best occurs with little fanfare or description. When starting
bet to lead the discussion. When negotiating for a a new adventure, the GM might simply declare that a
hostage's release, the force initiate with Persuasion certain amount of time has passed and allow you to
should do most of the talking. describe in general terms what your character has
been doing. At other times, the GM might want to keep
track of just how much time is passing as events
beyond your perception stay in motion.

219 CHAPTER 8 | ADVENTURING

LIFESTYLE EXPENSES PRACTICING A PROFESSION
You can work between adventures, allowing you to
Between adventures, you choose a particular quality of maintain a modest lifestyle without having to pay 10 cr
life and pay the cost of maintaining that lifestyle, as per day (see chapter 5 for more information on lifestyle
described in chapter 5. expenses). This benefit lasts as long you continue to
practice your profession.
Living a particular lifestyle doesn't have a huge effect
on your character, but your lifestyle can affect the way If you are a member of an organization that can
other individuals and groups react to you. For example, provide gainful employment, such as a syndicate or
when you lead an aristocratic lifestyle, it might be guild, you earn enough to support a comfortable
easier for you to influence the nobles of the city than if lifestyle instead.
you live in poverty.
If you have proficiency in the Performance skill and
DOWNTIME ACTIVITIES put your performance skill to use during your
downtime, you earn enough to support a wealthy
Between adventures, the GM might ask you what your lifestyle instead.
character is doing during his or her downtime. Periods
of downtime can vary in duration, but each downtime RECUPERATING
activity requires a certain number of days to complete You can use downtime between adventures to recover
before you gain any benefit, and at least 8 hours of from a debilitating injury, disease, or poison.
each day must be spent on the downtime activity for
the day to count. The days do not need to be After three days of downtime spent recuperating,
consecutive. If you have more than the minimum you can make a DC 15 Constitution saving throw. On a
amount of days to spend, you can keep doing the same successful save, you can choose one of the following
thing for a longer period of time, or switch to a new results:
downtime activity.
End one effect on you that prevents you from regaining
Downtime activities other than the ones presented hit points.
below are possible. If you want your character to spend For the next 24 hours, gain advantage on saving throws
his or her downtime performing an activity not covered
here, discuss it with your GM. against one disease or poison currently affecting you.

CRAFTING RESEARCHING
You can craft unenhanced objects, including The time between adventures is a great chance to
adventuring equipment and works of art. While you perform research, gaining insight into mysteries that
don't need to be proficient with tools related to the have unfurled over the course of the campaign.
object you are trying to create (typically artisan's Research can include poring over dusty tomes and
implements), without proficiency you will lack the ancient datacrons in a library or buying drinks for the
knowledge of what objects you can create. You might locals to pry rumors and gossip from their lips.
also need access to special materials or locations
necessary to create it. For example, someone When you begin your research, the GM determines
proficient with armstech's implements needs a whether the information is available, how many days of
workstation in order to craft a vibrosword. downtime it will take to find it, and whether there are
any restrictions on your research (such as needing to
For every day of downtime you spend crafting, you seek out a specific individual, tome, or location). The
can craft one or more items with a total market value GM might also require you to make one or more ability
not exceeding 250 cr, and you must expend raw checks, such as an Intelligence (Investigation) check to
materials worth half the total market value. If find clues pointing toward the information you seek, or
something you want to craft has a market value a Charisma (Persuasion) check to secure someone's
greater than 250 cr, you make progress every day in aid. Once those conditions are met, you learn the
250-cr increments until you reach the market value of information if it is available.
the item. For example, a heavy exoskeleton (market
value 9,000 cr) takes 36 days to craft by yourself, at a For each day of research, you must spend 10 cr to
total cost of 4,500 cr. cover your expenses. This cost is in addition to your
normal lifestyle expenses (as discussed in chapter 5).
Multiple characters can combine their efforts toward
the crafting of a single item, provided that the TRAINING
characters all have proficiency with the requisite tools You can spend time between adventures learning a
and are working together in the same place. Each new language or training with a set of tools. Your GM
character contributes 250 cr worth of effort for every might allow additional training options.
day spent helping to craft the item. For example, three
characters with the requisite tool proficiency and the First, you must find an instructor willing to teach you.
proper facilities can craft a heavy exoskeleton in 12 The GM determines how long it takes, and whether
days, at a total cost of 4,500 cr. one or more ability checks are required.

While crafting, you can maintain a modest lifestyle, The training lasts for 250 days and costs 10 cr per
as discussed in chapter 5, without having to pay 10 cr day. After you spend the requisite amount of time and
per day. If you have expertise in your chosen tool, you money, you learn the new language or gain proficiency
can instead maintain a comfortable lifestyle without with the new tool.
having to pay 20 cr per day.

CHAPTER 8 | ADVENTURING 220

CHAPTER 9: COMBAT


         he shriek of blaster fire flying overhead. The clash
Combat Step By Step
         of a gamorrean's axe striking against a composite
shield. The crackle of lightning emenating from a Sith   1. Determine surprise. The GM determines whether
lord's hands. The sharp tang of blood in the air, cutting anyone involved in the combat encounter is surprised.
through the stench of vile monsters. Roars of fury,
shouts of triumph, cries of pain. Combat in D&D can be 2. Establish positions. The GM decides where all the
chaotic, deadly, and thrilling. characters and monsters are located. Given the
adventurers' marching order or their stated positions
This chapter provides the rules you need for your in the room or other location, the GM figures out
characters and monsters to engage in combat, where the adversaries are—how far away and in what
whether it is a brief skirmish or an extended conflict in direction.
a dungeon or on a field of battle. Throughout this
chapter, the rules address you, the player or Game 3. Roll initiative. Everyone involved in the combat
Master. The Game Master controls all the monsters encounter rolls initiative, determining the order of
and nonplayer characters involved in combat, and each combatants' turns.
other player controls an adventurer. "You" can also
mean the character or monster that you control. 4. Take turns. Each participant in the battle takes a
turn in initiative order.
THE ORDER OF COMBAT
5. Begin the next round. When everyone involved in the
A typical combat encounter is a clash between two combat has had a turn, the round ends. Repeat step 4
sides, a flurry of weapon swings, feints, parries, until the fighting stops.
footwork, and force- or tech-casting. The game
organizes the chaos of combat into a cycle of rounds The "Movement and Position" section later in this
and turns. A round represents about 6 seconds in the chapter gives the rules for your move.
game world. During a round, each participant in a
battle takes a turn. The order of turns is determined at You can forgo moving, taking an action, or doing
the beginning of a combat encounter, when everyone anything at all on your turn. If you can't decide what to
rolls initiative. Once everyone has taken a turn, the do on your turn, consider taking the Dodge or Ready
fight continues to the next round if neither side has action, as described in "Actions in Combat."
defeated the other.
BONUS ACTIONS
SURPRISE Various class features, powers, and other abilities let
you take an additional action on your turn called a
A band of adventurers sneaks up on a Mandalorian bonus action. The Cunning Action feature, for example,
camp, springing from cover to attack them. Kath allows an operative to take a bonus action. You can
hounds patrol down a hallway, leashed to their take a bonus action only when a special ability, power,
handler, unnoticed by the adventurers until the hound or other feature of the game states that you can do
smells one of them. In these situations, one side of the something as a bonus action. You otherwise don't have
battle gains surprise over the other. a bonus action to take.

The GM determines who might be surprised. If You can take only one bonus action on your turn, so
neither side tries to be stealthy, they automatically you must choose which bonus action to use when you
notice each other. Otherwise, the GM compares the have more than one available.
Dexterity (Stealth) checks of anyone hiding with the
passive Wisdom (Perception) score of each creature on You choose when to take a bonus action during your
the opposing side. Any character or monster that turn, unless the bonus action's timing is specified, and
doesn't notice a threat is surprised at the start of the anything that deprives you of your ability to take
encounter until the end of their first turn. actions also prevents you from taking a bonus action.

If you're surprised, you can't move or take an action OBJECT INTERACTION
on your first turn of the combat, and you can't take a You can also interact with one object or feature of the
reaction until that turn ends. A member of a group can environment at any time on your turn, even during
be surprised even if the other members aren't. your move or your action, as your object interaction.
For example, you could open a door as you stride
YOUR TURN toward a foe, you could stow your weapon as you run,
or you could grasp a two-handed weapon you are
On your turn, you can move a distance up to your wielding in one hand with your other hand as you
speed and take one action. You decide whether to attack with it (releasing it requires no action).
move first or take your action first. Your speed—
sometimes called your walking speed—is noted on If you want to interact with an additional object, you
your character sheet. need to use your action or bonus action (your choice.
Some enhanced items and other special objects always
The most common actions you can take are require an action to use, as stated in their descriptions.
described in the "Actions in Combat" section later in
this chapter. Many class features and other abilities The GM might require you to use an action for any of
provide additional options for your action. these activities when it needs special care or when it
presents an unusual obstacle. For instance, the GM
could reasonably expect you to use an action to open a
stuck door or turn a crank to lower a drawbridge.

221 CHAPTER 9 | COMBAT

OTHER ACTIVITY ON YOUR TURN ACTIONS THAT GRANT MOVEMENT
Lastly, your turn can include a variety of flourishes that If an action, bonus action, or reaction allows you to
require neither your action nor your move. move as part of its effects, this additional movement
does not count towards your speed. If it does not
You can communicate however you are able, require an action, however, it does count towards your
through brief utterances and gestures, as you take speed.
your turn.
BREAKING UP YOUR MOVE
Interacting with Objects Around You
You can break up your movement on your turn, using
Here are a few examples of the sorts of thing you can some of your speed before and after your action. For
do with your object interaction: example, if you have a speed of 30 feet, you can move
10 feet, take your action, and then move 20 feet.
draw or stow a weapon
open or close a door MOVING BETWEEN ATTACKS
withdraw a stim from your pack If you take an action that includes more than one
pick up a dropped weapon weapon attack, you can break up your movement even
take an item from a table further by moving between those attacks. For example,
remove a ring from your finger a fighter with the Extra Attack feature who has a speed
stuff some food into your mouth of 25 feet could move 10 feet, attack, move 15 feet,
plant a banner in the ground and then attack again.
fish a few chits from your belt pouch
drink all the beer in a glass USING DIFFERENT SPEEDS
throw a lever or a switch If you have more than one speed, such as your walking
pull a glowstick from a sconce speed and a flying speed, you can switch back and
take a book from a shelf you can reach forth between your speeds during your move.
extinguish a small flame Whenever you switch, subtract the distance you've
don a mask already moved from the new speed. The result
pull the hood of your cloak up and over your head determines how much farther you can move. If the
put your ear to a door result is 0 or less, you can't use the new speed during
turn a key in a lock the current move.
hand an item to another character
For example, if you have a flying speed of 30 and a
REACTIONS walking speed of 40 because a Jedi cast the burst of
speed power on you, you could walk 20 feet, then fly
Certain special abilities, powers, and situations allow 10 feet, and then land to walk 10 feet more.
you to take a special action called a reaction. A
reaction, typically an instant response to a trigger of DIFFICULT TERRAIN
some kind, can occur on your turn or on someone
else's. The opportunity attack, described later in this Combat rarely takes place in bare rooms or on
chapter, is the most common type of reaction. featureless plains. Boulder-strewn caverns, briar-
choked forests, treacherous staircases—the setting of
When you take a reaction, you can't take another a typical fight contains difficult terrain.
one until the start of your next turn. If the reaction
interrupts another creature's turn, that creature can Every foot of movement in difficult terrain costs 1
continue its turn right after the reaction. extra foot. This rule is true even if multiple things in a
space count as difficult terrain.
Certain features, such as the scholar's Multitasker,
might grant you an additional reaction. If you have two Low furniture, rubble, undergrowth, steep stairs,
or more reactions, you can only take one per turn. snow, and shallow bogs are examples of difficult
terrain. The space of another creature, whether hostile
MOVEMENT AND POSITION or not, also counts as difficult terrain.

In combat, characters and monsters are in constant BEING PRONE
motion, often using movement and position to gain the
upper hand. Combatants often find themselves lying on the ground,
either because they are knocked down or because they
On your turn, you can move a distance up to your throw themselves down. In the game, they are prone, a
speed. You can use as much or as little of your speed condition described in appendix A.
as you like on your turn, following the rules here.
You can drop prone without using any of your
Your movement can include jumping, climbing, and speed. Standing up takes more effort, costing an
swimming. These different modes of movement can be amount of movement equal to half your speed. For
combined with walking, or they can constitute your example, if your speed is 30 feet, you must spend 15
entire move. However you're moving, you deduct the feet of movement to stand up. You can't stand up if
distance of each part of your move from your speed you don't have enough movement left or if your speed
until it is used up or until you are done moving. is 0.

The "Special Types of Movement" section in Chapter To move while prone, you must crawl or use powers
8 gives the particulars for jumping, climbing, and that teleport. Every foot of movement while crawling
swimming. costs 1 extra foot. Crawling 1 foot in difficult terrain,
therefore, costs 3 feet of movement.

CHAPTER 9 | COMBAT 222

MOVING AROUND OTHER CREATURES SQUEEZING INTO A SMALLER SPACE
A creature can squeeze through a space that is large
You can move through a nonhostile creature's space. enough for a creature one size smaller than it. Thus, a
In contrast, you can move through a hostile creature's Large creature can squeeze through a passage that's
space only if the creature is at least two sizes larger or only 5 feet wide. While squeezing through a space, a
smaller than you. Remember that another creature's creature must spend 1 extra foot for every foot it
space is difficult terrain for you. moves there, and it has disadvantage on attack rolls
and Dexterity saving throws. Attack rolls against the
Whether a creature is a friend or an enemy, you can't creature have advantage while it's in the smaller space.
willingly end your move in its space.
VARIANT: PLAYING ON A GRID
If you leave a hostile creature's reach during your If you play out a combat using a square grid and
move, you provoke an opportunity attack, as explained miniatures or other tokens, follow these rules.
later in the chapter.
Squares. Each square on the grid represents 5 feet.
FLYING MOVEMENT Speed. Rather than moving foot by foot, move square
by square on the grid. This means you use your speed
Flying creatures enjoy many benefits of mobility, but in 5-foot segments. This is particularly easy if you
they must also deal with the danger of falling. If a flying translate your speed into squares by dividing the
creature is knocked prone, has its speed reduced to 0, speed by 5. For example, a speed of 30 feet translates
or is otherwise deprived of the ability to move, the into a speed of 6 squares.
creature falls, unless it has the ability to hover. Entering a Square. To enter a square, you must have at
least 1 square of movement left, unless the square is
CREATURE SIZE diagonally adjacent to the square you're in (discussed
below).
Each creature takes up a different amount of space. Corners. Diagonal movement can't cross the corner of
The Size Categories table shows how much space a a wall, large tree, or other terrain feature that fills its
creature of a particular size controls in combat. Objects space.
sometimes use the same size categories. Ranges. To determine the range on a grid between
two things—whether creatures or objects—start
Size Categories Space counting squares from a square adjacent to one of
2 1/2 by 2 1/2 ft. them and stop counting in the space of the other one.
Size 5 by 5 ft. Count by the shortest route.
Tiny 5 by 5 ft. Diagonals. When measuring range or moving
Small 10 by 10 ft. diagonally, the first diagonal square counts as 5 feet,
Medium 15 by 15 ft. but the second diagonal square counts as 10 feet. This
Large 20 by 20 ft. or larger pattern of 5 feet and then 10 feet continues whenever
Huge you're counting diagonally, even if you move
Gargantuan horizontally or vertically between different bits of
diagonal movement. For instance, a character might
SPACE move one square diagonally (5 feet), then three
A creature's space is the area in feet that it effectively squares straight (15 feet), and then another square
controls in combat, not an expression of its physical diagonally (10 feet) for a total movement of 30 feet.
dimensions. A typical Medium creature isn't 5 feet
wide, for example, but it does control a space that ACTIONS IN COMBAT
wide. If a Medium gamorrean stands in a 5-foot-wide
doorway, other creatures can't get through unless the When you take your action on your turn, you can take
gamorrean lets them. one of the actions presented here, an action you
gained from your class or a special feature, or an
A creature's space also reflects the area it needs to action that you improvise. Many creatures have action
fight effectively. For that reason, there's a limit to the options of their own in their stat blocks.
number of creatures that can surround another
creature in combat. Assuming Medium combatants, When you describe an action not detailed elsewhere
eight creatures can fit in a 5-foot radius around in the rules, the GM tells you whether that action is
another one. possible and what kind of roll you need to make, if any,
to determine success or failure.
Because larger creatures take up more space, fewer
of them can surround a creature. If five Large creatures ATTACK
crowd around a Medium or smaller one, there's little
room for anyone else. In contrast, as many as twenty The most common action to take in combat is the
Medium creatures can surround a Gargantuan one. Attack action, whether you are swinging a vibrosword,
firing a blaster, or brawling with your fists. With this
If a square costs extra movement, as a square of action, you make one melee or ranged attack. See the
difficult terrain does, you must have enough "Making an Attack" section for the rules that govern
movement left to pay for entering it. For example, you attacks.
must have at least 2 squares of movement left to enter
a square of difficult terrain. Certain features, such as the Extra Attack class
feature, allow you to make more than one attack with
this action.

223 CHAPTER 9 | COMBAT

CAST A POWER HIDE

Force- and tech-casters such as consulars and When you take the Hide action, you make a Dexterity
engineers, as well as many creatures, have access to (Stealth) check in an attempt to hide, following the
powers and can use them to great effect in combat. rules in chapter 7 for hiding. If you succeed, you gain
Each power has a casting time, which specifies whether certain benefits, as described in the "Unseen Attackers
the caster must use an action, a reaction, minutes, or and Targets" section later in this chapter.
even hours to cast the power. Casting a power is,
therefore, not necessarily an action. Most powers do IMPROVISING AN ACTION
have a casting time of 1 action, so a force- or tech- Your character can do things not covered by the
caster often uses his or her action in combat to cast actions in this chapter, such as breaking down doors,
such a power. See chapter 10 for the rules on force- intimidating enemies, sensing weaknesses in
and tech-casting. defenses, or calling for a parley with a foe. The only
limits to the actions you can attempt are your
DASH imagination and your character's ability scores. See
the descriptions of the ability scores in chapter 7 for
When you take the Dash action, you gain extra inspiration as you improvise.
movement for the current turn. The increase equals
your speed, after applying any modifiers. With a speed When you describe an action not detailed elsewhere
of 30 feet, for example, you can move up to 60 feet on in the rules, the GM tells you whether that action is
your turn if you dash. possible and what kind of roll you need to make, if
any, to determine success or failure.
Any increase or decrease to your speed changes this
additional movement by the same amount. If your READY
speed of 30 feet is reduced to 15 feet, for instance, you
can move up to 30 feet this turn if you Dash. Sometimes you want to get the jump on a foe or wait
for a particular circumstance before you act. To do so,
DISENGAGE you can take the Ready action on your turn, which lets
you act using your reaction before the start of your
If you take the Disengage action, your movement next turn.
doesn't provoke opportunity attacks for the rest of the
turn. First, you decide what perceivable circumstance will
trigger your reaction. Then, you choose the action you
DODGE will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples
When you take the Dodge action, you focus entirely on include "If the soldier steps on the trapdoor, I'll pull the
avoiding attacks. Until the start of your next turn, any lever that opens it," and "If the gamorrean steps next
attack roll made against you has disadvantage if you to me, I move away."
can see the attacker, and you make Dexterity saving
throws with advantage. You lose this benefit if you are When the trigger occurs, you can either take your
incapacitated (as explained in appendix A) or if your reaction right after the trigger finishes or ignore the
speed drops to 0. trigger. Remember that you can take only one reaction
per round.
GUARD
When you ready a power, you cast it as normal but
You can defend an ally within 5 feet of you. When you hold its energy, which you release with your reaction
take the Guard action, you focus entirely on preventing when the trigger occurs. To be readied, a power must
attacks from reaching your ally. Until the start of your have a casting time of 1 action, and holding onto the
next turn, any attack roll made against the guarded ally power's effect requires concentration (explained in
has disadvantage if you can see the attacker, as long as chapter 10). If your concentration is broken, the power
the ally is within 5 feet of you. dissipates without taking effect. For example, if you are
concentrating on the knight speed power and ready
Additionally, if an attack would hit the guarded ally, shock, your knight speed power ends, and if you take
you can instead have it hit you (no action required). If damage before you release shock with your reaction,
you do so, the attacker chooses the maximum amount your concentration might be broken.
of damage instead of rolling.
SEARCH
HELP
When you take the Search action, you devote your
You can lend your aid to an ally in the completion of a attention to finding something. Depending on the
task. When you take the Help action, the ally you aid nature of your search, the GM might have you make a
gains advantage on the next ability check it makes to Wisdom (Perception) check or an Intelligence
perform the task you are helping with, provided that it (Investigation) check.
makes the check before the start of your next turn.
USE AN OBJECT
Alternatively, you can aid an ally in attacking a
creature within 5 feet of you. You feint, distract the Many objects and items, such as grenades or medpacs,
target, or in some other way team up to make your require your action to use. When an object requires
ally's attack more effective. If your ally attacks the your action for its use, you take the Use an Object
target before your next turn, the first attack roll is action. If you would normally have to use your object
made with advantage. interaction to draw the item you are using, you can
instead do so as part of the Use an Object action.

CHAPTER 9 | COMBAT 224

MAKING AN ATTACK UNSEEN ATTACKERS AND TARGETS

Whether you're striking with a melee weapon, firing a Combatants often try to escape their foes' notice by
weapon at range, or making an attack roll as part of a hiding, casting the force camouflage power, or lurking
power, an attack has a simple structure. in darkness.

1. Choose a target. Pick a target within your attack's When you attack a target that you can't see, you
range: a creature, an object, or a location. have disadvantage on the attack roll. This is true
whether you're guessing the target's location or you're
2. Determine modifiers. The GM determines targeting a creature you can hear but not see. If the
whether the target has cover and whether you have target isn't in the location you targeted, you
advantage or disadvantage against the target. In automatically miss, but the GM typically just says that
addition, powers, special abilities, and other effects can the attack missed, not whether you guessed the
apply penalties or bonuses to your attack roll. target's location correctly.

3. Resolve the attack. You make the attack roll. On a When a creature can't see you, you have advantage
hit, you roll damage, unless the particular attack has on attack rolls against it.
rules that specify otherwise. Some attacks cause
special effects in addition to or instead of damage. If If you are hidden—both unseen and unheard—when
there's ever any question whether something you're you make an attack, you give away your location when
doing counts as an attack, the rule is simple: if you're the attack hits or misses.
making an attack roll, you're making an attack.
MELEE ATTACKS
ATTACK ROLLS
Used in hand-to-hand combat, a melee attack allows
When you make an attack, your attack roll determines you to attack a foe within your reach. A melee attack
whether the attack hits or misses. To make an attack typically uses a handheld weapon such as a
roll, roll a d20 and add the appropriate modifiers. If the vibrosword, a lightsaber, or a vibrowhip. A typical
total of the roll plus modifiers equals or exceeds the monster makes a melee attack when it strikes with its
target's Armor Class (AC), the attack hits. The AC of a claws, horns, teeth, tentacles, or other body part. A few
character is determined at character creation, whereas powers also involve making a melee attack.
the AC of a creature is in its stat block.
Most creatures have a 5-foot reach and can thus
MODIFIERS TO THE ROLL attack targets within 5 feet of them when making a
When a character makes an attack roll, the two most melee attack. Certain creatures (typically those larger
common modifiers to the roll are an ability modifier than Medium) have melee attacks with a greater reach
and the character's proficiency bonus. When a creature than 5 feet, as noted in their descriptions.
makes an attack roll, it uses whatever modifier is
provided in its stat block. When you are unarmed, you can fight in melee by
making an unarmed strike. Your unarmed strikes are a
Ability Modifier. The ability modifier used for a weapon with which you are proficient and, unless
melee weapon attack is Strength, and the ability otherwise indicated, they do 1 + your Strength modifier
modifier used for a ranged weapon attack is Dexterity. kinetic damage.
Weapons that have the finesse or thrown property
break this rule. OPPORTUNITY ATTACKS
In a fight, everyone is constantly watching for enemies
Some powers also require an attack roll. The ability to drop their guard. You can rarely move heedlessly
modifier used for a power attack depends on the force- past your foes without putting yourself in danger;
or tech-casting ability of the force- or tech-caster, as doing so provokes an opportunity attack.
explained in chapter 10.
You can make an opportunity attack when a hostile
Proficiency Bonus. You add your proficiency bonus creature that you can see moves out of your reach. To
to your attack roll when you attack using a weapon make the opportunity attack, you use your reaction to
with which you have proficiency, as well as when you make one melee attack against the provoking creature.
attack with a power. The attack interrupts the provoking creature's
movement, occurring right before the creature leaves
ROLLING 1 OR 20 your reach.
Sometimes fate blesses or curses a combatant, causing
the novice to hit and the veteran to miss. You can avoid provoking an opportunity attack by
taking the Disengage action. You also don't provoke an
If the d20 roll for an attack is a 20, the attack hits opportunity attack when you teleport or when
regardless of any modifiers or the target's AC. In someone or something unwillingly moves you without
addition, the attack is a critical hit, as explained later in using your movement, action, bonus action, or
this chapter. reaction. For example, you don't provoke an
opportunity attack if an explosion hurls you out of a
If the d20 roll for an attack is a 1, the attack misses foe's reach or if gravity causes you to fall past an
regardless of any modifiers or the target's AC. enemy. However, you do provoke an opportunity
attack if a power such as force jump, or an ally's
CHOOSING TO BE HIT Formation fighting style feature, causes you to move
Sometimes, an attack might miss you when you out of an enemies' reach, unless that feature says
wanted it to hit. You can choose to allow a miss to hit otherwise.
you (no action required). If you do so, the attacker
chooses the maximum amount of damage instead of
rolling.

225 CHAPTER 9 | COMBAT

GRAPPLING RANGED ATTACKS IN CLOSE COMBAT
When you want to grab a creature or wrestle with it, Aiming a ranged attack is more difficult when a foe is
you can use the Attack action to make a special melee next to you. When you make a ranged attack with a
attack, a grapple. If you're able to make multiple weapon, a power, or some other means, you have
attacks with the Attack action, this attack replaces one disadvantage on the attack roll if you are within 5 feet
of them. of a hostile creature who can see you and who isn't
incapacitated.
CONTESTS IN COMBAT
Battle often involves pitting your prowess against that DOUBLE-WEAPON FIGHTING
of your foe. Such a challenge is represented by a
contest. This section includes the most common When you take the Attack action and attack with a
contests that require an action in combat. The GM can weapon with the light and double properties that
use these contests as models for improvising others. you're wielding in two hands, you can use a bonus
action to attack with the other end of the weapon. You
The target of your grapple must be no more than one don't add your ability modifier to the attack roll of the
size larger than you, and it must be within your reach. bonus attack, unless that modifier is negative.
Using at least one free hand, which is occupied for the
duration of the grapple, you try to seize the target by TWO-WEAPON FIGHTING
making a Strength (Athletics) check contested by the
target's Strength (Athletics) or Dexterity (Acrobatics) When you take the Attack action and attack with a
check (the target chooses the ability to use). If you weapon with the light property that you're wielding in
succeed, you subject the target to the grappled one hand, you can use a bonus action to attack with a
condition (see appendix A). The condition specifies the different light weapon that you're wielding in the other
things that end it, and you can release the target hand. You don't add your ability modifier to the
whenever you like (no action required). damage roll of the bonus attack, unless that modifier is
negative.
Escaping a Grapple. A grappled creature can use its
action to escape. To do so, it must succeed on a If a weapon has the thrown property, you can throw
Strength (Athletics) or Dexterity (Acrobatics) check the weapon, instead of making a melee attack with it.
contested by your Strength (Athletics) check.
COVER
Moving a Grappled Creature. When you move, you
can drag or carry the grappled creature with you, but Walls, trees, creatures, and other obstacles can provide
your speed is halved, unless the creature is two or cover during combat, making a target more difficult to
more sizes smaller than you. harm. A target can benefit from cover only when an
attack or other effect originates on the opposite side of
SHOVING AND TRIPPING the cover.
Using the Attack action, you can make a special melee
attack to shove a creature to push it away from you, or There are four degrees of cover. If a target is behind
to trip a creature to knock it prone. If you're able to multiple sources of cover, only the most protective
make multiple attacks with the Attack action, this degree of cover applies, not added together.
attack replaces one of them.
A target with one-quarter cover has a +2 bonus to
The target of your shove or trip must be no more AC and Dexterity saving throws. A target has one-
than one size larger than you, and it must be within quarter cover if an obstacle blocks at least one-fourth
your reach. You make a Strength (Athletics) check of its body, such as a thin pillar or a creature of one
contested by the target's Strength (Athletics) or size category smaller.
Dexterity (Acrobatics) check (the target chooses the
ability to use). If you win the contest, you either shove A target with half cover has a +3 bonus to AC and
the target 5 feet away from you or trip it prone. Dexterity saving throws. A target has half cover if an
obstacle blocks at least half of its body, such as a low
RANGED ATTACKS wall or a creature of the same size category.

When you make a ranged attack, you fire a blaster, hurl A target with three-quarters cover has a +5 bonus
a vibrodagger, or otherwise strike a foe at a distance. A to AC and Dexterity saving throws. A target has three-
creature might have a natural ranged weapon. Many quarter cover if about three-quarters of it is
powers also involve making a ranged attack. obstructed, whether by an obstacle or a creature of
one size category larger.
RANGE
You can make ranged attacks only against targets A target with total cover can't be targeted directly by
within a specified range. If a ranged attack, such as one an attack or a power, although some powers can reach
made with a power, has a single range, you can't attack such a target by including it in an area of effect. A
a target beyond this range. Some ranged attacks, such target has total cover if it is completely concealed by an
as those made with a blaster, have two ranges. The obstacle.
smaller number is the normal range, and the larger
number is the long range. Your attack roll has VARIANT: CREATURES PROVIDING COVER
disadvantage when your target is beyond normal Sometimes, creatures in close proximity create a
range, and you can't attack a target beyond the long veritable mess of bodies, potentially causing attacks
range. targeting one to hit another. Using this variant, if an
attack would miss a creature by an amount less than or
equal to the bonus to AC granted by the cover of 226
another creature, and the attack would hit that other
creature, the GM might consider having that other
creature take the attack's damage.

CHAPTER 9 | COMBAT

DAMAGE AND HEALING   Energy. Energy damage is the damage dealt by
blaster weapons, lightweapons, and other powers or
Injury and the risk of death are constant companions abilities.
of those who explore the worlds of D&D. The thrust of
a vibrosword, a well-placed blaster shot, or a shock of Fire. The concussive damage of an explosion or an
lightning from a shock power all have the potential to open flame deal fire damage.
damage, or even kill, the hardiest of creatures.
Force. Certain force powers that channel the pure
HIT POINTS energy of the Force deal force damage.

Hit points represent a combination of physical and Ion. Ion damage is a special damage type that is
mental durability, the will to live, and luck. Creatures most effective against droids and constructs. Simple
with more hit points are more difficult to kill. Those electronics dealt ion damage are disabled until
with fewer hit points are more fragile. rebooted, unless that damage would destroy them
outright.
A creature's current hit points (usually just called hit
points) can be any number from the creature's hit Kinetic. Kinetic damage encompasses all physical
point maximum down to 0. This number changes as a damage commonly dealt by vibroweapons.
creature takes damage or receives healing.
Lightning. The electrifying energy of the force
Whenever a creature takes damage, that damage is lightning power deals lightning damage.
subtracted from its hit points. The loss of hit points has
no effect on a creature's capabilities until the creature Necrotic. Necrotic damage, dealt by powers like
drops to 0 hit points. death field, withers matter and even the soul.

DAMAGE ROLLS Poison. Venomous stings and the toxic poison spray
power deal poison damage.
Each weapon, power, and harmful monster ability
specifies the damage it deals. You roll the damage die Psychic. The crippling agony causes by powers like
or dice, add any modifiers, and apply the damage to feedback deal psychic damage.
your target. Modified weapons, special abilities, and
other factors can grant a bonus to damage. Sonic. Debilitating noises cause sonic damage.
True. True damage is not dealt by any specific
When attacking with a weapon, you add your ability source. Instead, effects that prevent or redirect
modifier—the same modifier used for the attack roll— damage cannot be used to counter the loss of life
to the damage. A power tells you which dice to roll for caused by true damage.
damage and whether to add any modifiers.
DAMAGE RESISTANCE AND
If a power or other effect deals damage to more VULNERABILITY
than one target at the same time, roll the damage
once for all of them. For example, when an engineer Some creatures and objects are exceedingly difficult or
casts explosion, the power's damage is rolled once for unusually easy to hurt with certain types of damage. If
all creatures caught in the blast. a creature or an object has resistance to a damage
type, damage of that type is reduced by half against it.
CRITICAL HITS If a creature or an object has vulnerability to a damage
When you score a critical hit, you get to roll all of the type, damage of that type is doubled against it.
attack's damage dice twice, including any additional
damage dice, and add them together. Then add any Multiple instances of resistance or vulnerability that
relevant modifiers as normal. To speed up play, you affect the same damage type count as only one
can roll all the damage dice at once. instance. For example, if a creature has resistance to
lightning damage as well as resistance to all force
Critical Hit Range. The critical hit range of an effect power damage, the damage of a force lightning is
determines on what d20 results that effect scores a reduced by half, not reduced by three-quarters.
critical hit. Typically, an effect has a critical hit range of
1, meaning it only scores a critical hit on a 20. A critical Resistance and then vulnerability are applied after
hit range of 2, however, would mean the effect scores a passive modifiers to damage, but before active
critical hit on a roll of 19 or 20. A critical hit range modifiers. For example, a creature with resistance to
cannot exceed 5, scoring a critical hit on 16-20. kinetic damage, a proficiency bonus of +4, and the
Defense fighting mastery is hit by an attack that deals
DAMAGE TYPES 22 kinetic damage. The 22 damage is first reduced by 4
Different attacks, damaging powers, and other harmful and then halved, so the creature takes 9 damage. The
effects deal different types of damage. Damage types creature also has the Shield fighting mastery, and uses
have no rules of their own, but other rules, such as its reaction to further reduce the damage taken by 4,
damage resistance, rely on the types. finally taking only 5 damage.

The damage types follow, with examples to help a Describing the Effects of Damage
GM assign a damage type to a new effect.
Game Masters describe hit point loss in different
Acid. Vials of corrosive liquid or the acid splash tech ways. When your current hit point total is above half
power deal acid damage. your hit point maximum, you typically show no signs
of injury. When you drop below half your hit point
Cold. The chill energy of carbonite and cryogenesis maximum, you show signs of wear, such as cuts and
deal cold damage. bruises. An attack that reduces you to 0 hit points
strikes you directly, leaving a bleeding injury or other
trauma, or it simply knocks you unconscious.

227 CHAPTER 9 | COMBAT

HEALING   Rolling 1 or 20. When you make a death saving
throw and roll a 1 on the d20, it counts as two failures.
Unless it results in death, damage isn't permanent. If you roll a 20 on the d20, you regain 1 hit point.
Rest can restore a creature's hit points (as explained in
chapter 8), and methods such as a benevolence force Damage at 0 Hit Points. If you take any damage
power or a medpac can remove damage instantly. while you have 0 hit points (for example, by catching
fire because your limbs were all chopped off next to a
When a creature receives healing of any kind, hit pit of lava), you suffer a death saving throw failure. If
points regained are added to its current hit points. A the damage is from a critical hit, you suffer two failures
creature's hit points can't exceed its hit point instead. If the damage equals or exceeds your hit point
maximum, so any hit points regained in excess of this maximum, you suffer instant death.
number are lost. For example, a consular grants an
operative 8 hit points of healing. If the operative has 14 STABILIZING A CREATURE
current hit points with a maximum of 20, the operative The best way to save a creature with 0 hit points is to
regains 6 hit points from the consular, not 8. heal it. If healing is unavailable, the creature can at
least be stabilized so that it isn't killed by a failed death
A creature that has died can't regain hit points until a saving throw.
power such as revitalize has restored it to life.
You can use your action to administer first aid to an
HIT DICE unconscious creature and attempt to stabilize it, which
Resting (explained in chapter 8), as well as certain requires a successful DC 10 Wisdom (Medicine) check,
special traits such as the trandoshan's Regenerative, or an Intelligence (Technology) check for a droid or
consume Hit Dice to restore hit points. Whenever a construct.
creature rolls a Hit Die to restore hit points, they add
their Constitution modifier to the roll. A stable creature doesn't make death saving throws,
even though it has 0 hit points, but it does remain
DROPPING TO 0 HIT POINTS unconscious. The creature stops being stable, and
must start making death saving throws again, if it takes
When you drop to 0 hit points, you either die outright any damage. A stable creature that isn't healed regains
or fall unconscious, as explained in the following 1 hit point after 1d4 hours.
sections.
MONSTERS AND DEATH
INSTANT DEATH Most GMs have a monster die the instant it drops to 0
Massive damage can kill you instantly. When damage hit points, rather than having it fall unconscious and
reduces you to 0 hit points and there is damage make death saving throws.
remaining, you die if the remaining damage equals or
exceeds your hit point maximum. Mighty villains and special nonplayer characters are
common exceptions; the GM might have them fall
For example, a consular with a maximum of 12 hit unconscious and follow the same rules as player
points currently has 6 hit points. If she takes 18 characters.
damage from an attack, she is reduced to 0 hit points,
but 12 damage remains. Because the remaining KNOCKING A CREATURE OUT
damage equals her hit point maximum, the consular
dies. Sometimes an attacker wants to incapacitate a foe,
rather than deal a killing blow. When an attacker
FALLING UNCONSCIOUS reduces a creature to 0 hit points with a melee

If damage reduces you to 0 hit points and fails to kill weapon attack, or blaster weapon

you, you fall unconscious (see appendix A). This that deals ion or energy damage,

unconsciousness ends if you regain any hit points. the attacker can knock the

creature out. The attacker can

DEATH SAVING THROWS make this choice the instant

Whenever you start your turn with 0 hit points, you the damage is dealt. The

must make a special saving throw, called a death creature falls

saving throw, to determine whether you creep closer unconscious

to death or hang onto life. Unlike other saving throws, and is

this one isn't tied to any ability score. You are in the stable.
hands of fate now, aided only by powers and features
that improve your chances of succeeding on a saving
throw. Roll a d20. If the roll is 10 or higher, you
succeed. Otherwise, you fail. A success or failure has
no effect by itself. On your third success, you become
stable (see below). On your third failure, you die. The
successes and failures don't need to be consecutive;
keep track of both until you collect three of a kind.

The number of both is reset to zero when you

regain any hit points or become stable.

CHAPTER 9 | COMBAT 228

TEMPORARY HIT POINTS MOUNTED COMBAT

Some powers and special abilities confer temporary hit A trooper charging into battle on a dewback, an
points to a creature. Temporary hit points aren't actual engineer casting powers from the seat of a speeder, or
hit points; they are a buffer against damage, a pool of a consular soaring through the sky on shuttle all enjoy
hit points that protect you from injury. the benefits of speed and mobility that a mount can
provide.
When you have temporary hit points and take
damage, the temporary hit points are lost first, and any An appropriately sized vehicle or a willing creature
leftover damage carries over to your normal hit points. that is at least one size larger than you and that has an
For example, if you have 5 temporary hit points and appropriate anatomy can serve as a mount, using the
take 7 damage, you lose the temporary hit points and following rules.
then take 2 damage.
MOUNTING AND DISMOUNTING
Because temporary hit points are separate from
your actual hit points, they can exceed your hit point Once during your move, you can mount or dismount a
maximum. A character can, therefore, be at full hit vehicle or willing creature that is within 5 feet of you.
points and receive temporary hit points. Doing so costs an amount of movement equal to half
your speed. For example, if your speed is 30 feet, you
Healing can't restore temporary hit points, and they must spend 15 feet of movement to mount a dewback.
can't be added together. If you have temporary hit Therefore, you can't mount it if you don't have 15 feet
points and receive more of them, you decide whether of movement left or if your speed is 0.
to keep the ones you have or to gain the new ones. For
example, if a power grants you 12 temporary hit points If an effect moves your mount against its will while
when you already have 10, you can have 12 or 10, not you're on it, you must succeed on a DC 10 Dexterity
22. saving throw or fall off the mount, landing prone in a
space within 5 feet of it. If you're knocked prone while
If you have 0 hit points, receiving temporary hit mounted, you must make the same saving throw.
points doesn't restore you to consciousness or stabilize
you. They can still absorb damage directed at you while If your mount is knocked prone, you can use your
you're in that state, but only true healing can save you. reaction to dismount it as it falls and land on your feet.
Otherwise, you are dismounted and fall prone in a
Unless a feature that grants you temporary hit points space within 5 feet it.
has a duration, they last until they're depleted or you
finish a long rest. CONTROLLING A MOUNT
While you're mounted, you have two options. You can
TEMPORARY FORCE AND TECH POINTS either control the mount or allow it to act
independently. Intelligent creatures act independently.
Similar to temporary hit points, some powers, abilities,
or features grant temporary force or tech points to a You can control a mount only if it has been trained to
creature. When you would expend force or tech points accept a rider. Domesticated animals, such as
—whether through a power, ability, or feature—the dewbacks or kaadu, and similar creatures are assumed
temporary points are spent first. to have such training. The initiative of a controlled

        mount changes to match yours when you

You can only have one source of temporary force or           mount it. It moves as you direct it, and it has

tech points. If you have temporary force or tech points           only three action options: Dash, Disengage,

and receive more of them, you decide whether to keep               and Dodge. A controlled mount can

the ones you have or gain the new ones.                 move and act even on the turn that

                  you mount it. All vehicles are

Unless a feature that grants you temporary force or                    considered controlled mounts,

tech points has a duration, they last until they're                    unless a feature says otherwise.
depleted or you finish a long rest.
               An independent mount retains its

UNDERWATER COMBAT                place in the initiative order. Bearing

             a rider puts no restrictions on the

When adventurers pursue karkarodons back to their               actions the mount can take, and it

undersea domain, fight off gungans in an ancient               moves and acts as it wishes. It might

shipwreck, or find themselves in a flooded dungeon               flee from combat, rush to attack and

room, they must fight in a challenging environment.               devour a badly injured foe, or otherwise

Underwater the following rules apply.               act against your wishes.

When making a melee weapon attack, a creature               In either case, if the mount provokes

that doesn't have a swimming speed (either natural or                 an opportunity attack while you're on

granted by a power) has disadvantage on the attack                it, the attacker can target you or the

roll unless the weapon is a vibrodagger or vibrospear.                 mount.

A ranged weapon attack automatically misses a
target beyond the weapon's normal range, but
functions normally against a target within normal
range.

Creatures and objects that are fully immersed in
water have resistance to fire damage.

229 CHAPTER 9 | COMBAT

230

CHAPTER 10: FORCE- AND TECH-CASTING

           agic exists in the worlds of Star Wars in the form of
FORCE AND TECH POINTS
           powers. This chapter provides the rules for
casting these powers. There are two major sources of Regardless of how many powers a caster knows or
these power: the Force and technology. While multiple prepares, he or she can cast only a limited number of
classes use the Force or technology to fuel their powers before resting. Manipulating the Force and
powers, there are only the two sources. Regardless, channeling its energy into even a simple power is
powers follow the rules here. physically and mentally taxing, and higher-level powers
are even more so. Thus, each casting class's
WHAT IS A POWER? description includes a table showing how many force
or tech points a character can use at each character
A power is a discrete enhanced effect, a single shaping level. For example, the 3rd-level consular Umara with
of the energies of the Force or a result of a 17 Wisdom has 15 force points.
technological formula, that creates a desired effect. In
casting a power, a character carefully constructs the When a character casts a power, he or she expends a
desired effect using the source of their power, and number of points based on the level of the power to
then releases it, all in the span of seconds. create the slot to cast it. At-will powers always cost 0
points, while casting a power at any other level costs
Powers can be versatile tools, weapons, or protective the power level + 1 points, as shown in the Power Level
wards. They can deal damage or undo it, impose or Point Cost table below. When Umara casts project, a
remove conditions (see appendix A), drain life energy 1st-level power, she spends two of her 12 force points,
away, and restore life to the dead. leaving 10 remaining.

A great number of powers exist, and over time many Finishing a long rest restores any expended force
have been created and forgotten. An ancient force points, and finishing a short or long rest restores any
technique may exist in a long-lost holocron, or a piece expended tech points (see chapter 8 for the rules on
of Rakatan schemata may contain revolutionary tech. resting).

POWER LEVEL Casting in Armor

Every power has a level from 0 to 9. A power's level is a Because of the mental focus and precise gestures
general indicator of how powerful it is, with the lowly required for force- and tech-casting, you must be
burst of speed at 1st level and the powerful greater proficient with the armor you are wearing to cast a
explosion at 9th. At-will powers—simple but effective power. You are otherwise too distracted and
powers that characters can cast almost by rote—are hampered by your armor for force- or tech-casting.
level 0. The higher a power's level, the higher level a
force- or tech-caster must be to use that power. CASTING A POWER AT A HIGHER LEVEL
When a caster casts a power using at a higher level
Power level and character level don't correspond
directly. Typically, a character has to be at least 17th than the power's normal level, the power assumes the
level, not 9th level, to cast a 9th-level power. higher level for that casting. For instance, if Umara

KNOWN POWERS casts project at 2nd-level, she uses three force points
and that project is 2nd level.
Before a force- or tech-caster can use a power, he or
she must have the power learned, or must have access Many powers have more powerful effects when cast
to the power in an enhanced item. Once a power is at a higher level, as indicated in the Force Potency and
learned, it is always prepared. The number of powers a Overcharge Tech sections of the power's description
caster can have at any given time depends on the
character's level. Power Level Point Cost

When you learn a power, either an at-will, 1st-level, Power
Point
Power
Point

or higher, you choose from the list of powers provided Level Cost Level Cost
in Chapters 11 and 12. You can learn powers from any
level up to your Max Power Level, including at-will 00 5 6
powers. The total number of powers you learn in this 6 7
way can't exceed your Force or Tech Powers Known for 12 7 8
your class. 8 9
23 9 10
If a power is granted to you by a class feature, that
power does not count against your powers known and 34
you can't voluntarily unlearn it. If you already know
that power, you may learn an additional power that is 45
available to you.
AT-WILL POWERS
Additionally, every time you learn a new power as a An at-will power is one that can be cast without
result of gaining a level, you can choose one of the expending force or tech points. An at-will power's level
powers you know and replace it with another power of is 0.
the same type, as long as that power is not of a higher
level than your Max Power Level. CASTING FOCUSES

While forcecasting doesn't require a focus to cast force
powers, techcasting requires that you have a tech
focus in order to cast tech powers.

231 CHAPTER 10 | FORCE- AND TECH-CASTING

CASTING A POWER RANGE

When a character casts any power, the same basic The target of a power must be within the power's
rules are followed, regardless of the character's class range. For a power like shock, the target is a creature.
or the power's effects. For a power like explosion, the target is the point in
space where the explosion occurs.
Each power description in chapters 11 and 12 begins
with a block of information, including the power's Most powers have ranges expressed in feet. Some
name, level, alignment (for Force powers), power can target only a creature (including you) that
prerequisites (if it has any), casting time, range, and you touch. Other powers, such as the shield power,
duration. The rest of a power entry describes the affect only you. These powers have a range of self.
power's effect.
Powers that create cones or lines of effect that
POWER ALIGNMENTS originate from you also have a range of self, indicating
that the origin point of the power's effect must be you
Most force powers are aligned with one of the (see "Areas of Effect" later in this chapter).
opposing sides of the Force—light and dark—while
many fall somewhere in the middle—universal. You Once a power is cast, its effects aren't limited by its
use your Wisdom for light side powers, Charisma for range, unless the power's description says otherwise.
dark side powers, and Wisdom or Charisma for
universal powers (your choice). Additionally, certain DURATION
archetypes and feats offer benefits to using powers of
a specific alignment. A power's duration is the length of time the power
persists. A duration can be expressed in rounds,
PREREQUISITES minutes, hours, or even years. Some powers specify
that their effects last until the powers are dispelled or
Certain force powers are built as more powerful destroyed.
version of previous powers. They require that you
know the previous power before you can learn the new INSTANTANEOUS
one, and you must retain knowledge of the previous Many powers are instantaneous. The power harms,
power to be able to cast the new one. If you are heals, creates, or alters a creature or an object in a way
learning two or more powers at the same time, you can that can't be dispelled, because its effect exists only for
learn a power at the same time that you learn its an instant.
prerequisites.
CONCENTRATION
For instance, to learn the knight speed force power Some powers require you to maintain concentration in
you would first need to learn the burst of speed power, order to keep their effect active. If you lose
as indicated by its prerequisites. concentration, such a power ends.

CASTING TIME If a power must be maintained with concentration,
that fact appears in its Duration entry, and the power
Most powers require a single action to cast, but some specifies how long you can concentrate on it. You can
powers require a bonus action, a reaction, or much end concentration at any time (no action required).
more time to cast.
Normal activity, such as moving and attacking,
BONUS ACTION doesn't interfere with concentration. The following
A power cast with a bonus action is especially swift. factors can break concentration:
You can only cast one 1st-level or higher power using
your action or bonus action on each of your turns. Casting another power that requires concentration.
Once you've done so, you can only cast at-will powers You lose concentration on a power if you cast another
with your action or bonus action on this turn. power that requires concentration. You can't

REACTIONS concentrate on two powers at once.
Some powers can be cast as reactions. These powers Taking damage. Whenever you take damage while you
take a fraction of a second to bring about and are cast are concentrating on a power, you must make a
in response to some event. If a power can be cast as a Constitution saving throw to maintain your
reaction, the power's description tells you exactly when concentration. The DC equals 10 or half the damage
you can do so. you take, whichever number is higher. If you take
damage from multiple sources, such as a blaster shot
LONGER CASTING TIMES and a force power, you make a separate saving throw
Certain powers require more time to cast: minutes or for each source of damage.
even hours. When you cast a power with a casting time Being incapacitated or killed. You lose concentration
longer than a single action or reaction, you must spend
your action each turn casting the power, and you must on a power if you are incapacitated or if you die.
The
maintain your concentration while you do so (see GM might also decide that certain environmental
"Concentration" below). If your concentration is phenomena, such as turbulence on a ship or rocky
broken, the power fails, but you don't expend force or terrain on a speeder, require you to succeed on a DC
tech points. If you want to try casting the power again, 10 Constitution saving throw to maintain concentration
you must start over. on a power.

CHAPTER 10 | FORCE- AND TECH-CASTING 232

TARGETS CYLINDER
A cylinder's point of origin is the center of a circle of a
A typical power requires you to pick one or more particular radius, as given in the power description.
targets to be affected by the power's effect. A power's The circle must either be on the ground or at the
description tells you whether the power targets height of the power effect. The energy in a cylinder
creatures, objects, or a point of origin for an area of expands in straight lines from the point of origin to the
effect (described below). Unless a power has a perimeter of the circle, forming the base of the
perceptible effect, a creature might not know it was cylinder. The power's effect then shoots up from the
targeted by a power at all. An effect like crackling base or down from the top, to a distance equal to the
lightning is obvious, but a more subtle effect, such as height of the cylinder.
an attempt to read a creature's thoughts, typically goes
unnoticed, unless a power says otherwise. A cylinder's point of origin is included in the
cylinder's area of effect.
A CLEAR PATH TO THE TARGET
To target something, you must have a clear path to it, LINE
so it can't be behind total cover. A line extends from its point of origin in a straight path
up to its length and covers an area defined by its width.
If you place an area of effect at a point that you can't A line's point of origin is not included in the line's area
see and an obstruction, such as a wall, is between you of effect, unless you decide otherwise.
and that point, the point of origin comes into being on
the near side of that obstruction. SPHERE
You select a sphere's point of origin, and the sphere
TARGETING YOURSELF extends outward from that point. The sphere's size is
If a power targets a creature of your choice, you can expressed as a radius in feet that extends from the
choose yourself, unless the creature must be hostile or point.
specifically a creature other than you. If you are in the
area of effect of a power you cast, you can target A sphere's point of origin is included in the sphere's
yourself. area of effect.

AREAS OF EFFECT SAVING THROWS

Powers such as force storm and explosion cover an Many powers specify that a target can make a saving
area, allowing them to affect multiple creatures at throw to avoid some or all of a power's effects. The
once. power specifies the ability that the target uses for the
save and what happens on a success or failure.
A power's description specifies its area of effect,
which typically has one of five different shapes: cone, The DC to resist one of your powers equals 8 + your
cube, cylinder, line, or sphere. Every area of effect has force- or tech-casting ability modifier + your proficiency
a point of origin, a location from which the power's bonus + any special modifiers.
effect erupts. The rules for each shape specify how you
position its point of origin. Typically, a point of origin is ATTACK ROLLS
a point in space, but some powers have an area whose
origin is a creature or an object. Some powers require the caster to make an attack roll
to determine whether the power effect hits the
A power's effect expands in straight lines from the intended target. Your attack bonus with a power attack
point of origin. If no unblocked straight line extends equals your force- or tech-casting ability modifier +
from the point of origin to a location within the area of your proficiency bonus. Most powers that require
effect, that location isn't included in the power's area. attack rolls involve ranged attacks. Remember that you
To block one of these imaginary lines, an obstruction have disadvantage on a ranged attack roll if you are
must provide total cover, as explained in chapter 9. within 5 feet of a hostile creature that can see you and
that isn't incapacitated (see chapter 9).
CONE
A cone extends in a direction you choose from its point COMBINING EFFECTS
of origin. A cone's width at a given point along its
length is equal to that points distance from the point of The effects of different powers add together while the
origin. A cone's area of effect specifies its maximum durations of those powers overlap. The effects of the
length. same power cast multiple times—or identical effects
from separate powers—don't combine, however.
A cone's point of origin is not included in the cones Instead, the most potent effect~such as the highest
area of effect, unless you decide otherwise. bonus—from those castings applies while their
durations overlap.
CUBE
You select a cube's point of origin, which lies anywhere For example, if two consulars cast guidance on the
on a face of the cubic effect. The cube's size is same target, that character gains the power's benefit
expressed as the length of each side. only once; he or she doesn't get to roll two bonus dice.
Alternatively, if a character is targeted by both knight
A cube's point of origin is not included in the cube's speed and tactical advantage, they only gain the
area of effect, unless you decide otherwise. benefits once.

233 CHAPTER 10 | FORCE- AND TECH-CASTING



CHAPTER 11: FORCE POWERS

AT-WILL Force Propel Bestow Curse Improved Force Scream
Force Reflect Call Lightning Improved Heal
Affect Mind
Battle Insight Heal Choke Improved Phasestrike
Burst Heroism Convulsion Improved Phasewalk
Denounce Hex Dark Aura Improved Restoration
Enfeeble Improved Feedback Force Lightning Insanity
Feedback Malacia Force Repulse Mass Animation
Force Disarm Phasestrike Force Scream Revitalize
Force Imbuement Project Force Suppression Siphon Life
Force Leap Sanctuary Force Trance Skill Empowerment
Force Push/Pull Sap Vitality Force Weapon Stasis
Force Shunt Sense Emotion Horror Telekinesis

Force Technique Sense Force Improved Dark Side Tendrils 6TH-LEVEL
Force Whisper Shadow Sight Knight Speed
Give Life Slow Descent Mass Malacia Crush
Guidance Sustained Lightning Morichro Eruption
Lightning Charge Telemetry Plague Force Chain Lightning
Mind Trick Tremor Plant Surge Greater Heal
Necrotic Charge Valor Psychometry Improved Force Immunity
Necrotic Touch Wound Remove Curse Mass Coerce Mind
Psychic Charge Sever Force
Rebuke 2ND-LEVEL Share Life Master Malacia
Telekinetic Shield Mind Prison
Resistance Affliction Rage
Saber Reflect Animate Weapon Telekinetic Storm Scourge
Saber Throw Battle Meditation Telekinetic Burst
Saber Ward Calm Emotions 4TH-LEVEL True Sight
Seethe Coerce Mind Wall of Light
Shock Danger Sense Aura of Purity Wrack
Slow Dark Shear Disable Droid
Sonic Charge Darkness Dominate Beast 7TH-LEVEL
Sound Trick Drain Vitality Drain Life
Spare the Dying Force Immunity Destroy Droid
Spirit Blade Force Barrier Force Lightning Cone
Force Blind/Deafen Freedom of Movement Force Mend
Turbulence Force Blur Grasping Vine Force Project
Force Camouflage Hysteria Improved Revitalize
1ST-LEVEL Force Concealment Improved Force Camouflage Master Saber Throw
Force Confusion Locate Creature Master Speed
Armor of Abeloth Force Enlightenment Mind Trap Ruin
Battle Precognition Force Throw Shocking Shield
Beast Trick Force Sight Shroud of Darkness Whirlwind
Breath Control Force Vision
Burst of Speed 5TH-LEVEL 8TH-LEVEL
Hallucination Death Field
Cloud Mind Improved Saber Throw Control Pain Dominate Monster
Comprehend Speech Locate Object Dominate Mind Earthquake
Curse Mind Spike Force Breach Force Link
Dark Side Tendrils Phasewalk Greater Feedback Maddening Darkness
Disperse Force Rescue Greater Saber Throw
Dun Moch Restoration Force Meld Master Force Immunity
Fear Stun Improved Battle Meditation Master Force Barrier
Force Blinding Stun Droid Improved Force Barrier Master Force Scream
Force Body Mind Blank
Force Focus 3RD-LEVEL Stasis Field
Telekinetic Wave
Force Jump Aura of Vigor
Force Mask Beacon of Hope 9TH-LEVEL

Force Storm
Kill
Mass Hysteria
Master Battle Meditation
Master Heal
Master Feedback
Master Revitalize
Precognition
Will of the Force

235 CHAPTER 11 | FORCE POWERS

AFFECT MIND   Force Potency. When you cast this power using a
At-will universal power force slot of 3rd level or higher, the weapon's damage
increases by 1d8 for every two slot levels above 2nd.
Casting Time: 1 action
Range: 30 feet ARMOR OF ABELOTH
Duration: Concentration, up to 1 minute 1st-level dark side power

Choose a target within range that isn't hostile toward Casting Time: 1 action
you. The target must make a Wisdom saving throw. On Range: Self
a failed save, you have advantage on all Charisma Duration: 1 hour
checks directed at that target.
A protective force surrounds you, manifesting as
On a successful save, the creature does not realize shimmering light that covers you and your gear. You
that you tried to use the Force to influence its mood, gain 5 temporary hit points for the duration. If a
but it becomes immune to this power for one day. This creature hits you with a melee attack while you have
power has no effect on droids or constructs. these hit points, the creature takes 5 psychic damage.

AFFLICTION Force Potency. When you cast this power using a
2nd-level dark side power force slot of 2nd level or higher, both the temporary hit
points and the psychic damage increase by 5 for each
Prerequisite: Slow slot.
Casting Time: 1 action
Range: 30 feet AURA OF PURITY
Duration: Concentration, up to 1 minute 4th-level light side power

Choose a creature that you can see within range. Prerequisite: Restoration
That creature must make a Constitution saving throw. Casting Time: 1 action
On a failed save, the target gains 1 slowed level, it Range: Self (30-foot radius)
takes a -2 penalty to AC and Dexterity saving throws, Duration: Concentration, up to 10 minutes
and it can't use reactions. On its turn, it can use either
an action or a bonus action, not both. Regardless of the Purifying energy radiates from you in a 30-foot
creature's abilities or items, it can't make more than radius. Until the power ends, the aura moves with you,
one melee or ranged attack during its turn. centered on you. Each nonhostile creature in the aura
(including you) can't become diseased, has resistance
If the creature attempts to cast a power with a to poison damage, and has advantage on saving
casting time of 1 action, roll a d20. On an 11 or higher, throws against effects that cause any of the following
the power doesn't take effect until the creature's next conditions: blinded, charmed, deafened, frightened,
turn, and the creature must use its action on that turn paralyzed, poisoned, and stunned.
to complete the power. If it can't, the power is wasted.
AURA OF VIGOR
The creatures makes another Constitution saving 3rd-level light side power
throw at the end of its turn. On a successful save, the
effect ends. Prerequisite: Valor
Casting Time: 1 action
ANIMATE WEAPON Range: Self (30-foot radius)
2nd-level universal power Duration: Concentration, up to 1 minute

Prerequisite: Force Disarm Envigorating energy radiates from you in a 30-foot
Casting Time: 1 bonus action radius. Until the power ends, the aura moves with you,
Range: 60 feet centered on you. Each nonhostile creature in the aura
Duration: 1 minute (including you) deals an extra 1d4 damage with
weapon attacks.
You select a light- or vibro-weapon within this
power's range that is not worn or carried by a BATTLE INSIGHT
conscious creature other than you, and use the Force At-will universal power
to cause it to levitate, acting as an extension of your
will for the duration or until you cast this power again. Casting Time: 1 action
When you use this power, you can cause the weapon Range: 30 feet
to move up to 20 feet and make a melee force attack Duration: Concentration, up to 1 round
against a creature within 5 feet of it. On a hit, the target
takes 1d8 + your forcecasting ability modifier damage. You center your focus on a target within range.
The type is of the normal damage dealt by the weapon. Through the Force, you gain a brief insight into the
target's defenses. On your next turn, you gain
While the weapon is animated, on each of your turns advantage on your first attack roll against the target,
you can use a bonus action to move the weapon up to provided that this power hasn't ended.
20 feet and repeat the attack against a creature within
5 feet of it. At any time, you can end this force power to This power benefits additional attacks at higher
return the animated weapon to your hand. levels: two attacks at 5th level, three attacks at 11th
level, and four attacks at 17th level.
An enemy can attempt to gain control of the weapon
by using its action to make a Strength (Athletics) check
against your force save DC. On a success, the creature
gains control of the weapon and the power ends.

CHAPTER 11 | FORCE POWERS 236

BATTLE MEDITATION BESTOW CURSE
2nd-level universal power 3rd-level dark side power

Casting Time: 1 action Prerequisite: Curse
Range: Self (5-foot radius) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Duration: Concentration, up to 1 minute
You exude an aura out to 5 feet that boosts the
morale and overall battle prowess of you and your You touch a creature, and that creature must
allies while simultaneously reducing the opposition's succeed on a Wisdom saving throw or become cursed
combat-effectiveness by eroding their will to fight. for the duration of the power. When you cast this
power, choose the nature of the curse from the
Whenever you or a friendly creature within your following options:
meditation makes an attack roll or a saving throw, they
can roll a d4 and add the number rolled to the attack Choose one ability score. While cursed, the target has
roll or saving throw. disadvantage on ability checks and saving throws made
with that ability score.
Whenever a hostile creature enters your meditation While cursed, the target has disadvantage on attack
or starts its turn there, it must make a Charisma saving rolls against you.
throw. On a failed save, it must roll a d4 and subtract
the number rolled from each attack roll or saving While cursed, the target must make a Wisdom saving
throw it makes before the end of your next turn. On a throw at the start of each of its turns. lf it fails, it wastes
successful save, it is immune to this power for 1 day. its action that turn doing nothing.
While the target is cursed, your attacks and powers
BATTLE PRECOGNITION deal an extra 1d8 necrotic damage to the target.
1st-level universal power
A remove curse power ends this effect. At the GM's
Casting Time: 1 action discretion, you may choose an alternative curse effect,
Range: Self but it should be no more powerful than those
Duration: 8 hours described above. The GM has final say on such a
curse's effect. This power has no effect on droids or
Your attunement to the Force warns you when you constructs.
are about to enter danger. Until the power ends, your
base AC becomes 13 + your Dexterity modifier. This Force Potency. If you cast this power using a force
power has no effect if you are wearing armor. slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a force slot
BEACON OF HOPE of 5th Level or higher, the duration is 8 hours. If you
3rd-level light side power use a force slot of 7th level or higher, the duration is 24
hours. If you use a 9th level force slot, the power lasts
Prerequisite: Heroism until it is dispelled. Using a force slot of 5th Level or
Casting Time: 1 action higher grants a duration that doesn't require
Range: 30 feet concentration.
Duration: Concentration, up to 1 minute
BREATH CONTROL
This power bestows hope and vitality. Choose any 1st-level universal power
number of creatures within range. For the duration,
each target has advantage on Wisdom saving throws Casting Time: 1 action
and death saving throws, and regains the maximum Range: Self
number of hit points possible from any healing. Duration: 10 minutes

BEAST TRICK You are able to slow your metabolism in such a way
1st-level light side power that you can stop breathing and resist the effect of
toxins in your body. If you are poisoned, you neutralize
Casting Time: 1 action the poison. If more than one poison afflicts you, you
Range: 30 feet neutralize one poison that you know is present, or you
Duration: 24 hours neutralize one at random.

This power lets you distract a beast. Choose a beast For the duration, you have advantage on saving
that you can see within range. If the beast's Intelligence throws against being poisoned, resistance to poison
is 4 or higher, the power fails. Otherwise, the beast damage, and you no longer need to breathe.
must succeed on a Wisdom saving throw or be
charmed by you for the power's duration. If you or one
of your companions harms the target, the power ends.

Force Potency. When you cast this power using a
force slot of 2nd level or higher, you can affect one
additional beast for each slot level above 1st.

237 CHAPTER 11 | FORCE POWERS

BURST You can suppress any effect causing a target to be
At-will universal power charmed or frightened. When this power ends, any
suppressed effect resumes, provided that its duration
Casting Time: 1 action has not expired in the meantime.
Range: Self (5-foot sphere) You can make a target indifferent about creatures of
Duration: Instantaneous your choice that it is hostile toward. This indifference
ends if the target is attacked or harmed by a power or
You cause the earth to burst from beneath your feet. if it witnesses any of its friends being harmed.
Each creature within range, other than you, must
succeed on a Dexterity saving throw or take 1d8 kinetic When the power ends, the creature becomes hostile
damage. again, unless the GM rules otherwise.

This power's damage increases by 1d8 when you CHOKE
reach 5th level (2d8), 11th level (3d8), and 17th level 3rd-level dark side power
(4d8).
Casting Time: 1 action
BURST OF SPEED Range: 60 feet
1st-level universal power Duration: Instantaneous

Casting Time: 1 action You make a constricting gesture at a creature within
Range: Touch range. The target must make a Constitution saving
Duration: 1 hour throw. On a failed save target takes 5d8 force damage
and is restrained until the end of your next turn. On a
You touch a creature. The target's speed increases successful save, the target takes half as much damage
by 10 feet until the power ends. and is not restrained.

Force Potency. When you cast this power using a You can use a bonus action while the target is
force slot of 2nd level or higher, you can target one restrained to move the target up to 5 feet in any
additional creature for each slot level above 1st. direction.

CALL LIGHTNING Force Potency. When you cast this power using a
3rd-level light side power force slot of 4th level or higher, the damage increases
by 1d8 for each slot level above 3rd.
Casting Time: 1 action
Range: 120 feet CLOUD MIND
Duration: Concentration, up to 10 minutes 1st-level light side power

As you align yourself with nature through the Force, Casting Time: 1 action
a 10-foot tall, 60-foot radius storm cloud cylinder
appears, centered on a point you can see within range Range: 90 feet
above you, with you as the center point. The power Duration: 1 minute
fails if your location can't accommodate the cloud's
size or height. When you cast the power, choose a Roll 5d8; the total is how many hit points of
point under the cloud for lightning to strike. Each creatures this power can affect. Creatures within 20
creature within 5 feet must make a Dexterity save, feet of a point you choose are affected in order of their
taking 3d10 lightning damage on a fail and half on a current hit points.
success. While the power persists, you can use your
action to call lightning to a point in range again. Starting with the creature that has the lowest current
hit points, each creature affected by this power falls
If you're outdoors and in a storm, the power gives unconscious. If the power ends, the sleeper takes
you control of the storm rather than creating a new damage, or someone uses an action wake the sleeper,
one. The lightning damage also increases by 1d10. they will be awoken.

Force Potency. When you cast this power using a Subtract each creature's hit points from the total
force slot of 4th level or higher, the damage increases before moving on to the creature with the next lowest
by 1d10 for each slot level above 3rd. hit points. A creature's hit points must be equal to or
less than the remaining total for that creature to be
CALM EMOTIONS affected.
2nd-level light side power
This power has no effect on droids or constructs.
Prerequisite: Sense Emotion Force Potency. When you cast this power using a
Casting Time: 1 action force slot of 2nd level or higher, you can roll an
Range: 60 feet additional 2d8 for each slot level above 1st.
Duration: Concentration, up to 1 minute

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

CHAPTER 11 | FORCE POWERS 238

COERCE MIND CONVULSION
2nd-level universal power 3rd-level universal power

Prerequisite: Affect Mind Prerequisite: Tremor
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet
Duration: Concentration, up to 8 hours Duration: Instantaneous

You suggest a course of activity (limited to a Choose a point you can see on the ground within
sentence or two) and influence with the Force a range. A fountain of churned earth and stone erupts in
creature you can see within range that can hear and a 20-foot cube centered on that point. Each creature in
understand you. Creatures that can't be charmed are that area must make a Dexterity saving throw. A
immune to this effect. The suggestion must be worded creature takes 3d12 kinetic damage on a failed save, or
in such a manner as to make the course of action half as much damage on a successful one. Additionally,
sound reasonable. Asking the creature to harm itself the ground in that area becomes difficult terrain until
automatically negates the effect of the power. cleared. Each 5-foot-square portion of the area
requires at least 1 minute to clear by hand.
The target must make a Wisdom saving throw. On a
failed save, it pursues the course of action you Force Potency. When you cast this power using a
described to the best of its ability. The suggested force slot of 4th level or higher, the damage increases
course of action can continue for the entire duration. If by 1d12 for each slot level above 3rd.
the suggested activity can be completed in a shorter
time, the power ends when the subject finishes what it CRUSH
was asked to do. 6th-level dark side power

You can also specify conditions that will trigger a Prerequisite: Choke
special activity during the duration. For example, you Casting Time: 1 action
might suggest that a soldier give her speeder to the Range: 60 feet
first vagrant she meets. If the condition isn't met Duration: Instantaneous
before the power expires, the activity isn't performed.
You make a crushing gesture at a creature within
If you or any of your companions damage the target, range. The target must make a Constitution saving
the power ends. This power has no effect on droids or throw. On a failed save target takes 10d8 force damage
constructs. and is paralyzed until the end of your next turn. On a
successful save, the target takes half as much damage
COMPREHEND SPEECH and is not paralyzed.
1st-level universal power
You can use a bonus action while the target is
Casting Time: 1 action paralyzed to move the target up to 10 feet in any
Range: Self direction.
Duration: 1 hour
Force Potency. When you cast this power using a
For the duration, you understand the literal meaning force slot of 7th level or higher, the damage increases
of any spoken language that you hear. by 1d8 for each slot level above 6th.

CONTROL PAIN CURSE
5th-level universal power 1st-level dark side power

Prerequisite: Force Body Prerequisite: Denounce
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet
Range: Self Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see
You use the Force to push your body beyond its within range must make Charisma saving throws. The
normal limits. You can't die from damage or from failed first time each turn a target that fails this saving throw
death saving throws while this power is in effect, but makes an attack roll or a saving throw before the
the effort taxes you. If you have 0 hit points while you power ends, the target must roll a d4 and subtract the
are under the effect of this power, you do not fall number rolled from the attack roll or saving throw.
unconscious, and continue acting and fighting
normally. While you remain at 0 hit points, you must Force Potency. When you cast this power with a
make a death saving throw at the start of each of your force slot of 3rd level or higher, you can target one
turns. Each time you fail a death saving throw, you additional creature for every two slot levels above 1st.
suffer a cumulative -1 penalty to attack rolls, ability When you cast this power at 3rd, 6th, or 9th level, the
checks, and saving throws (including death saving die increases to d6, d8, and d10, respectively.
throws). This penalty lasts until you regain hit points.
Successful death saving throws have no effect, but a
natural 20 restores 1 hit point as usual.

If you have 0 hit points when this power ends, you
die instantly.

239 CHAPTER 11 | FORCE POWERS

DANGER SENSE   Force Potency. When you cast this power using a
2nd-level universal power 3rd or 4th level force slot, the damage increases by 1d6
(3d6). At 5th or 6th level, the damage increases by 2d6
Casting Time: 1 bonus action (4d6). At 7th level or higher, the damage increases by
Range: Self 3d6 (5d6).
Duration: Instantaneous
DARK SIDE TENDRILS
You put your faith in the Force, feeling out the future 1st-level dark side power
and seeing whether your actions will lead to fortune or
ruin. The GM chooses from the following possible Casting Time: 1 action
omens: Range: Self (10-foot radius)
Duration: Instantaneous
Peace, for results which are not dangerous
Danger, for results which are dangerous but perhaps Tendrils of dark energy erupt from you and batter all
still worth the danger creatures within 10 feet of you. Each creature in that
Ruin, for results which are certain to end in death or area must make a Strength saving throw. On a failed
tragedy save, a target takes 2d6 necrotic damage and can't take
reactions until its next turn. On a successful save, the
The power doesn't take into account any possible creature takes half damage, but suffers no other effect.
circumstances that might change the outcome, such as
the use of additional powers or the loss or gain of a Force Potency. When you cast this power using a
companion. power slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
If you use this power two or more times before
completing your next long rest, there is a cumulative DARKNESS
25 percent chance for each casting after the first that 2nd-level dark side power
you get a neutral result regardless of the actual
outcome. Casting Time: 1 action
Range: 60 feet
DARK AURA Duration: Concentration, up to 10 minutes
3rd-level dark side power
Darkness spreads from a point you choose within
Prerequisite: Hex range to fill a 15-foot-radius sphere until the power
Casting Time: 1 bonus action ends. The darkness spreads around corners. A
Range: Self creature with darkvision can't see through this
Duration: Concentration, up to 1 minute darkness, and unenhanced light can't illuminate it.

You manifest a mantle of malevolent dark side If the point you choose is on an object you are
energy for the duration. holding or one that isn't being worn or carried, the
darkness comes from the object and moves with it.
Until the power ends, any attack you make deals an Completely covering the source of the darkness with
extra 1d8 necrotic damage when you hit a creature an opaque object blocks the darkness.
within 10 feet of you. Any creature that takes this
damage can't regain hit points until the start of your If this power's area overlaps with light created by a
next turn. 2nd-level power or lower, the light is dispelled.

Additionally, any creature of your choice that you can DEATH FIELD
see that starts its turn within 10 feet of you gains 1 8th-level dark side power
slowed level until the start of your next turn.
Prerequisite: Siphon Life
Force Potency. When you cast this power using a Casting Time: 1 action
force slot of 5th level or higher, the extra damage Range: 90 feet (30-foot cube)
increases by 1d8 for for every two slot levels above 3rd. Duration: Instantaneous

DARK SHEAR You draw the life force from every creature in a 30-
2nd-level dark side power foot cube centered on a point you choose within range.
Each creature in that area must make a Constitution
Casting Time: 1 bonus action saving throw. A creature takes 10d8 necrotic damage
Range: Self on a failed save, or half as much damage on a
Duration: Concentration, up to 1 minute successful one. If you reduce a hostile creature to 0 hit
points, you gain temporary hit points equal to half the
You create a weapon of imperceptible Force energy damage dealt. This power has no effect on droids or
that lasts until the power ends. It counts as a simple constructs.
lightweapon with which you are proficient. It deals 2d6
psychic damage, and has the finesse, light, and thrown
properties (range 20/60). When you attack while within
dim light or darkness, you have advantage.

If you drop the weapon or throw it, it disappears at
the end of the turn. While the power lasts, you can use
a bonus action to make the weapon reappear in your
hand.

CHAPTER 11 | FORCE POWERS 240

DENOUNCE DOMINATE BEAST
At-will dark side power 4th-level dark side power

Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

A target of your choice within range must make a A beast you can see must succeed on a Wisdom save
Charisma saving throw. On a failed save, when the or be charmed. If you or your companions are fighting
target makes their next attack roll or saving throw they it, it has advantage on this saving throw.
must roll a d4 and subtract the number from it. The
power then ends. While it's charmed, you have a telepathic link to it if
you're on the same planet. You can use this link to
This power's die increases at higher levels: to a d6 at issue commands while you are conscious, no action
5th level, a d8 at 11th level, and a d10 at 17th level. required, which it does its best to obey. You can specify
a simple and general course of action. If it completes
DESTROY DROID the order and doesn't receive further orders, it focuses
7th-level light side power on defending itself.

Prerequisite: Disable Droid You can use your action to take total control of the
Casting Time: 1 action target. Until the end of your next turn, the beast takes
Range: 120 feet (30-foot cube) only the actions you decide and nothing you don't
Duration: Concentration, up to 1 minute allow it to. You can also have the beast use a reaction,
but this takes your reaction as well.
Choose a point that you can see within range. Each
droid or construct must succeed on a Constitution If the beast takes damage, it makes another Wisdom
saving throw or be paralyzed for the duration. At the save. On a success, the power ends.
beginning of each of its turns, an affected target takes
energy damage equal to twice your forcecasting ability Force Potency. When you cast this power using a
modifier and then repeats this saving throw. On a 5th-level force slot, the duration is up to 10 minutes. At
success, the power ends on the target. 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.
DISABLE DROID
4th-level light side power DOMINATE MIND
5th-level dark side power
Prerequisite: Stun Droid
Casting Time: 1 action Prerequisite: Dominate Beast
Range: 90 feet (15-foot cube) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
Duration: Concentration, up to 1 minute
Choose a point that you can see within range. Each
droid or construct must succeed on a Constitution You attempt to beguile a humanoid that you can see
saving throw or be paralyzed for the duration. At the within range. It must succeed on a Wisdom saving
beginning of each of its turns, an affected creature throw or be charmed by you for the duration. If you or
takes energy damage equal to your forcecasting ability creatures that are friendly to you are fighting it, it has
modifier and then repeats this saving throw. On a advantage on the saving throw.
success, the power ends on the target.
While the target is charmed, you have a telepathic
DISPERSE FORCE link with it as long as you are within 1 mile of it. You
1st-level universal power can use this telepathic link to issue commands to the
creature while you are conscious (no action required),
Prerequisite: Saber Ward which it does its best to obey. You can specify a simple
Casting Time: 1 reaction, which you take when you take and general course of action, such as "Attack that
creature," "Run over there," or "Fetch that object." If
cold, energy, fire, ion, lightning, or sonic damage the creature completes the order and doesn't receive
Range: Self further direction from you, it defends and preserves
Duration: 1 round itself to the best of its ability.

This power absorbs damage from certain incoming You can use your action to take total and precise
attacks, lessening its effect on you and distributing it control of the target. Until the end of your next turn,
throughout your body. You have resistance to the the creature takes only the actions you choose, and
triggering damage type until the start of your next turn. doesn't do anything that you don't allow it to do.
Also, you gain 5 temporary hit points to potentially During this time you can also cause the creature to use
absorb the attack. These temporary hit points last until a reaction, but this requires you to use your own
the start of your next turn. reaction as well.

Force Potency. When you cast this power using a
force slot of 2nd level or higher, the temporary hit
points increases by 5 for each slot level above 1st.

241 CHAPTER 11 | FORCE POWERS

  Each time the target takes damage, it makes a new DRAIN VITALITY
Wisdom saving throw against the power. If the saving 2nd-level dark side power
throw succeeds, the power ends.
Prerequisite: Sap Vitality
Force Potency. When you cast this power using a Casting Time: 1 action
6th-level force slot, the duration is 10 minutes. When Range: 60 feet
you use a 7th-level force slot, the duration is 1 hour. Duration: Concentration, up to 1 minute
When you use a force slot of 8th level or higher, the
duration is 8 hours. You draw the willpower from a creature you can see
within range. Make a ranged force attack against the
DOMINATE MONSTER target. On a hit, the target takes 2d6 necrotic damage
8th-level dark side power and it deals only half damage with weapon attacks that
use Strength until the power ends.
Prerequisite: Dominate Mind
Casting Time: 1 action At the end of each of the target's turns, it can make a
Range: 60 feet Constitution saving throw against the power. On a
Duration: Concentration, up to 1 hour success, the power ends.

You attempt to beguile a creature that you can see Force Potency. When you cast this power using a
within range. It must succeed on a Wisdom saving force slot of 3rd level or higher, the damage increases
throw or be charmed by you for the duration. If you or by 1d6 for each slot level above 2nd.
creatures that are friendly to you are fighting it, it has
advantage on the saving throw. DUN MOCH
1st-level dark side power
While the creature is charmed, you have a telepathic
link with it as long as you are within 1 mile of it. You Casting Time: 1 bonus action
can use this telepathic link to issue commands to the Range: 30 feet
creature while you are conscious (no action required), Duration: Concentration, up to 1 minute
which it does its best to obey. You can specify a simple
and general course of action, such as "Attack that You attempt to manipulate a creature into fighting
creature," "Run over there," or "Fetch that object." If you. One creature that you can see within range must
the creature completes the order and doesn't receive make a Wisdom saving throw. On a failed save, the
further direction from you, it defends and preserves creature is drawn to you, compelled by your demands.
itself to the best of its ability. For the duration, it has disadvantage on attack rolls
against creatures other than you, and must make a
You can use your action to take total and precise Wisdom saving throw each time it attempts to move to
control of the target. Until the end of your next turn, a space that is more than 30 feet away from you; if it
the creature takes only the actions you choose, and succeeds on this saving throw, this power doesn't
doesn't do anything that you don't allow it to do. restrict the target's movement for that turn.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own The power ends if you attack any other creature, if
reaction as well. you cast a power that targets a hostile creature other
than the target, if a creature friendly to you damages
Each time the target takes damage, it makes a new the target or casts a harmful power on it, or if you end
Wisdom saving throw against the power. If the saving your turn more than 30 feet away from the target. This
throw succeeds, the power ends. This power has no power has no effect on droids or constructs.
effect on droids or constructs.

Force Potency. When you cast this power with a 9th-
level force slot, the duration is concentration, up to 8
hours.

DRAIN LIFE
4th-level dark side power

Prerequisite: Drain Vitality
Casting Time: 1 action

Range: 60 feet
Duration: Instantaneous

You draw the life force from a creature you can see
within range. The target must make a Constitution
saving throw. The target takes 8d8 necrotic damage on
a failed save, or half as much damage on a successful
one. If you reduce a hostile creature to 0, you gain
temporary hit points equal to half the damage dealt.
This power has no effect on droids or constructs.

Force Potency. When you cast this power using a
force slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.

CHAPTER 11 | FORCE POWERS 242

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. A frightened
action to escape. The GM can adjust the DC higher or creature can repeat this save at the end of each of its
lower, depending on the nature of the rubble. On a turns, ending this effect on a success. This power has
successful save, the creature takes half as much no effect on constructs or droids.
damage and doesn't fall prone or become buried.
FEEDBACK
ENFEEBLE At-will dark side power
At-will dark side power
Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Duration: Instantaneous
Range: 60 feet
Duration: Instantaneous You unleash a burst of psychic energy at a target
within range. If the target can hear you (though it need
Dark energy courses from your hand at a creature not understand you), it must succeed on an
within range. The target must succeed on a Wisdom Intelligence saving throw or take 1d4 psychic damage
saving throw. If it is missing any hit points, it takes 1d12 and have disadvantage on the next attack roll it makes
necrotic damage. Otherwise, it takes 1d8. before the end of its next turn.

The power's damage increases by one die when you This power's damage increases by 1d4 when you
reach 5th, 11th, and 17th level. reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4).

243 CHAPTER 11 | FORCE POWERS

FORCE BARRIER FORCE BLUR
2nd-level light side power 2nd-level universal power

Casting Time: 1 action Prerequisite: Force Mask
Range: 30 feet Casting Time: 1 action
Duration: 8 hours Range: Self
Duration: Concentration, up to 1 minute
This power bolsters your allies with toughness and
resolve. Choose up to three creatures within range. You use the Force to weave an illusion that blurs
Each target's hit point maximum and current hit points your form, shifting and wavering to all who can see
increase by 5 for the duration. you. For the duration, any creature has disadvantage
on attack rolls against you. An attacker is immune to
Force Potency. When you cast this power using a this effect if it doesn't rely on sight, as with blindsight,
force slot of 3rd level or higher, a target's hit points or can see through illusions, as with truesight.
increase by an additional 5 for each slot level above
2nd. FORCE BODY
1st-level universal power
FORCE BLIND/DEAFEN
2nd-level light side power Casting Time: 1 action
Range: Self
Casting Time: 1 action Duration: 1 hour
Range: 30 feet
Duration: 1 minute This power enables you to use your health to fuel
your force powers. For the duration, when you cast a
You can blind or deafen a foe. Choose one creature force power, you can choose to pay up to half the cost
that you can see within range to make a Constitution of the force power using your hit points instead of your
saving throw. If it fails, the target is either blinded or force points. When you do so, your maximum hit
deafened (your choice) for the duration. At the end of points are reduced by the same amount until you
each of its turns, the target can make a Constitution complete a long rest.
saving throw. On a success, the power ends.
You may end this effect at any time. If you cast a
Force Potency. When you cast this power using a force power that would reduce your hit points to 0, the
force slot of 3rd level or higher, you can target one power automatically fails and this effect ends.
additional creature for each slot level above 2nd.
FORCE BREACH
FORCE BLINDING 5th-level universal power
1st-level light side power
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet (20-foot cube)
Range: Self (15-foot cone) Duration: Instantaneous
Duration: 1 round
Choose a spot within range. All force powers of 5th
You use the Force to emit a blinding flash of light level or lower in the area end. For each force power of
from your hand. Roll 6d10, the total is how many hit 6th level or higher in the area, make an ability check
points of creatures this power can effect. Creatures in using your forcecasting ability. The DC equals 10 + the
a 15-foot cone originating from you are affected in power's level. On a successful check, the force power
ascending order of their current hit points (ignoring ends.
unconscious creatures and creatures that can't see).
Force Potency. When you cast this power using a
Starting with the creature that has the lowest current force slot of 6th level or higher, you automatically end
hit points, each creature affected by this power is the effects of a force power on the target if the power's
blinded until the power ends. Subtract each creature's level is equal to or less than the level of the force slot
hit points from the total before moving on to the you used.
creature with the next lowest hit points. A creature's hit
points must be equal to or less than the remaining FORCE CAMOUFLAGE
total for the creature to be affected. 2nd-level universal power

Force Potency. When you cast this power using a Casting Time: 1 action
force slot of 2nd level or higher, roll an additional 2d10 Range: Self
for each slot level above 1st. Duration: Concentration, up to 1 hour

You become invisible until the power ends. Anything
you are wearing or carrying is invisible as long as it is
on your person. The power ends if you attack, cast a
power, or otherwise take a hostile action.

CHAPTER 11 | FORCE POWERS 244

FORCE CHAIN LIGHTNING charmed target must use its action before moving on
6th-level dark side power each of its turns to make a melee attack against a
creature other than itself that you mentally choose.
Prerequisite: Force Lightning
Casting Time: 1 action The target can act normally on its turn if you choose
Range: 150 feet no creature or if none are within its reach.
Duration: Instantaneous
On your subsequent turns, you must use your action
You create a bolt of lightning that arcs toward a to maintain control over the target, or the power ends.
target of your choice that you can see within range. Also, the target can make a Wisdom saving throw at
Three bolts then leap from that target to as many as the end of each of its turns. On a success, the power
three other targets, each of which must be within 30 ends.
feet of the first target. A target can be a creature or an
object and can be targeted by only one of the bolts. FORCE DISARM
At-will universal power
A target must make a Dexterity saving throw. The
target takes 10d8 lightning damage on a failed save, or Casting Time: 1 action
half as much damage on a successful one. Range: 30 feet
Duration: Instantaneous
Force Potency. When you cast this power using a
force slot of 7th level or higher, one additional bolt You select a weapon or object being worn or carried
leaps from the first target to another target for each by a Large or smaller creature within range. The
slot level above 6th. creature must make a Strength or Dexterity saving
throw (the creature chooses the ability to use). If the
FORCE CONCEALMENT item is being carried, this save is made with advantage.
2nd-level universal power On a failed save, the item is pulled directly to you. If
you have a free hand, you catch the weapon.
Casting Time: 1 action Otherwise, it lands at your feet.
Range: Touch
Duration: 24 hours FORCE ENLIGHTENMENT
2nd-level light side power
You shroud or alter the aura of a creature or object
you touch so that Force powers reveal false Prerequisite: Guidance
information about it. The target can be a willing Casting Time: 1 action
creature or an object that isn't being carried or worn by Range: Touch
another creature. Duration: Concentration, up to 1 hour

When you cast the power, choose one or both of the You touch a creature and enhance it with the Force.
following effects. The effect lasts for the duration. If Choose one of the following effects; the target gains
you cast this power on the same creature or object that effect until the power ends.
every day for 30 days, placing the same effect on it
each time, the effect lasts until it is dispelled. Strength. The target has advantage on Strength
checks, and his or her carrying capacity doubles.
False Aura. You change the way the target appears Dexterity. The target has advantage on Dexterity
to powers and Force-based enhanced effects, such as checks. It also doesn't take damage from falling 20 feet
sense force, that detects the presence of the Force. or less if it isn't incapacitated.
You can make a Force-based unenhanced object or Endurance. The target has advantage on Constitution
creature appear enhanced and to radiate a Force aura, checks. It also gains 2d6 temporary hit points, which
or a Force-based enhanced object or creature appear are lost when the power ends.
unenhanced and to radiate no Force aura. When you Cunning. The target has advantage on Intelligence
use this effect on an object, you can make the false checks.
aura apparent to any creature that handles the item. Wisdom. The target has advantage on Wisdom checks.
Splendor. The target has advantage on Charisma
Cloak. You can change the way the target's affinity in checks.
the Force appears to the force sight power. For
example, a Sith Lord with great power in the dark side This power has no effect on droids or constructs.
of the Force can appear instead to have very little Force Potency. When you cast this power using a
strength in the Force, with an affinity towards the light force slot of 3rd level or higher, you can target one
side. additional creature for each slot level above 2nd.

FORCE CONFUSION
2nd-level universal power

Preqrequisite: Mind Trick
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see
within range must succeed on a Wisdom saving throw
or become charmed by you for the duration. The

245 CHAPTER 11 | FORCE POWERS

FORCE FOCUS FORCE LEAP
1st-level light side power At-will universal power

Prerequisite: Force Technique Casting Time: 1 bonus action
Casting Time: 1 bonus action Range: Self
Range: Self Duration: 1 round
Duration: Concentration, up to 1 minute
Until the end of your next turn, you can use your
You let the Force guide you, empowering your forcecasting ability score instead of your Strength
strikes. Until the power ends, your weapon attacks deal score when you jump, and always count as having
an extra 1d4 force damage on a hit. made a running start before jumping.

FORCE IMBUEMENT FORCE LIGHTNING
At-will universal power 3rd-level dark side power

Casting Time: 1 bonus action Prerequisite: Shock
Range: Touch Casting Time: 1 action
Duration: 1 minute Range: Self (100-foot line)
Duration: Instantaneous
The crystal inside of a simple lightweapon or the
material of a simple vibroweapon or an improvised A stroke of lightning forming a line 100 feet long and
weapon you are holding is imbued with the power of 5 feet wide blasts out from you in a direction you
the Force. For the duration, you can use your choose. Each creature in the line must make a
forcecasting ability instead of Strength for the attack Dexterity saving throw. A creature takes 8d6 lightning
and damage rolls of melee attacks using that weapon, damage on a failed save, or half as much damage on a
and the weapon's damage die becomes 1d8. The successful one.
weapon also becomes enhanced, if it isn't already, and
you become proficient with it, if you aren't already. The The lightning ignites flammable objects in the area
power ends if you cast it again or if you let go of the that aren't being worn or carried.
weapon.
Force Potency. When you cast this power using a
FORCE IMMUNITY force slot of 4th level or higher, the damage increases
4th-level universal power by 1d6 for each slot level above 3rd.

Casting Time: 1 action FORCE LIGHTNING CONE
Range: Self 7th-level dark side power
Duration: Concentration, up to 1 minute
Prerequisite: Force Chain Lightning
An immobile, faintly shimmering barrier springs into Casting Time: 1 action
existence around you and remains for the duration. Range: Self (60-foot cone)
The barrier moves with you. Any force power of 3rd Duration: Instantaneous
level or lower cast from outside the barrier can't affect
you, even if the power is cast using a higher level force Lightning arcs from your hands. Each creature in a
slot. Such a power can target you, but the power has 60-foot cone must make a Dexterity saving throw. A
no effect on you. Similarly, the area within the barrier creature takes 12d6 lightning damage on a failed save,
is excluded from the areas affected by such powers. or half as much 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 5th level or higher, the barrier blocks force slot of 8th level or higher, the damage increases
powers of one level higher for each slot level above by 2d6 for each slot level above 7th.
4th.
FORCE LINK
FORCE JUMP 8th-level universal power
1st-level universal power
Prerequisite: Force Meld
Prerequisite: Force Leap Casting Time: 1 action
Casting Time: 1 action Range: Unlimited
Range: Self Duration: 24 hours
Duration: Instantaneous
You create a telepathic link between yourself and a
Using the Force to augment the strength in your legs, willing creature with which you are familiar. Until the
you leap up to 30 feet to an unoccupied space you can power ends, you and the target can instantaneously
see, provided you have a direct path to the space. share words, images, sounds, and other sensory
messages with one another through the link, and the
Force Potency. When you cast this power using a target recognizes you as the creature it is
force slot of 2nd level or higher, your jump distance communicating with. The power enables a creature
increases by 5 feet for each slot level above 1st. with an Intelligence score of at least 1 to understand
the meaning of your words and take in the scope of
any sensory messages you send to it. This power has
no effect on droids or constructs.

CHAPTER 11 | FORCE POWERS 246

FORCE MASK FORCE PROJECT
1st-level universal power 7th-level universal power

Prerequisite: Mind Trick Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Duration: Concentration, up to 1 day
Duration: 1 hour
You create an illusory copy of yourself that lasts for
Until the power ends or you use an action to dismiss the duration. The copy can appear at any location that
it, you can disguise yourself through use of the Force in you have seen before, regardless of intervening
many ways. You can appear to be shorter or taller by obstacles. The illusion looks and sounds like you but is
about a foot and change the appearance of your body intangible. If the illusion takes any damage, it
and weight, but you cannot change the basic structure disappears, and the power ends.
of your body. This effect can include your clothes,
weapons, and other belongings on your person. You can use your action to move this illusion up to
twice your speed, and make it gesture, speak, and
This effect is only visual, so any sort of physical behave in whatever way you choose. It mimics your
contact will only interact with the real size and shape of mannerisms perfectly.
you. A creature that uses its action to examine you can
identify this effect with a successful Intelligence You can see through its eyes and hear through its
(Investigation) check against your force save DC. ears as if you were in its space. On your turn as a
bonus action, you can switch from using its senses to
FORCE MELD using your own, or back again. While you are using its
5th-level universal power senses, you are blinded and deafened in regard to your
own surroundings.
Prerequisite: Force Whisper
Casting Time: 1 action Physical interaction with the image reveals it to be an
Range: 30 feet illusion, because things can pass through it. A creature
Duration: 1 hour that uses its action to examine the image can
determine that it is an illusion with a successful
You forge a telepathic link among up to eight willing Intelligence (Investigation) check against your force
creatures of your choice within range, psychically save DC. If a creature discerns the illusion for what it is,
linking each creature to all the others for the duration. the creature can see through the image, and any noise
Droids, constructs, and creatures with Intelligence it makes sounds hollow to the creature.
scores of 2 or less aren't affected by this power.
FORCE PROPEL
Until the power ends, the targets can communicate 1st-level universal power
telepathically through the bond whether or not they
have a common language. The communication is Prerequisite: Force Push/Pull
possible over any distance, though it can't extend Casting Time: 1 action
beyond a single planet. Range: 60 feet
Duration: Instantaneous
FORCE MEND
7th-level light side power Choose one or more creatures or objects not being
worn or carried within 60 feet that weigh up to a
Casting time: 1 minute combined total of 15 pounds. The creatures or objects
Range: Touch immediately move 60 feet in a direction of your choice.
Duration: 1 hour If the creatures or objects end this movement in the
air, they immediately fall to the ground. If the creatures
You touch a creature and stimulate its natural or objects collide with any one target during its travel,
healing ability. The target regains 4d8+15 hit points. both the creatures or objects and the target take 3d8
For the duration of the power, the target regains 1 hit kinetic damage. If the target is a creature, it must make
point at the start of each of its turns (10 hit points each a Dexterity saving throw. On a failed save, it takes the
minute). kinetic damage, or half as much on a successful one.

If the creature has a severed part you hold it to the Force Potency. When you cast this power using a
stump, the power instantaneously causes the limb to force slot of 2nd level or higher, the maximum weight
knit to the stump. increases by 15 pounds and the damage increases by
1d8 for each slot level above 1st.
This power has no effect on droids or constructs.

247 CHAPTER 11 | FORCE POWERS

FORCE PUSH/PULL FORCE REPULSE
At-will universal power 3rd-level universal power

Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (20-foot radius)
Duration: Instantaneous Duration: Instantaneous

You gain the minor ability to move or manipulate You release an omnidirectional telekinetic burst.
creatures and objects with the Force. You can exert Each creature within 20 feet must make a Dexterity
fine control on objects with your telekinetic grip, such saving throw. On a failed save, a creature takes 8d6
as manipulating a simple tool, opening a door or a force damage and is pushed back 5 feet. On a
container, stowing or retrieving an item from an open successful save, a creature takes half damage and isn't
container, or pouring the contents from a vial. pushed.
Alternatively, you can push or pull a creature or object
you can see. All small objects that are not worn or carried are also
pushed 5 feet back.
You use the Force to move a Medium or smaller
creature or object not being worn or carried within Force Potency. When you cast this power using a
range. The target must make a Strength saving throw. force slot of 4th level or higher, the damage increases
An object automatically fails this saving throw. On a by 1d6 for each slot level above 3rd.
failed save, the creature or object moves a number of
feet in a direction of your choice based on its size. A FORCE SCREAM
Tiny creature or object can be moved up to 20 feet, a 3rd-level dark side power
Small creature or object can be moved up to 10 feet,
and a Medium creature or object can be moved up to 5 Casting Time: 1 action
feet. If at the end of this movement the creature or Range: Self (15-foot radius)
object strikes another creature or object, it must make Duration: Instantaneous
a Dexterity saving throw. An object automatically fails
this saving throw. On a failed save, they both take 1d4 You emit a scream imbued with the power of the
kinetic damage. Force. Each creature you choose within 15 feet of you
must succeed on a Constitution saving throw. On a
This power improves when you reach higher levels. failed save, a creature take 4d6 psychic damage, 4d6
At 5th level, you can move a Tiny creature or object up sonic damage, and is deafened until the end of its next
to 30 feet, a Small creature or object up to 20 feet, a turn. On a successful save, it takes half as much
Medium creature or object up to 10 feet, and the damage and isn't deafened.
power's damage increases to 2d4 kinetic damage. At
11th level, you can move a Small creature or object up FORCE SHUNT
to 30 feet, a Medium creature up to 20 feet, and the At-will universal power
power's damage increases to 3d4 kinetic damage. At
17th level, you can move a Medium creature to up 30 Casting Time: 1 action
feet, and the power's damage increases to 4d4 kinetic Range: 30 feet
damage. Duration: Instantaneous

FORCE REFLECT You use the Force to thrust a creature you can see to
1st-level universal power the ground. The target must make a Strength saving
throw. On a failed save, a creature takes 1d4 kinetic
Prerequisite: Saber Reflect damage and falls prone.
Casting Time: 1 reaction, which you take in response to
This power's damage increases by 1d4 when you
being hit by a ranged attack reach 5th level (2d4), 11th level (3d4), and 17th level
Range: Self (4d4).
Duration: Instantaneous
FORCE SIGHT
In response to being attacked, you attempt to deflect 2nd-level universal power
the attack with the Force. When you use this power,
the damage you take from the attack is reduced by Prerequisite: Sense Force
1d10. If you reduce the damage to 0 and the damage is Casting Time: 1 action
energy, force, ion, kinetic, lightning, necrotic, or sonic, Range: Self
you can reflect the attack at a target within range as Duration: Concentration, up to 10 minutes
part of the same reaction. Make a ranged force attack
at a target you can see. The attack has a normal range You shift your vision to see through use of the Force;
of 30 feet and a long range of 90 feet. On a hit, the colors fade and inanimate objects appear as shades of
target takes the triggering attack's normal damage. gray. For the duration, you gain the following benefits.

Force Potency. When you cast this power using a Living things glow with the power of the Force. Those
force slot of 2nd level or higher, the damage reduction with an affinity for the light side glow blue, those with
increases by 1d10 for each slot level above 1st. an affinity for the dark side glow red, and those with no
attunement to either side of the Force glow yellow.
How bright they glow is determined by how strong
their connection to the Force is.
You gain blindsight to 30 feet.
You have advantage on Wisdom (Perception) checks
that rely on sight against living targets within 30 feet.

CHAPTER 11 | FORCE POWERS 248

FORCE STORM range. The target must make a Strength saving throw.
9th-level dark side power An object automatically fails this saving throw. On a
failed save, the creature or object moves a number of
Prerequisite: Force Lightning Cone feet in a direction of your choice based on its size. A
Casting Time: 1 action Tiny creature or object can be moved up to 90 feet, a
Range: 150 feet Small creature or object can be moved up to 60 feet, a
Duration: Concentration, up to 1 minute Medium creature or object can be moved up to 30 feet,
and a Large creature or object can be moved up to 10
A crackling storm of lightning with a diameter of 60 feet. If at the end of this movement the creature or
feet and a height of 120 feet appears in a location you object strikes another creature or object, they both
choose within range. Whenever a creature enters the take 2d8 force damage.
storm or starts its turn there, it must make a Dexterity
saving throw. On a failed save, it takes 30d6 lightning Force Potency. When you cast this power using a
damage or half as much as a successful one. force slot of 3rd level or higher, the range you can
throw a creature or object increases by 10 feet, to a
The power damages objects in the area and ignites maximum of 90 feet, and the power's damage
flammable objects that aren't being worn or carried. increases by 1d8.

FORCE SUPPRESSION FORCE TRANCE
3rd-level universal power 3rd-level light side power

Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Duration: Instantaneous Duration: 10 minutes

Choose one creature, object, or force effect within You make a calming gesture, and up to three willing
range. Any force power of 3rd level or lower on the creatures of your choice that you can see within range
target ends. For each force power of 4th level or higher fall unconscious for the power's duration. The power
on the target, make an ability check using your ends on a target early if it takes damage or someone
forcecasting ability. The DC equals 10 + the power's uses an action to shake or slap it awake. If a target
level. On a success, the power ends. remains unconscious for the full duration, that target
gains the benefit of a short rest, and it can't be affected
Force Potency. When you cast this power using a by this power again until it finishes a long rest. This
force slot of 4th level or higher, you automatically end power has no effect on droids or constructs.
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 Force Potency. When you cast this power using a
you used. force slot of 4th level or higher, you can target one
additional willing creature for each slot level above 3rd.
FORCE TECHNIQUE
At-will light side power FORCE VISION
2nd-level universal power
Casting Time: 1 action
Range: Varies Casting Time: 1 minute
Duration: 1 round Range: 60 feet
Duration: 1 hour
You imbue your weapon with the purifying light of
the Force. As part of the action used to cast this power, You receive a vision of the future through the Force,
you must make a melee weapon attack against one giving you or one willing creature you can see within
creature within your reach, otherwise the power fails. range a chance to change fate. When the chosen
On a hit, the target suffers the attack's normal effects, creature makes an ability check, an attack roll, or a
and it becomes wreathed in a glowing barrier of force saving throw before the power ends, it can dismiss this
energy until the start of your next turn. If the target power on itself to roll an additional d20 and choose
willingly moves before then, it immediately takes 1d8 which of the d20s to use. Alternatively, when an attack
force damage, and the power ends. roll is made against the chosen creature, it can dismiss
this power on itself to roll a d20 and choose which of
This power's damage increases when you reach the d20s to use, the one it rolled or the one the
higher levels. At 5th level, the melee attack deals an attacker rolled.
extra 1d8 force damage to the target, and the damage
the target takes for moving increases to 2d8. Both If the original d20 roll has advantage or
damage rolls increase by 1d8 at 11th level and 17th disadvantage, the creature rolls the additional d20
level. after advantage or disadvantage has been applied to
the original roll.
FORCE THROW
2nd-level universal power Force Potency. When you cast this power using a
force slot of 3rd level or higher, you can target one
Prerequisite: Force Push/Pull additional creature for each slot level above 2nd.
Casting Time: 1 action
Range: 90 feet
Duration: Instantaneous

You use the Force to move a Large or smaller
creature or object not being worn or carried within

249 CHAPTER 11 | FORCE POWERS

FORCE WEAPON GRASPING VINE
3rd-level universal power 4th-level light side power

Prerequisite: Force Imbuement Prerequisite: Plant Surge
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Touch Range: 30 feet
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

You touch an unenhanced weapon with which you You make a vine sprout from the ground in an
are proficient. While you wield it for the duration, that unoccupied space you can see. When you cast this
weapon becomes an enhanced weapon with a +1 power, you can make the vine whip a creature up to 30
bonus to attack rolls and damage rolls. Additionally, feet from it, if you can see the target. The creature
you can use your forcecasting ability modifier instead must pass a Dexterity save or be pulled 20 feet directly
of your Strength or Dexterity modifier for attacks and toward the vine.
damage rolls when attacking with that weapon.
Until the power ends, you can use your bonus action
Force Potency. When you cast this power using a to have the vine lash out again.
force slot of 5th level or higher, the bonus increases to
+2. When you use a force slot of 7th level or higher, the GREATER FEEDBACK
bonus increases to +3. 5th-level dark side power

FORCE WHISPER Prerequisite: Improved Feedback
At-will universal power Casting Time: 1 action
Range: 120 feet
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
Duration: 1 round You choose a point within range and cause psychic
energy to explode there. Each creature in a 20-foot-
You use the Force to carry a message in your voice to radius sphere centered on that point must make an
another creature within range. The target (and only the Intelligence saving throw. A creature with an
target) hears the message and can reply in a whisper Intelligence score of 2 or lower can't be affected by this
that only you can hear. power. A target takes 8d6 psychic damage on a failed
save, or half as much damage on a successful one.
You can cast this power through solid objects if you
are familiar with the target and know it is beyond the After a failed save, a target has muddled thoughts
barrier. An enhanced silence effect, 1 foot of stone, 1 for 1 minute. During that time, it rolls a d6 and
inch of common metal, a thin sheet of lead, or 3 feet of subtracts the number rolled from all its attack rolls and
wood blocks the power. The power doesn't have to ability checks, as well as its Constitution saving throws
follow a straight line and can travel freely around to maintain concentration. The target can make a
corners or through openings. Wisdom saving throw at the end of each of its turns,
ending the effect on itself on a success.
FREEDOM OF MOVEMENT
4th-level universal power GREATER HEAL
6th-level light side power
Casting Time: 1 action
Range: Touch Prerequisite: Improved Heal
Duration: 1 hour Casting Time: 1 action
Range: 60 feet
You touch a willing creature. Its movement is Duration: Instantaneous
unaffected by difficult terrain, and powers and
enhanced effects can't reduce its speed or cause it to Choose a creature that you can see within range. A
be paralyzed or restrained. surge of positive energy washes through the creature,
causing it to regain 70 hit points. This power also ends
The target can spend 5 feet of movement to blindness, deafness, and any diseases affecting the
automatically escape from unenhanced restraints. target. This power has no effect on droids or
Additionally, being underwater imposes no penalties constructs.
on its movement or attacks.
Force Potency. When you cast this power using a
GIVE LIFE force slot of 7th level or higher, the healing increases
At-will light side power by 10 for each slot level above 6th.

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Placing your hand on another creature you can
transfer your own life force to them. You spend and
roll one of your hit dice and the creature regains that
many hit points. This power has no effect on droids or
constructs.

CHAPTER 11 | FORCE POWERS 250


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