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
ammable 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 e ect 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 bene t of a short rest, and it can't be a ected
Force Potency. When you cast this power using a by this power again until it nishes a long rest. This
force slot of 4th level or higher, you automatically end power has no e ect on droids or constructs.
the e ects 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 su ers the attack's normal e ects, 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
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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 pro cient. 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 modi er instead of your must pass a Dexterity save or be pulled 20 feet directly
Strength or Dexterity modi er for attacks and damage toward the vine.
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 a ected 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 e ect, 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 e ect 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
una ected by di cult terrain, and powers and
enhanced e ects 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 a ecting the
automatically escape from unenhanced restraints. target. This power has no e ect 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 e ect on droids or
constructs.
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GREATER SABER THROW While a target is a ected by the power, the target
5th-level universal power treats the hallucination as if it were real. The target
rationalizes any illogical outcomes from interacting
Prerequisite: Improved Saber Throw with the hallucination. For example, a target
Casting Time: 1 action attempting to walk across a phantasmal bridge that
Range: 30 feet spans a chasm falls once it steps onto the bridge. If the
Duration: Instantaneous target survives the fall, it still believes that the bridge
exists and comes up with some other explanation for
As a part of the action used to cast this power, you its fall - it was pushed, it slipped, or a strong wind
must make a ranged force attack with a lightweapon or might have knocked it o .
vibroweapon against one target within the power's
range, otherwise the power fails. On a hit, the target An a ected target is so convinced of the
takes 6d8 damage of the same type as the weapon's hallucination's reality that it can even take damage
damage and must make a Constitution saving throw from the illusion. A hallucination created to appear as a
against an additional e ect depending on your choice creature can attack the target. Similarly, a hallucination
of casting ability: created to appear as re, a pool of acid, or lava can
burn the target. Each round on your turn, the
Wisdom. The target takes an additional 4d6 force hallucination can deal 1d6 psychic damage to the
damage and it gains four levels of slowed until the end target if it is in the hallucination's area or within 5 feet
of its next turn. On a success, the target takes half as of the hallucination, provided that the illusion is of a
much damage and its speed isn't reduced. creature or hazard that could logically deal damage,
such as by attacking. The target perceives the damage
Charisma. The target takes an additional 4d6 as a type appropriate to the illusion.
necrotic damage and cannot regain hit points until the
end of its next turn. On a success, the target takes half Force Potency. When you cast this power using a
as much damage and its healing capability is force power slot of 3rd level or higher, the range
una ected. increases by 20 feet, the image dimensions increase by
5 feet, and you can target one additional creature for
The weapon then immediately returns to your hand. every two slot levels above 2nd.
Force Potency. When you cast this power using a
force slot of 6th level or higher, the force or necrotic HEAL
damage increases by 1d6 for each slot above 5th. 1st-level light side power
GUIDANCE Casting Time: 1 action
At-will light side power Range: Touch
Duration: Instantaneous
Casting Time: 1 action
Range: Touch A creature you touch regains a number of hit points
Duration: Concentration, up to 1 minute equal to 1d8 + your forcecasting ability modi er. This
power has no e ect on droids or constructs.
You touch one willing creature. Once before the
power ends, the target can roll a d4 and add the Force Potency. When you cast this power using a
number rolled to one ability check of its choice. It can force slot of 2nd level or higher, the healing increases
roll the die before or after making the ability check. The by 1d8 for each slot level above 1st.
power then ends.
HEROISM
This power's die increases at higher levels: to a d6 at 1st-level light side power
5th level, a d8 at 11th level, and a d10 at 17th level.
Casting Time: 1 action
HALLUCINATION Range: Touch
2nd-level dark side power Duration: Concentration, up to 1 minute
Casting Time: 1 action A willing creature you touch is imbued with bravery.
Range: 60 feet Until the power ends, the creature is immune to being
Duration: Concentration, up to 1 minute frightened and gains temporary hit points equal to
your forcecasting ability modi er at the start of each of
You craft a dangerous illusion in the mind of a its turns. When the power ends, the target loses any
creature that you can see within range. The target remaining temporary hit points from this power. This
must make a Wisdom saving throw. On a failed save, power has no e ect on droids or constructs.
you create a phantasmal object, creature, or other
visible phenomenon of your choice that is no larger Force Potency. When you cast this power using a
than a 10-foot cube and that is perceivable only to the force slot of 2nd level or higher, you can target one
target for the duration. This power has no e ect on additional creature for each slot level above 1st.
droids or constructs.
The hallucination includes sound, temperature, and
other stimuli, also evident only to the creature.
The target can use its action to examine the
hallucination with an Intelligence (Investigation) check
against your force power save DC. If the check
succeeds, the target realizes that the hallucination is an
illusion, and the power ends.
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HEX IMPROVED BATTLE MEDITATION
1st-level dark side power 5th-level universal power
Casting Time: 1 bonus action Prerequisite: Battle Meditation
Range: 90 feet Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You curse an opponent within range. Until the power
ends, you deal an extra 1d6 necrotic damage to the You exude an aura out to 15 feet that boosts the
target whenever you hit it with an attack. Also, choose morale and overall battle prowess you and your allies
one ability when you cast the power. The target has while simultaneously reducing the opposition's
disadvantage on ability checks made with the chosen combat-e ectiveness by eroding their will to ght.
ability.
Whenever you or a friendly creature within your
If the target drops to 0 hit points before this power meditation makes an attack roll or a saving throw, they
ends, you can use a bonus action on a subsequent turn can roll a d6 and add the number rolled to the attack
of yours to curse a new creature. roll or saving throw.
Force Potency. When you cast this power using a Whenever a hostile creature enters your meditation
force slot of 3rd or 4th level, you can maintain your or starts its turn there, it must make a Charisma saving
concentration on the power for up to 8 hours. When throw. On a failed save, it must roll a d6 and subtract
you use a force slot of 5th level or higher, you can the number rolled from each attack roll or saving
maintain your concentration on the power for up to 24 throw it makes before the end of your next turn. On a
hours. successful save, it is immune to this power for 1 day.
HORROR IMPROVED DARK SIDE TENDRILS
3rd-level dark side power 3rd-level dark side power
Prerequisite: Fear Prerequisite: Dark Side Tendrils
Casting Time: 1 action Casting time: 1 action
Range: Self (30-foot cone) Range: 150 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's You summon a 20-foot-radius sphere of inky
worst fears. Each creature in a 30-foot cone must blackness at a point within range. No light, enhanced
succeed on a Wisdom saving throw or drop whatever it or otherwise, can illuminate the area, creatures fully
is holding and become frightened for the duration. This within the area are blinded, and the area is di cult
power has no e ect on constructs or droids. terrain. Any creature that starts its turn in the area
takes 2d6 necrotic damage. Any creature that ends its
While frightened by this power, a creature must take turn in the area must succeed on a Strength saving
the Dash action and move away from you by the safest throw or take 2d6 poison damage as tendrils of dark
energy caress it.
available route on each of its turns, unless there is
nowhere to move. If the creature ends its turn in a IMPROVED FEEDBACK
location where it doesn't have line of sight to you, the 1st-level dark side power
creature can make a Wisdom saving throw. On a
successful save, the power ends for that creature. Prerequisite: Feedback
Casting Time: 1 action
HYSTERIA Range: 60 feet
4th-level dark side power Duration: Instantaneous
Prerequisite: Hallucination You unleash a blast of psychic energy at a target
Casting Time: 1 action within range. If the target can hear you (though it need
Range: 120 feet not understand you), it must succeed on an
Duration: Concentration, up to 1 minute Intelligence saving throw. On a failed save, it takes 3d6
psychic damage and must immediately use its reaction,
You tap into the nightmares of a creature you can if available, to move as far as its speed allows away
see within range and create an illusory manifestation from you. The creature doesn't move into obviously
of its deepest fears, visible only to that creature. The dangerous ground, such as a re or a pit. On a
target must succeed on a Wisdom saving throw or successful save, the target takes half as much damage
become frightened for the duration. At the end of each and doesn't have to move away. A deafened creature
of the target's turns before the power ends, the target automatically succeeds on the save.
must succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the power ends. Force Potency. When you cast this power using a
This power has no e ect on droids or constructs. force slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
Force Potency. When you cast this power using a
force power slot of 5th level or higher, the damage
increases by 1d10 for each slot level above 4th.
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IMPROVED FORCE BARRIER failed save, a creature take 5d6 psychic damage, 5d6
5th-level light side power sonic damage, is deafened, and is knocked prone. On a
successful save, it takes half as much damage and isn't
Prerequisite: Force Barrier deafened or knocked prone.
Casting Time: 10 minutes
Range: 30 feet IMPROVED HEAL
Duration: Instantaneous 5th-level light side power
This power further bolsters your allies with Prerequisite: Heal
toughness and resolve. Choose up to twelve creatures Casting Time: 1 action
within range. Each target gains the following bene ts: Range: 60 feet
Duration: Instantaneous
The becomes immune to poison and disease. Any
currently existing poison or diseases still exist. A wave of healing energy washes out from a point of
The creature becomes immune to being frightened by your choice within range. Choose up to six creatures in
powers. a 30-foot-radius sphere centered on that point. Each
The creature's hit point maximum and current hit target regains hit points equal to 3d8 + your
points increase by 2d10 for the duration. forcecasting ability modi er. This power has no e ect
on droids or constructs.
These bene ts last for 24 hours or until the end of
your next long rest, whichever happens rst. Force Potency. When you cast this power using a
force slot of 6th level or higher, the healing increases
IMPROVED FORCE CAMOUFLAGE by 1d8 for each slot level above 5th.
4th-level universal power
IMPROVED PHASESTRIKE
Prerequisite: Force Camou age 5th-level universal power
Casting Time: 1 action
Range: Touch Prerequisite: Phasestrike
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: 30 feet
A willing creature you touch becomes invisible until Duration: Instantaneous
the power ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's Choose up to ve creatures you can see within
person. range. Make a melee force attack against each one. On
hit, a target takes 6d10 force damage. You can then
IMPROVED FORCE IMMUNITY teleport to an unoccupied space you can see within 5
6th-level universal power feet of one of the creatures you chose.
Prerequisite: Force Immunity IMPROVED PHASEWALK
Casting Time: 1 action 5th-level universal power
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute Prerequisite: Phasewalk
Casting Time: 1 bonus action
An immobile, faintly shimmering barrier springs into Range: Self
existence in a 15-foot radius around you and remains Duration: Concentration, up to 1 minute
for the duration. The barrier moves with you.
You teleport up to 60 feet to an unoccupied space
Any force power of 5th level or lower cast from you can see. On each of your turns before the power
outside the barrier can't a ect creatures or objects ends, you can use a bonus action to teleport in this way
within it, even if the power is cast using a higher level again.
force slot. Such a power can target creatures and
objects within the barrier, but the power has no e ect IMPROVED RESTORATION
on them. Similarly, the area within the barrier is 5th-level light side power
excluded from the areas a ected by such powers.
Prerequisite: Restoration
Force Potency. When you cast this power using a Casting Time: 1 action
force slot of 7th level or higher, the barrier blocks Range: Touch
powers of one level higher for each slot level above Duration: Instantaneous
6th.
You imbue a creature you touch with positive energy
IMPROVED FORCE SCREAM to undo a debilitating e ect. You can reduce the
5th-level dark side power target's exhaustion level by one, or end one of the
following e ects on the target:
Prerequisite: Force Scream
Casting Time: 1 action One e ect that charmed the target.
Range: Self (30-foot radius) One curse, including the target's attunement to a
Duration: Instantaneous cursed item.
Any reduction to one of the target's ability scores.
You emit a violent scream imbued with the power of One e ect reducing the target's hit point maximum.
the Force. Each creature you choose within 30 feet of
you must succeed on a Constitution saving throw. On a
255 CHAPTER 11 | FORCE POWERS
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IMPROVED REVITALIZE d8 Behavior
7th-level light side power
The creature uses all its movement to move in a
Prerequisite: Revitalize
Casting Time: 10 minutes 1 random direction. To determine the direction, roll a d8
Range: Touch and assign a direction to each die face. The creature
Duration: Instantaneous
doesn't take an action this turn.
You return a dead creature you touch to life,
provided that it has been dead no longer than 1 hour. 2-6 The creature doesn't move or take actions this turn.
If the creature's soul is both willing and at liberty to
rejoin the body, the creature returns to life with all its The creature uses its action to make a melee attack
hit points. This power has no e ect on droids or
constructs. 7-8 against a randomly determined creature within its
reach. If there is no creature within its reach, the
This power also neutralizes any poisons and cures
diseases that a ected the creature at the time it died. creature does nothing this turn.
This power closes all mortal wounds and restores At the end of each of its turns, an a ected target can
any missing body parts. make a Wisdom saving throw. If it succeeds, this e ect
ends for that target.
Coming back from the dead is an ordeal. The target
takes a -4 penalty to all attack rolls, saving throws, and Force Potency. When you cast this power using a
ability checks. Every time the target nishes a long rest, power slot of 6th level or higher, the radius of the
the penalty is reduced by 1 until it disappears. sphere increases by 5 feet for each force slot level
above 5th.
IMPROVED SABER THROW
2nd-level universal power KILL
9th-level dark side power
Prerequisite: Saber Throw
Casting Time: 1 action Prerequisite: Ruin
Range: 60 feet Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Duration: Instantaneous
As a part of the action used to cast this power, you
must make a ranged force attack with a lightweapon or You compel one creature you can see within range to
vibroweapon against one target within the power's die instantly. If the creature you choose has 100 hit
range, otherwise the power fails. points or fewer, it dies. Otherwise, the power has no
e ect.
On a hit, the target takes 2d8 damage of the same
type as the weapon's damage and must make a KNIGHT SPEED
Constitution saving throw. On a failed save, the target 3rd-level universal power
gains 1 slowed level until the end of its next turn and
the weapon then immediately returns to your hand. Prerequisite: Burst of Speed
The next attack made against the target that hits it Casting Time: 1 action
before the end of the target's next turn deals an Range: 30 feet
additional 1d10 force damage. On a successful save, Duration: Concentration, up to 1 minute
the target takes half as much additional force damage
on the next attack that hits it, and su ers no additional Choose a willing creature that you can see within
e ect. range. Until the power ends, the target's speed is
doubled, it gains a +2 bonus to AC, it has advantage on
Force Potency. When you cast this power using a Dexterity saving throws, and it gains an additional
force slot of 3rd level or higher, the force damage action on each of its turns. That action can be used
increases by 1d10 for each slot level above 2nd. only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
INSANITY
5th-level dark side power When the power ends, the target can't move or take
actions until after its next turn, as a wave of lethargy
Prerequisite: Horror sweeps over it.
Casting Time: 1 action
Range: Self (30-foot sphere)
Duration: Concentration, up to 1 minute
This power assaults and twists creatures' minds,
spawning delusions and provoking uncontrolled action.
Each creature in a 30-foot-radius sphere centered on
you must succeed on a Wisdom saving throw when you
cast this power or be a ected by it.
An a ected target can't take reactions and must roll
a d8 at the start of each of its turns to determine its
behavior for that turn. This power has no e ect on
constructs or droids.
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LIGHTNING CHARGE MADDENING DARKNESS
At-will dark side power 8th-level dark side power
Casting Time: 1 action Prerequisite: Shroud of Darkness
Range: Varies Casting Time: 1 action
Duration: Instantaneous Range: 150 feet
Duration: Concentration, up to 10 minutes
You imbue your weapon with debilitating force
lightning. As part of the action used to cast this power, Terrifying darkness spreads from a point you choose
you must make a melee weapon attack against one within range to ll a 60-foot-radius sphere until the
creature within your reach, otherwise the power fails. power ends. The darkness spreads around corners. A
On a hit, the target su ers the attack's normal e ects, creature with darkvision can't see through this
and the lightning leaps from the target to a di erent darkness. Unenhanced light, as well as light created by
creature of your choice that you can see within 5 feet powers of 8th level or lower, can't illuminate the area.
of it. The second creature takes lightning damage equal
to your forcecasting ability modi er. Shrieks, gibbering, and mad laughter can be heard
within the sphere. Whenever a creature starts its turn
This power's damage increases when you reach in the sphere, it must make a Wisdom saving throw,
higher levels. At 5th level, the melee attack deals an taking 8d8 psychic damage on a failed save, or half as
extra 1d8 lightning damage to the target, and the much damage on a successful one.
lightning damage to the second creature increases to
1d8 + your forcecasting ability modi er. Both damage MALACIA
rolls increase by 1d8 at 11th level and 17th level. 1st-level universal power
LOCATE CREATURE Prerequisite: Mind Trick
4nd-level universal power Casting Time: 1 action
Range: 30 feet
Prerequisite: Locate Object Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self A creature of your choice that you can see within
Duration: Concentration, up to 1 minute range is overcome with a sense of dizziness and
nausea, as you disturb its equilibrium with the Force.
Describe or name a creature familiar to you. You The creature must make a Wisdom saving throw or fall
sense the direction to the creature's location, as long prone, becoming incapacitated and unable to stand up
as its within 1000 feet of you. If the creature is in for the duration.
motion, you know the direction of its movement. The
power can locate a speci c creature known to you or At the end of each of its turns, and each time it takes
the nearest of a speci c kind, as long as you have seen damage, the target can make another Wisdom saving
it while within 30 feet of it. If the creature is in a throw. The target has advantage on the saving throw if
di erent form, the power doesn't work. This power it's triggered by damage. On a success, the power
can't locate a creature if running water at least 10 feet ends. This power has no e ect on droids or constructs.
wide blocks a direct path between you and the
creature. MASS ANIMATION
5th-level universal power
LOCATE OBJECT
2nd-level universal power Prerequisite: Animate Weapon
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
You snag several objects using the Force and whip
Describe or name an object. You sense the direction them into the air around you, controlling them to
to the object's location, as long as its within 1000 feet attack at your command. Choose up to ten
of you. If the object is in motion, you know the unenhanced objects within range that are not being
direction of its movement. The power can locate a worn or carried. Medium targets count as two objects,
speci c object known to you, as long as you have seen Large targets count as four objects, Huge targets count
it while within 30 feet of it. Alternatively, the power can as eight objects. You can't control any object larger
locate the nearest object of a particular kind. This than Huge. Each object animates and hovers near you,
power can't locate an object if any thickness of lead remaining within 100 feet of you for the duration. An
blocks a direct path between you and the object. animated object behaves as though it is was a
construct, with AC, hit points, and attacks determined
by its size, and a ying speed of 30 feet.
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As a bonus action, you can mentally direct any object MASS HYSTERIA
controlled by this power. If you control multiple 9th-level dark side power
objects, you can command any or all of them at the
same time. You decide what action the object will take Prerequisite: Hysteria
and where it will move. The objects act at the end of Casting Time: 1 action
your turn. If you command an object to attack, it can Range: 120 feet
make a single melee attack against a creature within 5 Duration: Concentration, up to 1 minute
feet of it. It makes a slam attack with an attack bonus
and kinetic damage determined by its size. Drawing on the deepest fears of a group of
creatures, you create illusory creatures in their minds,
Size HP AC Attack manifesting their worst nightmares as an implacable
Tiny 20 16 +6 to hit, 1d4 + 3 damage threat visible only to them. Each creature in a 30-foot-
Small 25 15 +6 to hit, 1d8 + 2 damage radius sphere is frightened for the duration of the
Medium 40 13 +5 to hit, 2d6 + 1 damage power. At the end of each of the frightened creature's
Large 50 10 +6 to hit, 2d10 + 2 damage turns, it must succeed on a Wisdom saving throw or
Huge 80 10 +8 to hit, 2d12 + 4 damage take 5d10 psychic damage. On a successful save, the
power ends for that creature. This power has no e ect
Force Potency. If you cast this power using a force on droids or constructs.
slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th. MASS MALACIA
3rd-level universal power
MASS COERCE MIND
6th-level universal power Prerequisite: Malacia
Casting Time: 1 action
Prerequisite: Coerce Mind Range: 120 feet (30-foot cube)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet
Duration: 24 hours Each creature in a 30-foot cube within range must
make a Wisdom saving throw. On a failed save, the
You suggest a course of activity (limited to a creature becomes charmed for the duration. While
sentence or two) and in uence with the Force up to charmed by this power, the creature is incapacitated
twelve creatures of your choice that you can see within and has a speed of 0.
range and that can hear and understand you.
Creatures that can't be charmed are immune to this The power ends for an a ected creature if it takes
e ect. The suggestion must be worded in such a any damage or if someone else uses an action to shake
manner as to make the course of action sound the creature out of its stupor. This power has no e ect
reasonable. Asking the creature to harm itself on droids or constructs.
automatically negates the e ect of the power.
MASTER BATTLE MEDITATION
Each target must make a Wisdom saving throw. On a 9th-level universal power
failed save, it pursues the course of action you
described to the best of its ability. The suggested Prerequisite: Improved Battle Meditation
course of action can continue for the entire duration. If Casting Time: 1 action
the suggested activity can be completed in a shorter Range: Self (30-foot radius)
time, the power ends when the subject nishes what it Duration: Concentration, up to 1 minute
was asked to do.
You exude an aura out to 30 feet that boosts the
You can also specify conditions that will trigger a morale and overall battle prowess you and your allies
special activity during the duration. For example, you while simultaneously reducing the opposition's
might suggest that a group of soldiers give all their combat-e ectiveness by eroding their will to ght.
money to the rst beggar they meet. If the condition
isn't met before the power ends, the activity isn't Whenever you or a friendly creature within your
performed. If you or any of your companions damage meditation makes an attack roll or a saving throw, they
a creature a ected by this power, the power ends for can roll a d8 and add the number rolled to the attack
that creature. This power has no e ect on droids or roll or saving throw.
constructs.
Whenever a hostile creature enters your meditation
Force Potency. When you cast this power using a or starts its turn there, it must make a Charisma saving
7th-level force slot, the duration is 10 days. When you throw. On a failed save, it must roll a d8 and subtract
use an 8th-level force slot, the duration is 30 days. the number rolled from each attack roll or saving
When you use a 9th-level force slot, the duration is a throw it makes before the end of your next turn. On a
year and a day. successful save, it is immune to this power for 1 day.
CHAPTER 11 | FORCE POWERS 258
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MASTER FEEDBACK Powers. Any active power or other enhanced e ect
9th-level dark side power on a creature or an object in the sphere is suppressed
while the creature or object is in it.
Prerequisite: Greater Feedback
Casting Time: 1 action Enhanced Items. The properties and powers of
Range: 90 feet enhanced items are suppressed in the sphere. For
Duration: Instantaneous example, a +1 vibrosword in the sphere functions as an
unenhanced vibrosword.
You unleash the power of your mind to blast the
intellect of up to ten creatures of your choice that you An enhanced weapon's properties and powers are
can see within range. Creatures that have an suppressed if it is used against a target in the sphere
Intelligence score of 2 or lower are una ected. or wielded by an attacker in the sphere. If an enhanced
weapon or a piece of enhanced ammunition fully
Each target must make an Intelligence saving throw. leaves the sphere (for example, if you re an enhanced
On a failed save, a target takes 14d6 psychic damage shot or throw an enhanced saberspear at a target
and is stunned. On a successful save, a target takes outside the sphere), the enhancement of the item
half as much damage and isn't stunned. ceases to be suppressed as soon as it exits.
A stunned target can make a Wisdom saving throw at Enhanced Travel. Teleportation fails to work in the
the end of each of its turns. On a successful save, the sphere, whether the sphere is the destination or the
stunning e ect ends. departure point for such enhanced travel. A portal to
another location temporarily closes while in the
MASTER FORCE BARRIER sphere.
8th-level light side power
Creatures and Objects. A creature or object
Prerequisite: Improved Force Barrier summoned or created by powers temporarily winks
Casting Time: 1 action out of existence in the sphere. Such a creature
Range: Self instantly reappears once the space the creature
Duration: Concentration, up to 1 minute occupied is no longer within the sphere.
This power massively bolsters your allies with Tech Override/Sever Force. Powers and enhanced
toughness and resolve. Creatures of your choice in a e ects such as sever force have no e ect on the
30-foot radius around you when you cast this power sphere. Likewise, the spheres created by di erent
gain the following bene ts: scrambling eld powers don't nullify each other.
The creature sheds dim light in a 5-foot radius. MASTER FORCE SCREAM
The creature has advantage on all saving throws 8th-level dark side power
Other creatures have disadvantage on attack rolls
against them. Prerequisite: Improved Force Scream
When a dark side creature hits them with a melee Casting Time: 1 action
attack, that creature must make a Constitution saving Range: Self (60-foot radius)
throw or be blinded until the power ends. Duration: Instantaneous
MASTER FORCE IMMUNITY You emit a cacophonous scream imbued with the
8th-level universal power power of the Force. Each creature you choose within
60 feet of you must succeed on a Constitution saving
Prerequisite: Improved Force Immunity throw. On a failed save, a creature takes 6d6 psychic
Casting Time: 1 action damage, 6d6 sonic damage, is deafened, knocked
Range: Self (10-foot-radius sphere) prone, and blinded for 1 minute. On a successful save,
Duration: Concentration, up to 1 hour it takes half as much damage and isn't deafened,
knocked prone, or blinded by this power.
A 10-foot-radius faintly shimmering barrier
surrounds you. Within the sphere, powers can't be cast A creature blinded by this power makes another
and enhanced items become mundane. Until the Constitution saving throw at the end of each of its
power ends, the sphere moves with you, centered on turns. On a successful save, it is no longer blinded.
you.
MASTER HEAL
Powers and other enhanced e ects are suppressed 9th-level light side power
in the sphere and can't protrude into it. A slot
expended to cast a suppressed power is consumed. Prerequisite: Greater Heal
While an e ect is suppressed, it doesn't function, but Casting Time: 1 action
the time it spends suppressed counts against its Range: Touch
duration. Duration: Instantaneous
Targeted Effects. Powers and other enhanced A wave of healing energy washes over the creature
e ects that target a creature or an object in the sphere you touch. The target regains all its hit points. If the
have no e ect on that target. creature is charmed, frightened, paralyzed, or stunned,
the condition ends. If the creature is prone, it can use
Enhanced Areas. The area of another power or its reaction to stand up. This power has no e ect on
enhanced e ect, such as force storm, can't extend into droids or constructs.
the sphere. If the sphere overlaps an enhanced area,
the part of the area that is covered by the sphere is
suppressed.
259 CHAPTER 11 | FORCE POWERS
/
MASTER MALACIA MASTER SPEED
6th-level universal power 7th-level universal power
Prerequisite: Mass Malacia Prerequisite: Knight Speed
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. Choose up to two willing creatures that you can see
The creature reels with extreme dizziness and nausea within range. Until the power ends, each targets' speed
for the duration. Creatures that can't be charmed are is doubled, they gain a +2 bonus to AC, they have
immune to this power. advantage on Dexterity saving throws, and they gain an
additional action on each of their turns. That action can
The a ected creature must use all of its movement be used only to take the Attack (one weapon attack
to writhe in discomfort without leaving its space and only), Dash, Disengage, Hide, or the Use an Object
has disadvantage on Dexterity saving throws and Action.
attack rolls. While the target is a ected by this power,
other creatures have advantage on attack rolls against When the power ends, each target can't move or
it. As an action, an a ected creature makes a Wisdom take actions until after its next turn, as a wave of
saving throw to regain control of itself. On a successful lethargy sweeps over it.
save, the power ends. This power has no e ect on
droids or constructs. Force Potency. When you cast this power using a
force slot of 8th-level or higher, you can target one
MASTER REVITALIZE additional creature for each slot level above 7th.
9th-level light side power
MIND BLANK
Prerequisite: Improved Revitalize 8th-level universal power
Casting Time: 1 hour
Range: Touch Prerequisite: Mind Trap
Duration: Instantaneous Casting Time: 1 action
Range: Touch
You return a dead creature you touch to life, Duration: 24 hours
provided that it has been dead no longer than 1 day. If
the creature's soul is both willing and at liberty to Until the power ends, one willing creature you touch
rejoin the body, the creature returns to life with all its is immune to psychic and sonic damage, any e ect that
hit points. This power has no e ect on droids or would sense its emotions or read its thoughts, and the
constructs. charmed condition. The power foils powers or e ects
of similar power used to a ect the target's mind or to
This power closes all wounds, neutralizes any poison, gain information about the target.
cures all diseases, and lifts any curses a ecting the
creature when it died. The power replaces damaged or MIND PRISON
missing organs and limbs. 6th-level dark side power
MASTER SABER THROW Prerequisite: Mind Trap
7th-level universal power Casting Time: 1 action
Range: 60 feet
Prerequisite: Greater Saber Throw Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self (90-foot line) You attempt to bind a creature within an illusory cell
Duration: Instantaneous that only it perceives. One creature you can see within
range must make an Intelligence saving throw. The
When you cast this power, you must be wielding at target succeeds automatically if it is immune to being
least one lightweapon or vibroweapon, otherwise the charmed. On a successful save, the target takes 5d10
power fails. When you cast this power, you can throw psychic damage, and the power ends. On a failed save,
two weapons, striking creatures in two lines originating the target takes 5d10 psychic damage, and you make
from yourself, both 90 feet long and 5 feet wide, or you the area immediately around the target's space appear
can throw one weapon in a 90-foot long, 5-foot wide dangerous to it in some way. You might cause the
line of your choice originating from yourself and target to perceive itself as being surrounded by re, a
change its direction to move in a second identical line storm of blaster- re, or deadly toxic gas, for example.
of your choice within range. Each creature in a line Whatever form the illusion takes, the target can't see
must make a Dexterity saving throw. A creature takes or hear anything beyond it and is restrained for the
5d8 damage of the same type as the weapon's damage power's duration. If the target is moved out of the
and 5d8 force damage on a failed save, or half as much illusion, makes a melee attack through it, or reaches
damage on a successful one. A creature in the area of any part of its body through it, the target takes 10d10
more than one line is a ected only once. The weapons psychic damage, and the power ends. This power has
then immediately return to your hand. no e ect on droids or constructs.
Force Potency. When you cast this power using a
force slot of 8th level or higher, the weapon damage
and force damage each increase by 1d8 for each slot
level above 7th. \columnbreak
CHAPTER 11 | FORCE POWERS 260
/
MIND SPIKE For the power's duration, or until you use an action
2nd-level dark side power to touch the target and dismiss the power, the target
appears dead to all outward inspection and to powers
Casting Time: 1 action used to determine the target's status. The target is
Range: 60 feet blinded and incapacitated, and its speed drops to 0.
Duration: Concentration, up to 1 hour The target has resistance to all damage except psychic
damage. If the target is diseased or poisoned when you
Choose one creature you can see. The target must cast the power, or becomes diseased or poisoned
make a Wisdom saving throw. A creature takes 3d8 while under the power's e ect, the disease and poison
psychic damage on a failed save, or half as much have no e ect until the power ends. This power has no
damage on a successful one. Additionally, on a failed e ect on droids or constructs.
save, you always know the target's location, but only
while the two of you are on the same planet. The target NECROTIC CHARGE
can't become hidden from you, and if it's invisible, it At-will dark side power
gains no bene ts from this condition against you. This
power has no e ect on droids or constructs. Casting Time: 1 action
Range: Varies
MIND TRAP Duration: 1 round
4th-level universal power
As part of the action used to cast this power, you
Prerequisite: Force Confusion must make a melee weapon attack against one
Casting Time: 1 action creature within your reach, otherwise the power fails.
Range: 60 feet On a hit, the target su ers the attack's normal e ects,
Duration: Concentration, up to 1 minute and you can choose to deal up to 1d8 of necrotic
damage, which you su er as well. This damage can't be
You attempt to trap the mind of your target in a reduced or negated in any way.
psychic cage. The target must make a Charisma saving
throw. On a failed save, the creature is incapacitated This power's damage increases when you reach
for the duration as its mind is trapped. It can think, but higher levels. At 5th level, the melee attack deals an
it can't have any contact with or perceive the outside extra 1d8 necrotic damage to the target, and you can
world. If the creature takes damage, it makes another increase the secondary damage to 2d8. Both damage
Charisma save. On a success, the power ends. This rolls increase by 1d8 at 11th level and 17th level.
power has no e ect on droids or constructs.
NECROTIC TOUCH
Force Potency. When you cast this power using a At-will dark side power
force slot of 6th level or higher, after 1 minute of
concentration the power's duration becomes 24 hours Casting Time: 1 action
and it no longer requires your concentration. Range: Touch
Duration: 1 round
MIND TRICK
At-will universal power You attempt to drain the essence from a creature.
Make a melee force attack against the target. If the
Casting Time: 1 action attack hits, the creature takes 1d6 necrotic damage,
Range: 30 feet and you gain temporary hit points equal to the damage
Duration: Concentration, up to 1 minute dealt until the end of your next turn.
Choose a target within range that isn't hostile toward This power's damage increases by 1d6 when you
you. The target must make a Wisdom saving throw. On reach 5th level (2d6), 11th level (3d6), and 17th level
a failed save, the target has disadvantage on Wisdom (4d6).
(Perception) and Intelligence (Investigation) checks.
PHASESTRIKE
On a successful save, the creature realizes that you 1st-level universal power
tried to use the Force to in uence its awareness and
becomes hostile toward you. A creature prone to Casting Time: 1 bonus action
violence might attack you. Another creature might seek Range: Self
retribution in other ways (at the GM's discretion), Duration: Concentration, up to 1 minute
depending on the nature of your interaction with it.
This power has no e ect on droids or constructs. Until the power ends, your movement doesn't
provoke opportunity attacks.
MORICHRO
3rd-level light side power Once before the power ends, you can give yourself
advantage on one weapon attack roll on your turn.
Prerequisite: Cloud Mind That attack deals an extra 1d8 force damage on a hit.
Casting Time: 1 action Whether you hit or miss, your walking speed increases
Range: Touch by 30 feet until the end of that turn.
Duration: 1 hour
You touch a willing creature and put it into a
cataleptic state that is indistinguishable from death.
261 CHAPTER 11 | FORCE POWERS
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PHASEWALK PROJECT
2nd-level universal power 1st-level light side power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Duration: Instantaneous Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space You lift three piles of debris or small objects from the
that you can see. ground and hurl them. Each pile hits a creature of your
choice that you can see within range. The pile deals
PLAGUE 1d4+1 force damage to its target. The piles all strike
3rd-level dark side power simultaneously and you can direct them to hit one
creature or several.
Prerequisite: A iction
Casting Time: 1 action Force Potency. When you cast this power using a
Range: 30 feet force slot of 2nd level or higher, you lift and throw an
Duration: Concentration, up to 1 minute additional pile of debris for each slot level above 1st.
Choose up to six creatures of your choice in a 40-foot PSYCHIC CHARGE
cube within range. Each target must succeed on a At-will dark side power
Constitution saving throw or be a ected by this power
for the duration. Casting Time: 1 action
Range: Varies
An a ected target gains 1 slowed level, it takes a -2 Duration: 1 round
penalty to AC and Dexterity saving throws, and it can't
use reactions. On its turn, it can use either an action or As part of the action used to cast this power, you
a bonus action, not both. Regardless of the creature's must make a melee weapon attack against one
abilities or items, it can't make more than one melee or creature within your reach, otherwise the power fails.
ranged attack during its turn. On a hit, the target su ers the attack's normal e ects,
and its mouth is covered by a violet veil until the start
If the creature attempts to cast a power with a of your next turn. If the target willingly speaks before
casting time of 1 action, roll a d20. On an 11 or higher, then, it immediately takes 1d8 psychic damage, and
the power doesn't take e ect until the creature's next the power ends.
turn, and the creature must use its action on that turn
to complete the power. If it can't, the power is wasted. This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
A creature a ected by this power makes another extra 1d8 psychic damage to the target, and the
Constitution saving throw at the end of its turn. On a damage the target takes for speaking increases to 2d8.
successful save, the e ect ends for it. Both damage rolls increase by 1d8 at 11th level and
17th level.
PLANT SURGE
3rd-level light side power PSYCHOMETRY
3rd-level universal power
Casting Time: 1 action or 8 hours
Range: 150 feet Prerequisite: Telemetry
Duration: Instantaneous Casting Time: 1 minute
Range: Self
If you cast this power using 1 action, all normal Duration: 10 minutes
plants in a 100-foot radius centered on a point become
overgrown. Moving through the area spends 4 feet of For the duration, you gain the ability to
movement for every 1 foot moved. You can exclude "communicate" telepathically with inanimate objects
areas of any size within the power's area from being you touch. You can ask up to ve questions and receive
a ected. answers from objects, usually in the form of a auditory
or visual hallucination. For example, touching the
If you cast this power over 8 hours, all plants in a rusted, broken remains of a lightsaber and asking how
half-mile radius centered on a point yield twice the it got there may result in a brief vision of a disgruntled
normal amount of food when harvested for 1 year. Jedi Knight casting it to the ground on that spot. An
object "questioned" in this way can only provide
PRECOGNITION information relating to its past. The DM has the nal
9th-level universal power say on what objects can be questioned, and to what
extent.
Prerequisite: Danger Sense
Casting Time: 1 minute
Range: Self
Duration: 8 hours
Your mastery of the Force gives you a limited ability
to see into the immediate future. For the duration, you
can't be surprised and you have advantage on attack
rolls, ability checks, and saving throws. Additionally,
other creatures have disadvantage on attack rolls
against you for the duration.
CHAPTER 11 | FORCE POWERS 262
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RAGE RESISTANCE
6th-level dark side power At-will universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You endow yourself with endurance and martial You touch one willing creature. Once before the
prowess fueled by the Force. Until the power ends, you power ends, the target can roll a d4 and add the
can't cast powers, and you gain the following bene ts: number rolled to one saving throw of its choice. It can
roll the die before or after the saving throw. The power
You gain 50 temporary hit points. If any of these then ends.
remain when the power ends, they are lost.
You have advantage on attack rolls that you make with This power's die increases at higher levels: to a d6 at
lightweapons and vibroweapons. 5th level, a d8 at 11th level, and a d10 at 17th level.
When you hit a target with a weapon attack, that target
takes an extra 2d12 force damage. RESTORATION
You have pro ciency with all armor, lightweapons, and 2nd-level light side power
vibroweapons.
You have pro ciency in Strength and Constitution Casting Time: 1 action
saving throws. Range: Touch
You can attack twice, instead of once, when you take Duration: Instantaneous
the Attack action on your turn. You ignore this bene t if
you already have a feature, like Extra Attack, that gives You touch a creature and end either one disease or
you extra attacks. one condition a icting it. The condition can be
blinded, deafened, paralyzed, or poisoned. This power
Immediately after the power ends, you must succeed has no e ect on droids or constructs.
on a DC 15 Constitution saving throw or su er one
level of exhaustion. REVITALIZE
5th-level light side power
REBUKE
At-will light side power Prerequisite: Spare the Dying
Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: Touch Duration: Instantaneous
Duration: Instantaneous
You return a dead creature you touch to life,
You strike a creature with the righteous fury of the provided that it has been dead no longer than 10
Force. Make a melee force attack against the target, if minutes. If the creature's soul is both willing and at
the attack hits, the target takes force damage liberty to rejoin the body, the creature returns to life
depending on its alignment: a dark-aligned creature with 1 hit point. This power has no e ect on droids or
takes 1d12 force damage, a balanced creature takes constructs.
1d10 force damage, and a light-aligned creature takes
1d8 force damage. This power also neutralizes any poisons and cures
diseases that a ected the creature at the time it died.
The power's damage increases by one die when you
reach 5th, 11th, and 17th level. This power closes all mortal wounds, but it doesn't
restore missing body parts. If the creature is lacking
REMOVE CURSE body parts or organs integral for its survival—its head,
3rd-level light side power for instance—the power automatically fails.
Casting Time: 1 action Coming back from the dead is an ordeal. The target
Range: Touch takes a -4 penalty to all attack rolls, saving throws, and
Duration: Instantaneous ability checks. Every time the target nishes a long rest,
the penalty is reduced by 1 until it disappears.
At your touch, all curses a ecting one creature or
object end. If the object is a cursed enhanced item, its RUIN
curse remains, but the power breaks its owner's 7th-level dark side power
attunement to the object so it can be removed or
discarded. Prerequisite: Wound
Casting Time: 1 action
RESCUE Range: 60 feet
2nd-level universal power Duration: Instantaneous
Casting Time: 1 bonus action You channel the dark side of the Force to desecrate a
Range: 30 feet creature you can see within range, causing waves of
Duration: Instantaneous intense pain to assail it. If the target has 100 hit points
or fewer, it is subject to crippling pain. Otherwise, the
You pull one willing ally you can see within 30 feet of power has no e ect on it.
you to an unoccupied space within 5 feet of you. The
target must use their reaction to accept the pull. /
263 CHAPTER 11 | FORCE POWERS
While the target is a ected by crippling pain, any SANCTUARY
speed it has can be no higher than 10 feet. The target 1st-level light side power
also has disadvantage on attack rolls, ability checks,
and saving throws, other than Constitution saving Casting Time: 1 bonus action
throws. Finally, if the target tries to cast a power, it Range: 30 feet
must rst succeed on a Constitution saving throw, or Duration: 1 minute
the casting fails and the power is wasted.
Until the power ends, any creature who targets the
A target su ering this pain can make a Constitution warded creature with an attack, a harmful power, or a
saving throw at the end of each of its turns. On a hostile action must rst make a Wisdom saving throw.
successful save, the pain ends. On a failed save, the creature must choose a new
target or lose the attack or power. This power doesn't
SABER REFLECT protect the warded creature from area e ects.
At-will universal power
If the warded creature makes an attack, casts a
Casting Time: 1 reaction, which you take in response to power that a ects an enemy creature, or takes a
being dealt damage by a ranged attack hostile action this power ends.
Range: Self SAP VITALITY
Duration: Instantaneous 1st-level dark side power
In response to being attacked, you raise your Casting Time: 1 action
weapon to attempt to de ect. When you you use this Range: Touch
power, the damage you take from the attack is reduced Duration: Instantaneous
by 1d6. If you reduce the damage to 0, you're wielding
a lightweapon or vibroweapon, and the damage is Make a melee force attack against a creature you can
energy or ion, you can re ect the attack at a target reach. On a hit, the target takes 3d10 necrotic damage.
within range as part of the same reaction. Make a
ranged force attack at a target you can see. The attack Force Potency. When you cast this power using a
has a normal range of 20 feet and a long range of 60 force slot of 2nd level or higher, the damage increases
feet. On a hit, the target takes the triggering attack's by 1d10 for each slot level above 1st.
normal damage.
SCOURGE
The power's damage reduction increases by 1d6 6th-level dark side power
when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6). Prerequisite: Plague
Casting Time: 1 action
SABER THROW Range: Self
At-will universal power Duration: Concentration, up to 1 minute
Casting Time: 1 action For the power's duration, your eyes become an inky
Range: 30 feet void imbued with dread power. One creature of your
Duration: Instantaneous choice within 60 feet of you that you can see must
succeed on a Constitution saving throw or be a ected
As a part of the action used to cast this power, you by one of the following e ects of your choice for the
must make a ranged force attack with a lightweapon or duration. On each of your turns until the power ends,
vibroweapon against one target within the power's you can use your action to target another creature but
range, otherwise the power fails. On a hit, the target can't target a creature again if it has succeeded on a
takes 1d8 damage of the same type as the weapon's saving throw against this casting of scourge.
damage. The weapon then immediately returns to your
hand. Asleep. The target falls unconscious. It wakes up if it
takes any damage or if another creature uses its action
This power can hit multiple targets when you reach to shake the sleeper awake.
higher levels: two targets at 5th level, three targets at
11th level, and four targets at 17th level. Each target Panicked. The target is frightened of you. On each of
must be within 30 feet of the previous target, you must its turns, the frightened creature must take the Dash
make a separate attack roll for each target, and the last action and move away from you by the safest and
target must be no further than 30 feet away from you. shortest available route, unless there is nowhere to
You can not hit the same target twice in succession. move. If the target moves to a place at least 60 feet
away from you where it can no longer see you, this
SABER WARD e ect ends.
At-will universal power
Sickened. The target has disadvantage on attack
Casting Time: 1 action rolls and ability checks. At the end of each of its turns,
Range: Self it can make another Wisdom saving throw. If it
Duration: 1 round succeeds, the e ect ends.
You take a defensive stance. Until the end of your
next turn, you have resistance against kinetic, energy,
and ion damage dealt by weapons.
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SEETHE SHADOW SIGHT
At-will dark side power 1st-level universal power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Duration: Instantaneous Duration: 1 hour
You seethe with anger, letting the dark side of the You enhance your eyesight with the Force, allowing
Force ow through and empower you. As part of the you to better see in the dark. For the duration, you
action to cast this power, you spend one of your Hit have darkvision out to 60 feet.
Dice to recover hit points.
SHARE LIFE
SENSE EMOTION 3rd-level light side power
1st-level universal power
Prerequisite: Give Life
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You attune your senses to pick up the emotions of You sacri ce some of your health to mend another
others for the duration. When you cast the power, and creature's injuries. You take 4d8 necrotic damage, and
as your action on each turn until the power ends, you one creature of your choice that you can see within
can focus your senses on one humanoid you can see range regains a number of hit points equal to twice the
within 30 feet of you. You instantly learn the target's necrotic damage you take. This power has no e ect on
prevailing emotion, whether it's love, anger, pain, fear, droids or constructs.
calm, or something else, and you have advantage on
Wisdom (Insight) checks against the target. If the target Force Potency. When you cast this power using a
isn't actually humanoid or it is immune to being force slot of 4th level or higher, the damage increases
charmed, you sense that it is calm. by 1d8 for each slot level above 3rd.
SENSE FORCE SHOCK
1st-level universal power At-will dark side power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
For the duration, you sense the use of the Force, or You hurl a bolt of lightning at a target within range,
its presence in an inanimate object within 30 feet of making a ranged force attack. On a hit, the target takes
you. If you sense the Force in this way, you can use 1d10 lightning damage. The lightning ignites
your action to determine the direction from which it
originates and, if it's in line of sight, you see a faint aura ammable objects in the area that aren't being worn or
around the person or object from which the Force carried.
emanates.
This power's damage increases by 1d10 when you
Force Potency. When you cast this power using a reach 5th level (2d10), 11th level (3d10), and 17th level
3rd-level force slot, the range increases to 60 feet. (4d10).
When you use a 5th-level force slot, the range
increases to 500 feet. When you use a 7th-level force SHOCKING SHIELD
slot, the range increases to 1 mile. When you use a 9th- 4th-level dark side power
level force slot, the range increases to 10 miles.
Prerequisite: Shock
SEVER FORCE Casting Time: 1 action
3rd-level universal power Range: Self
Duration: 10 minutes
Casting Time: 1 reaction
Range: 60 feet Lightning courses in a sphere surrounding your
Duration: Instantaneous body, shedding bright light in a 10-foot radius and dim
light for an additional 10 feet. You can use your action
You attempt to interrupt a creature in the process of to end the power early.
casting a force power. If the creature is casting a power
of 3rd level or lower, its power fails and has no e ect. If Whenever a creature within 5 feet of you hits you
it is casting a power of 4th level or higher, make an with a melee attack, it takes 2d8 lightning damage.
ability check using your forcecasting ability. The DC
equals 10 + the power's level. On a success, the
creature's power fails and has no e ect.
Force Potency. When you cast this power using a
force slot of 4th level or higher, the interrupted power
has no e ect if its level is less than or equal to the level
of the force slot you used.
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SHROUD OF DARKNESS SLOW
4th-level dark side power At-will dark side power
Prerequisite: Darkness Casting Time: 1 action
Casting Time: 1 action Range: 15 feet
Range: Self Duration: 1 hour
Duration: Concentration, up to 1 minute
A hostile creature of your choice must make a
You become heavily obscured to others. Dim light Constitution saving throw. On a failed save, the target
within 10 feet of you becomes darkness, and bright gains 1 slowed level until the power ends. At the end of
light becomes dim light. each of the creature's turns, it repeats this saving
throw, ending the e ect on a success.
Until the power ends, you have resistance to force
damage. Additionally, whenever a creature within 10 This power can a ect multiple targets when you
feet of you hits you with an attack, it takes 2d8 necrotic reach higher levels: two targets at 5th level, three
damage. targets at 11th level, and four targets at 17th level.
SIPHON LIFE SLOW DESCENT
5th-level dark side power 1st-level universal power
Prerequisite: Drain Life Casting Time: 1 reaction, which you take when you or a
Casting Time: 1 action creature within 60 feet of you falls
Range: 60 feet
Duration: Concentration, up to 1 minute Range: 60 feet
Duration: 1 minute
A tendril of inky darkness reaches out from you,
touching a creature you can see within range to drain Choose up to ve falling creatures within range. A
life from it. The target must make a Dexterity saving falling creature's rate of descent slows to 60 feet per
throw. On a successful save, the target takes 2d8 round until the power ends. If the creature lands
necrotic damage, and the power ends. On a failed save, before the power ends, it takes no falling damage and
the target takes 4d8 necrotic damage, and until the can land on its feet, and the power ends for that
power ends, you can use your action on each of your creature.
turns to automatically deal 4d8 necrotic damage to the
target. The power ends if you use your action to do SONIC CHARGE
anything else, if the target is ever outside the power's At-will universal power
range, or if the target has total cover from you.
Casting Time: 1 action
Whenever the power deals damage to a target, you Range: Varies
regain hit points equal to half the amount of necrotic Duration: 1 round
damage the target takes.
As part of the action used to cast this power, you
Force Potency. When you cast this power using a must make a melee weapon attack against one
force slot of 6th level or higher, the damage increases creature within your reach, otherwise the power fails.
by 1d8 for each slot level above 5th. On a hit, the target su ers the attack's normal e ects,
and you begin to emanate a disturbing hum until the
SKILL EMPOWERMENT start of your next turn. If a hostile creature ends its
5th-level light side power turn within 5 feet of you, it takes 1d4 sonic damage.
Casting Time: 1 action This power's damage increases when you reach
Range: Touch higher levels. At 5th level, the melee attack deals an
Duration: Concentration, up to 1 hour extra 1d8 sonic damage to the target, and the
secondary damage increases by 1d4. Both damage
Your power with the Force deepens a creature's rolls increase by 1d8 and 1d4, respectively, at 11th
understanding of its own talent. You touch one willing level and 17th level.
creature and give it expertise in one skill of your
choice; until the power ends, the creature doubles its
pro ciency bonus for ability checks it makes that use
the chosen skill.
You must choose a skill in which the target is
pro cient and that isn't already bene ting from an
e ect, such as Expertise, that doubles its pro ciency
bonus.
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SOUND TRICK STASIS
At-will universal power 5th-level light side power
Casting Time: 1 action Prerequisite: Stun
Range: 30 feet Casting Time: 1 action
Duration: 1 minute Range: 90 feet
Duration: Concentration, up to 1 minute
You use the Force to produce an e ect within range.
You create one of the following special e ects within Choose a creature that you can see within range. The
range: target must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its
Your voice booms up to three times as loud as normal, turns, the target can make another Wisdom saving
and you can alter its tone, for 1 minute. throw. On a success, the power ends on the target.
You cause harmless tremors in the ground for 1 This power has no e ect on droids or constructs.
minute.
You create an instantaneous sound that originates Force Potency. When you cast this power using a
from a point of your choice within range, such as a force slot of 6th level or higher, you can target an
rumble of thunder, the cry of a bird, or ominous additional creature for each slot level above 5th. The
whispers. creatures must be within 30 feet of each other when
You gain the ability to speak like another species for 1 you target them.
minute, allowing you to speak in a language you know
but otherwise lack the physical ability to speak, such as STASIS FIELD
a Wookiee speaking Basic. 8th-level light side power
You create an instantaneous, harmless sensory e ect,
such as falling leaves, a pu of wind, a billowing of Prerequisite: Stasis
someone's clothes, or a ickering of unenhanced light Casting Time: 1 action
Range: 120 feet (30-foot cube)
xtures within range. Duration: Concentration, up to 1 minute
A wary creature can use its action to make an Choose a point that you can see within range. Each
Intelligence (Investigation) check against your force creature within range of that point must succeed on a
save DC, discerning that the e ects are illusory on a Wisdom saving throw or be paralyzed for the duration.
success. At the end of each of a target's turns, it can make
another Wisdom saving throw. On a success, the
If you cast this power multiple times, you can have power ends on the target. This power has no e ect on
up to three of its 1-minute e ects active at a time, and droids or constructs.
you can dismiss such an e ect as an action.
Force Potency. When you cast this power using a
SPARE THE DYING force slot of 9th level, the size of the cube increases to
At-will light side power 40 feet.
Casting Time: 1 action STUN
Range: Touch 2nd-level light side power
Duration: Instantaneous
Casting Time: 1 action
You touch a living creature that has 0 hit points. The Range: 60 feet
creature becomes stable. This power has no e ect on Duration: Concentration, up to 1 minute
droids or constructs.
Choose a humanoid that you can see within range.
SPIRIT BLADE The target must succeed on a Wisdom saving throw or
At-will universal power be paralyzed for the duration. At the end of each of its
turns, the target can make another Wisdom saving
Casting Time: 1 action throw. On a success, the power ends on the target.
Range: Touch
Duration: Instantaneous STUN DROID
2nd-level light side power
You conjure a blade of spirit energy and attempt to
strike one creature. Make a melee force attack against Casting Time: 1 action
the target. If the attack hits, the creature takes 1d10 Range: 60 feet
necrotic damage. Duration: Concentration, up to 1 minute
This power can make multiple attacks at higher Choose a droid or construct that you can see within
levels: two attacks at 5th level, three attacks at 11th range. The target must succeed on a Constitution
level, and four attacks at 17th level. Each attack can saving throw or be paralyzed for the duration. At the
target the same creature or di erent ones. Make a beginning of each of its turns, the target takes energy
separate attack roll for each target. damage equal to your forcecasting ability modi er. At
the end of each of its turns, the target can make
another Constitution saving throw. On a success, the
power ends on the target.
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SUSTAINED LIGHTNING TELEKINETIC BURST
1st-level dark side power 6th-level light side power
Prerequisite: Shock Prerequisite: Telekinetic Storm
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (60-foot line)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You lash out against a creature within range with A beam of Force energy ashes out from your hand
continual jolts of Force lightning. Make a ranged force in a 5-foot-wide, 60-foot-long line. Each creature in the
attack against that creature. On a hit, the target takes line must make a Constitution saving throw. On a failed
1d12 lightning damage, and on each of your turns for save, a creature takes 8d6 force damage and is
the duration, you can use your action to deal 1d12 knocked prone. On a successful save, it takes half as
lightning damage to the target automatically. The much damage and isn't knocked prone.
power ends if you use your action to do anything else.
The power also ends if the target is ever outside the You can create a new telekinetic gust as your action
power's range or if it has total cover from you. on your turn until the power ends.
Force Potency. When you cast this power using a Force Potency. When you cast this power using a
force slot of 2nd level or higher, the initial damage force slot of 7th level or higher, the damage increases
increases by 1d12 for each slot level above 1st. by 2d6 for each slot level above 6th.
TELEKINESIS TELEKINETIC SHIELD
5th-level universal power 3rd-level universal power
Prerequisite: Force Throw Prerequisite: Animate Weapon
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You gain the ability to move or manipulate creatures You lift three piles of debris or small objects from the
and objects with the Force. When you cast this power, ground and interpose them between you and your
and as your action each round for the duration, you opponents for the duration.
can exert your will on one creature or object that you
can see within range, causing the appropriate e ect While at least three piles remain, you have three-
below. You can a ect the same target round after quarters cover. While two piles remain, you have half
round, or choose a new one at any time. If you switch cover. While only one pile remains, you have one-
targets, the prior target is no longer a ected by the quarter cover. The piles don't hinder your attacks.
power. When you cast the power, or as an action on a
subsequent turn, you can direct up to two piles to
Creature. You can try to move a Huge or smaller attack up to two creatures you can see within 30 feet.
creature. The target must make a Strength saving Make a ranged force attack roll for each pile. On a hit, a
throw. On a failed save, you move the creature up to creature takes 2d6 kinetic plus 1d10 force damage. The
30 feet in any direction, including upward but not pile is destroyed whether it hits or misses.
beyond the range of this power. Until the end of your
next turn, the creature is restrained in your telekinetic Force Potency. If you cast this power with a force
grip. A creature lifted upward is suspended in mid-air. slot of 4th level or higher, the power creates one
additional pile for each level above 3rd.
On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the TELEKINETIC STORM
creature by repeating the contest. 3rd-level light side power
Object. You move an object that isn't being worn or Prerequisite: Turbulence
carried and weighs up to 2,500 lbs up to 30 feet in any Casting Time: 1 action
direction, but not beyond the range of this power. Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute
You can exert ne control on objects with your
telekinetic grip, such as manipulating a simple tool, You stir the Force around you, creating a turbulent
opening a door or a container, stowing or retrieving an eld of telekinetic energy that bu ets enemies around
item from an open container, or pouring the contents you. The eld extends out to a distance of 15 feet
from a vial. around you for the duration.
When you cast this power, you can designate any
Force Potency. When you cast this power using a number of creatures you can see to be una ected by
force slot of 6th level or higher, the maximum object it. An a ected creature gains 1 slowed level while in the
weight increases by 2,500 lbs for every slot level above area, and when the creature enters the area for the
5th. rst time on a turn or starts its turn there, it must
make a Constitution saving throw. On a failed save, the
creature takes 3d8 force damage. On a successful save,
the creature takes half as much damage.
Force Potency. When you cast this power using a
force power slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.
CHAPTER 11 | FORCE POWERS 268
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TELEKINETIC WAVE giving you the ability to see things as they actually are.
8th-level light side power For the duration, you have truesight and notice secret
doors hidden by powers, all out to a range of 120 feet.
Prerequisite: Telekinetic Burst
Casting Time: 1 action TURBULENCE
Range: 150 feet At-will light side power
Duration: Instantaneous
Casting Time: 1 action
You manipulate the Force in a 60-foot radius Range: 60 feet
centered on a point you choose within range. Each Duration: Instantaneous
creature in that area must make a Constitution saving
throw. On a failed save, a creature takes 12d6 force Choose one creature, or choose two creatures that
damage, is knocked prone, and moved 5 feet in a are within 5 feet of each other, within range. A target
direction of your choice. On a successful save, it takes must succeed on a Dexterity saving throw or take 1d6
half as much damage and isn't knocked prone or force damage.
moved.
This power's damage increases by 1d6 when you
Force Potency. When you cast this power using a reach 5th, 11th, and 17th level.
force slot of 9th level, the damage increases by 2d6.
VALOR
TELEMETRY 1st-level light side power
1st-level universal power
Prerequisite: Resistance
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 30 feet
Duration: Instantaneous Duration: Concentration, up to 1 minute
You choose one object that you must touch You bless up to three creatures of your choice within
throughout the casting of the power. If it is an range. Whenever a target makes an attack roll or a
enhanced or modi ed item, you learn its properties saving throw before the power ends, the target can roll
and how to use them, whether it requires attunement a d4 and add the number rolled to the attack roll or
to use, and how many charges it has, if any. You learn saving throw.
whether any powers are a ecting the item and what
they are. Force Potency. When you cast this power with a
force slot of 3rd level or higher, you can target one
If the item was created by a power, you learn which additional creature for every two slot levels above 1st.
power created it. If you instead touch a creature When you cast this power at 3rd, 6th, or 9th level, the
throughout the casting, you learn what force powers, if die increases to d6, d8, and d10, respectively.
any, are currently a ecting it.
WALL OF LIGHT
TREMOR 6th-level light side power
1st-level universal power
Casting Time: 1 action
Prerequisite: Burst Range: 90 feet
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 10 feet
Duration: Instantaneous You conjure an immense manifestation of
destructive light side Force energy. The wall appears
You cause a tremor in the ground within range. Each within range and lasts for the duration. You can make a
creature other than you in a 5-foot-radius sphere straight wall up to 100 feet long, 20 feet high, and 5
centered on that point must make a Dexterity saving feet thick, or a ringed wall up to 60 feet in diameter, 20
throw. On a failed save, a creature takes 1d8 kinetic feet high, and 5 feet thick. The wall provides three-
damage and is knocked prone. On a successful save, quarters cover and its space is di cult terrain.
the creature takes half as much damage and isn't
knocked prone. If the ground in that area is loose earth When a creature enters the wall's area for the rst
or stone, it becomes di cult terrain until cleared, with time on a turn or starts its turn there, it must make a
each 5-foot-diameter portion requiring at least 1 Dexterity saving throw. On a failed save, the creature
minute to clear by hand. takes 6d10 force damage, or half as much on a
success.
Force Potency. When you cast this power using a
force slot of 2nd level or higher, the damage increases WHIRLWIND
by 1d8 for each slot level above 1st. 7th-level universal power
TRUE SIGHT Casting Time: 1 action
6th-level universal power Range: 300 feet
Duration: Concentration, up to 1 minute
Prerequisite: Force Sight
Casting Time: 1 action A whirlwind howls down to a point that you can see
Range: Self on the ground within range. The whirlwind is a 10-foot-
Duration: 1 hour radius, 30-foot-high cylinder centered on that point.
Until the power ends, you can use your action to move
You shift your vision to see through use of the Force,
269 CHAPTER 11 | FORCE POWERS
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the whirlwind up to 30 feet in any direction along the in ruling what occurs in such an instance; the greater
ground. The whirlwind sucks up any Medium or the wish, the greater the likelihood that something
smaller objects that aren't secured to anything and goes wrong. This power might simply fail, the e ect
that aren't worn or carried by anyone. you desire might only be partly achieved, or you might
su er some unforeseen consequence as a result of
A creature must make a Dexterity saving throw the how you worded the wish. For example, wishing that a
rst time on a turn that it enters the whirlwind or that villain were dead might propel you forward in time to a
the whirlwind enters its space, including when the period when that villain is no longer alive, e ectively
whirlwind rst appears. A creature takes 10d6 kinetic removing you from the game. Similarly, wishing for a
damage on a failed save, or half as much damage on a legendary enhanced item or artifact might instantly
successful one. Additionally, a Large or smaller transport you to the presence of the item's current
creature that fails the save must succeed on a Strength owner.
saving throw or become restrained in the whirlwind
until the power ends. When a creature starts its turn The stress of casting this power to produce any
restrained by the whirlwind, the creature is pulled 5 e ect other than duplicating another power weakens
feet higher inside it, unless the creature is at the top. A you. After enduring that stress, each time you cast a
restrained creature moves with the whirlwind and falls power until you nish a long rest, you take 1d10
when the power ends, unless the creature has some necrotic damage per level of that power, which can't be
means to stay aloft. reduced or prevented in any way. Additionally, your
A restrained creature can use an action to make a Strength drops to 3, if it isn't 3 or lower already, for 2d4
Strength or Dexterity check against your force save DC. days. For each of those days that you spend resting
If successful, the creature is no longer restrained by and doing nothing more than light activity, your
the whirlwind and is hurled 3d6x10 feet away from it in remaining recovery time decreases by 2 days.
a random direction. Additionally, there is a 33 percent chance that you are
unable to cast will of the force ever again if you su er
WILL OF THE FORCE this stress. Finally, if you are reduced to 0 hit points as
9th-level light side power a result of this necrotic damage, or at any point before
you have fully recovered from the Strength reduction,
Casting Time: 1 action you immediately die and cannot be resurrected as your
Range: Self body fades away, absorbed into the living Force.
Duration: Instantaneous
WOUND
You sublimate yourself before the will of the Force, 1st-level dark side power
attempting to use it to a ect change in the galaxy
around you. Casting Time: 1 action
Range: 60 feet
The basic use of this power is to duplicate any other Duration: Instantaneous
light side or universal force power of 8th level or lower.
You don't need to meet any requirements in that You make a piercing gesture at a creature within
power; it simply takes e ect. Alternatively, you can range. Make a ranged force attack against the target.
create one of the following e ects of your choice: On a hit, the target takes 2d8 necrotic damage and
must make a Constitution saving throw. On a failed
You summon one object to you of up to 250,000 cr in save, it is also poisoned until the end of your next turn.
value that isn't an enhanced item. The object can be no
more than 300 feet in any dimension, and it appears in Force Potency. When you cast this power using a
an unoccupied space you can see on the ground. force slot of 2nd level or higher, the damage increases
You allow up to twenty creatures that you can see to by 1d8 for each slot level above 1st.
regain all hit points, and you end all e ects on them
described in the improved restoration power. WRACK
You grant up to ten creatures that you can see 6th-level dark side power
resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to Prerequisite: Plague
a single power or other speci c enhanced e ect for 8 Casting Time: 1 action
hours. For instance, you could make yourself and all Range: 60 feet
your companions immune to the Manifestation of Duration: Instantaneous
Abeloth's Will ability.
You undo a single recent event by forcing a reroll of You wrack the body of a creature that you can see
any roll made within the last round (including your last with a virulent, disease-like condition. The target must
turn). Reality reshapes itself to accommodate the new make a Constitution saving throw. On a failed save, it
result. For example, will of the force could undo an takes 14d6 necrotic damage, or half as much damage
opponent's successful save, a foe's critical hit, or a on a successful save. The damage can't reduce the
friend's failed save. You can force the reroll to be made target's hit points below 1. If the target fails the saving
with advantage or disadvantage, and you can choose throw, its hit point maximum is reduced for 1 hour by
whether to use the reroll or the original roll. an amount equal to the necrotic damage it took. Any
e ect that removes a disease allows a creature's hit
You might be able to achieve something beyond the point maximum to return to normal immediately.
scope of the above examples. State your wish to the
DM as precisely as possible. The DM has great latitude Force Potency. If you cast this power using a force
slot of 7th level or higher, the power deals an extra 2d6
damage for each slot level above 6th.
CHAPTER 11 | FORCE POWERS 270
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CHAPTER 12: TECH POWERS
AT-WILL Detect Enhancement Motivator Boost Holding Cell
Element of Surprise Overheat Illusory Terrain
Acid Splash Energy Shield Paralyze Humanoid Kolto Reserve
Acidic Strike Execute Command Pyrotechnics Radiation
Assess the Situation Expeditious Retreat Release Salvo
Combustive Shot Flame Sweep Shared Shielding Scan Area
Cryogenic Burst Flash Shatter Sensor Probe
Echo Blast Gleaming Outline Shocking Ray Synchronicity
Electrical Burst Hologram Smuggle Wire Bind
Electroshock Holographic Disguise Toxin Purge
Encrypted Message Homing Rockets Translocate 5TH-LEVEL
Extinguish Ionic Bond Truth Serum
Haywire Kolto Pack Cryogenic Spray
Illusory Strike Oil Slick 3RD-LEVEL Friendly Fire
Ion Blast Overload Greater Analyze
Ionic Strike Poison Dart Autonomous Servant Greater Translocate
Jet of Flame Preparedness Bestow Virus Group Hologram
Light Repair Droid Cryogenic Suspension Immolate
Mending Ring of Fire Debilitating Gas Mass Repair Droid
Minor De brillation Smoke Cloud Destroy Tech Mislead
Minor Hologram Sonic Fists Diminish Tech Override Interface
Mobile Lights Spectrum Bolt Enhance Weapon Paralyze Creature
On/O Spot the Weakness Explosion Reprogram Droid
Pheromone Burst Stack the Deck Fabricate Trap Rewrite Memory
Poison Spray Tactical Barrier Flaming Shots Shutdown
Pressure Crush Target Lock Greater Hologram Skill Protocol
Reboot Toxin Scan Greater Light Toxic Cloud
Rime Shot Tracer Bolt Greater Translation Program
Rime Strike Tracker Droid Interface Invisibility to Cameras 6TH-LEVEL
Short Circuit Tranquilizer Kolto Cloud
Sonic Shot Translation Program Protection from Energy Carbon Fog
Sonic Strike Voltaic Shield Read Memory Carbonite
Spectrum Ray Remove Virus Contingency
Storming Shot 2ND-LEVEL Scramble Interface Disperse Energy
Targeting Shot Sabotage Charges Disintegrate
Temporary Boost Acid Dart Sending Find the Path
Venomous Strike Capacity Boost Slow-release Medpac Firestorm
Vortex Shot Cryogenic Volley Tactical Advantage Kolto Infusion
Ward Concealed Caltrops Tech Override Programmed Illusion
Warding Shot Darkvision Tonal Translocate Scrambling Barrier
Wire Line Detect Invisibility Vertical Maneuvering Security Protocols
Detect Traps Superior Translation
1ST-LEVEL Electromesh 4TH-LEVEL
Energetic Burst Program
Absorb Energy Enhance Droid Ballistic Shield
Acid Wind Frequency Scan Cloaking Screen 7TH-LEVEL
Alarm Glide Corrosive Sphere
Analyze Hold Droid Cryogenic Storm Cage
Bacta Pack Implant Message De brillate Delayed Explosion
Bu er In ltrate Elemental Accelerant Greater Sabotage Charges
Condense/Vaporize Kolto Dispenser Neurotoxin
Copy Lock Project Hologram
Countermeasures Magnetic Hold Tactical Superiority
Cryogenic Blast Magnetic Field
Cryogenic Wave Mirror Image 8TH-LEVEL
Decryption Program
Antipathy/Sympathy
Energizing Aura
Incendiary Cloud
Scrambling Field
Stun Dart
9TH-LEVEL
Carbonite Explosion
Greater Explosion
Greater Salvo
Invulnerability
Kolto Waves
Predictive AI
271 CHAPTER 12 | TECH POWERS
ABSORB ENERGY Overcharge Tech. When you cast this power using a
1st-level tech power tech slot of 2nd level or higher, the damage increases
by 1d4 for each slot level above 1st.
Casting Time: 1 reaction, which you take when you take
acid, cold, energy, re, ion, kinetic, lightning, or sonic ACIDIC STRIKE
damage At-will tech power
Range: Self Casting Time: 1 action
Duration: 1 round Range: Varies
Duration: 1 round
The power captures some of the incoming energy,
lessening its e ect on you and storing it for your next As part of the action used to cast this power, you
melee attack. You have resistance to the triggering must make a melee weapon attack against one
damage type until the start of your next turn. Also, the creature within your reach, otherwise the power fails.
On a hit, the target su ers the attack's normal e ects,
rst time you hit with a melee attack on your next turn, and it becomes sheathed in a thick acidic slime until
the target takes an extra 1d6 damage of the triggering the start of your next turn. Until the start of your next
type, and the power ends. turn, if the target becomes grappled, or succeeds in
grappling or maintaining a grapple, the slime is
Overcharge Tech. When you cast this power using a pressed into its body, causing it to immediately take
power slot of 2nd level or higher, the extra damage 1d8 acid damage.
increases by 1d6 for each slot level above 1st.
This power's damage increases when you reach
ACID DART higher levels. At 5th level, the melee attack deals an
2nd-level tech power extra 1d8 acid damage to the target, and the damage
the target takes for taking grappling or maintaining a
Casting Time: 1 action grapple increases to 2d8. Both damage rolls increase
Range: 90 feet by 1d8 at 11th level and 17th level.
Duration: Instantaneous
ALARM
A shimmering green dart streaks toward a target 1st-level tech power
within range and bursts in a spray of acid. Make a
ranged tech attack against the target. On a hit, the Casting Time: 1 minute
target takes 4d4 acid damage immediately and 2d4 Range: 30 feet
acid damage at the end of its next turn. On a miss, the Duration: 8 hours
dart splashes the target with acid for half as much of
the initial damage and no damage at the end of its next You set an alarm against unwanted intrusion.
turn. Choose a door, a window, or an area within range that
is no larger than a 20-foot cube. Until the power ends,
Overcharge Tech. When you cast this power using a an alarm alerts you whenever a Tiny or larger creature
tech slot of 3rd level or higher, the damage (both initial touches or enters the warded area. When you cast the
and later) increases by 1d4 for each slot level above power, you can designate creatures that won't set o
2nd. the alarm. You also choose whether the alarm is
mental or audible.
ACID SPLASH
At-will tech power A silent alarm alerts you with a ping in your mind if
you are within 1 mile of the warded area. This ping
Casting Time: 1 action awakens you if you are sleeping.
Range: 60 feet
Duration: Instantaneous An audible alarm produces the sound of a hand bell
for 10 seconds within 60 feet.
You emit a burst of acid. Choose one creature within
range, or choose two creatures within range that are ANALYZE
within 5 feet of each other. A target must succeed on a 1st-level tech power
Dexterity saving throw or take 1d6 acid damage.
Casting Time: 1 minute
This power's damage increases by 1d6 when you Range: Touch
reach 5th level (2d6), 11th level (3d6), and 17th level Duration: Instantaneous
(4d6).
You choose one object that you must touch
ACID WIND throughout the casting of the power. If it is an
1st-level tech power enhanced or modi ed item, you learn its properties
and how to use them, whether it requires attunement
Casting Time: 1 action to use, and how many charges it has, if any. You learn
Range: Self (15-foot cube) whether any powers are a ecting the item and what
Duration: Instantaneous they are. If the item was created by a power, you learn
which power created it.
You produce a breeze full of stinging acid droplets.
Each creature in a 15-foot cube originating from you If you instead touch a creature throughout the
must make a Constitution saving throw. On a failed casting, you learn what tech powers, if any, are
save, a creature takes 2d4 acid damage and is blinded currently a ecting it.
until the end of your next turn. On a successful save,
the creature takes half as much damage and isn't
blinded.
CHAPTER 12 | TECH POWERS 272
ANTIPATHY/SYMPATHY This power bene ts additional attacks at higher
8th-level tech power levels: two attacks at 5th level, three attacks at 11th
level, and four attacks at 17th level.
Casting Time: 1 hour
Range: 60 feet AUTONOMOUS SERVANT
Duration: 10 days 3rd-level tech power
This power attracts or repels creatures of your Casting Time: 1 minute
choice. You target something within range, either a Range: Touch
Huge or smaller object or creature or an area that is no Duration: 8 hours, or until the end of your next short or
larger than a 200-foot cube. Then specify a kind of
intelligent creature, such as rancors, kath hounds, or long rest; whichever happens rst
twi'leks. You invest the target with an aura that either
attracts or repels the speci ed creatures for the You touch one Tiny, unenhanced object that isn't
duration. Choose antipathy or sympathy as the aura's attached to another object or a surface and isn't being
e ect. carried by another creature. The target animates and
gains little arms and legs, becoming a creature under
Antipathy. The power causes creatures of the kind your control until the power ends or the creature
you designated to feel an intense urge to leave the drops to 0 hit points. See the stat block for its statistics.
area and avoid the target. When such a creature can
see the target or comes within 60 feet of it, the SERVANT
creature must succeed on a Wisdom saving throw or
become frightened. The creature remains frightened Tiny construct, unaligned
while it can see the target or is within 60 feet of it.
While frightened by the target, the creature must use Armor Class 15 (natural armor)
its movement to move to the nearest safe spot from Hit Points 10 (4d4)
which it can't see the target. If the creature moves Speed 30 feet, climb 30 feet
more than 60 feet from the target and can't see it, the
creature is no longer frightened, but the creature STR DEX CON INT WIS CHA
becomes frightened again if it regains sight of the 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)
target or moves within 60 feet of it.
Damage Vulnerabilities ion
Sympathy. The power causes the speci ed creatures Damage Resistances necrotic, poison, psychic
to feel an intense urge to approach the target while Condition Immunities charmed, deafened,
within 60 feet of it or able to see it. When such a
creature can see the target or comes within 60 feet of exhaustion, poisoned
it, the creature must succeed on a Wisdom saving Senses blindsight 60 feet (blind beyond this radius),
throw or use its movement on each of its turns to enter
the area or move within reach of the target. When the passive Perception 10
creature has done so, it can't willingly move away from Languages —
the target.
Circuitry. The construct has disadvantage on saving
If the target damages or otherwise harms an throws against e ects that would deal ion or lightning
a ected creature, the a ected creature can make a damage.
Wisdom saving throw to end the e ect, as described
below. ACTIONS
Ending the Effect. If an a ected creature ends its Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one
turn while not within 60 feet of the target or able to see target. Hit 5 (1d4 + 3) kinetic damage.
it, the creature makes a Wisdom saving throw. On a
successful save, the creature is no longer a ected by As a bonus action, you can nonverbally command the
the target and recognizes the feeling of repugnance or creature if it is within 120 feet of you. (If you control
attraction as unnatural. In addition, a creature a ected multiple creatures with this power, you can command
by the power is allowed another Wisdom saving throw any or all of them at the same time, issuing the same
every 24 hours while the power persists. command to each one.) You decide what action the
creature will take and where it will move during its next
A creature that successfully saves against this e ect turn, or you can issue a simple, general command,
is immune to it for 1 minute, after which time it can be such as to fetch a code cylinder, stand watch, or stack
a ected again. some small objects. If you issue no commands, the
servant does nothing other than defend itself against
ASSESS THE SITUATION hostile creatures. Once given an order, the servant
At-will tech power continues to follow that order until its task is complete.
Casting Time: 1 action When the creature drops to 0 hit points, it reverts to
Range: 30 feet its original form, and any remaining damage carries
Duration: Concentration, up to 1 round over to that form.
You take a sensory snapshot of a target within range. The creature is considered a valid target for the
Your tech grants you a brief insight into the target's tracker droid interface power.
defenses. You have advantage on the next attack roll
you make against the target before the end of your
next turn.
273 CHAPTER 12 | TECH POWERS
Overcharge Tech. When you cast this power using a A remove virus power ends this e ect. At the GM's
tech slot of 4th level or higher, you can animate two discretion, you may choose an alternative curse e ect,
additional objects for each slot level above 3rd. but it should be no more powerful than those
described above. The GM has nal say on such a
BACTA PACK curse's e ect.
1st-level tech power
Overcharge Tech. If you cast this power using a tech
Casting Time: 1 action slot of 4th level or higher, the duration is
Range: 60 feet concentration, up to 10 minutes. If you use a tech slot
Duration: 1 minute of 5th level or higher, the duration is 8 hours. If you
use a tech slot of 7th level or higher, the duration is 24
You create a luminescent pack of bacta in any space, hours. If you use a 9th-level tech slot, the power lasts
occupied or unoccupied, within range. The pack until it is dispelled. Using a tech slot of 5th level or
remains in its space until it is activated by any creature higher grants a duration that doesn't require
you choose. If the space you choose is occupied by a concentration.
creature you have designated, it can use its reaction to
immediately activate the pack; otherwise, a creature BUFFER
within 5 feet of the pack can use a bonus action to 1st-level tech power
touch it and activate it.
Casting Time: 1 action
When the pack is activated by a designated creature, Range: Self
that creature regains hit points equal to 1d6 + your Duration: 1 hour
techcasting modi er, and the pack is consumed. If the
power ends before the pack has been activated, it You gain 1d4 + 4 temporary hit points for the
becomes useless and disintegrates. This power has no duration.
e ect on droids or constructs.
Overcharge Tech. When you cast this power using a
Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional
tech slot of 2nd level or higher, you may either increase temporary hit points for each slot level above 1st.
the healing of a single pack by 1d6 for each slot level
above 1st, or create another pack in a separate space, CAGE
with one additional pack for each slot level above 1st. 7th-level tech power
BALLISTIC SHIELD Casting Time: 1 action
4th-level tech power Range: 100 feet
Duration: 1 hour
Casting Time: 1 action
Range: Self An immobile, invisible, cube-shaped prison
Duration: Concentration, up to 1 hour composed of energy springs into existence around an
area you choose within range. The prison can be a cage
A ickering blue shield surrounds your body. Until or a solid box as you choose.
the power ends, you have resistance to kinetic, energy,
and ion damage. A prison in the shape of a cage can be up to 20 feet
on a side and is made from 1/2-inch diameter bars
BESTOW VIRUS spaced 1/2 inch apart.
3rd-level tech power
A prison in the shape of a box can be up to 10 feet
Casting Time: 1 action on a side, creating a solid barrier that prevents any
Range: Touch matter from passing through it and blocking any
Duration: Concentration, up to 1 minute powers cast into or out of the area.
You touch a droid, construct, or a creature with a When you cast the power, any creature that is
tech focus, and it must succeed on an Intelligence completely inside the cage's area is trapped. Creatures
saving throw or receive a tech-based curse for the only partially within the area, or those too large to t
duration of the power. When you cast this power, inside the area, are pushed away from the center of
choose the nature of the curse from the following the area until they are completely outside the area.
options:
A creature inside the cage can't leave it by
Choose one ability score. While cursed, the target has unenhanced means. If the creature tries to teleport to
disadvantage on ability checks and saving throws made leave the cage, it must rst make a Charisma saving
with that ability score. throw. On a success, the creature can use that power
While cursed, the target has disadvantage on attack to exit the cage. On a failure, the creature can't exit the
rolls against you. cage and wastes the use of the power or e ect.
While cursed, the target must make an Intelligence
saving throw at the start of each of its turns. If it fails, it This power can't be dispelled.
wastes its action that turn doing nothing.
While the target is cursed, your attacks and powers
deal an extra 1d8 lightning damage to the target.
CHAPTER 12 | TECH POWERS 274
CAPACITY BOOST within range. Each creature in the a ected area must
2nd-level tech power make a Constitution saving throw. On a failed save, the
creature takes 8d6 + 20 cold damage and is restrained
Casting Time: 1 bonus action for 1 minute as it is encased in carbonite. On a
Range: Touch successful save, the creature takes half damage and is
Duration: Concentration, up to 1 minute restrained until the end of its next turn.
You empower a blaster weapon you are holding. For As an action, a restrained creature can make a
the duration, you can reload the weapon once on each Strength check against your tech save DC, ending this
of your turns without using an action, and as a bonus e ect on itself on a success.
action on each of your turns you can make one attack
with the weapon. A creature reduced to 0 hit points by this power dies
instantly, as its body shatters into frozen chunks.
Overcharge Tech. When you cast this power using a
tech slot of 5th level or higher, you can make two CLOAKING SCREEN
attacks with your bonus action, instead of one. 4th-level tech power
CARBON FOG Casting Time: 1 action
6th-level tech power Range: Touch
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: 120 feet You or a creature you touch becomes invisible until
Duration: Concentration, up to 1 minute the power ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's
You create a cloud of icy fog in a 20-foot-radius person.
sphere centered on a point you can see. The sphere
extends around corners, and its area is heavily COMBUSTIVE SHOT
obscured. The fog is semi-solid, and its area is At-will tech power
considered di cult terrain. Each creature that enters
the power's area for the rst time on a turn or starts its Casting Time: 1 action
turn there takes 4d6 cold damage and gains 1 slowed Range: Varies
level until the end of its turn. The fog lasts for the Duration: 1 round
duration of the power or until it's dispersed by a wind
of moderate or greater speed (at least 10 mph). As part of the action used to cast this power, you
must make a ranged weapon attack against one
CARBONITE creature within your weapon's range, otherwise the
6th-level tech power power fails. On a hit, the target su ers the attack's
normal e ects, and it ignites in ame. At the start of
Casting Time: 1 action your next turn, the creature takes re damage equal to
Range: 60 feet your techcasting ability modi er. If the target or a
Duration: Concentration, up to 1 minute creature within 5 feet of it uses an action to put out the
You attempt to freeze one creature that you can see ames, or if some other e ect douses the ames, the
within range into carbonite. The creature must make a e ect ends.
Constitution saving throw. On a failed save, it is
restrained as its esh begins to harden. On a This power's damage increases when you reach
successful save, the creature isn't a ected. higher levels. At 5th level, the ranged attack deals an
extra 1d6 re damage to the target, and the damage at
A creature restrained by this power must make the start of your next turn increases to 1d4 + your tech
another Constitution saving throw at the end of each casting ability modi er. Both damage rolls increase by
of its turns. If it successfully saves against this power 1d6 and 1d4, respectively, at 11th level and 17th level.
three times, the power ends. If it fails its saves three
times, it is turned to stone and subjected to the CONCEALED CALTROPS
petri ed condition for the duration. The successes and 2nd-level tech power
failures don't need to be consecutive; keep track of
both until the target collects three of a kind. Casting Time: 1 action
Range: 150 feet
If the creature is physically broken while frozen in Duration: Concentration, up to 1 hour
carbonite, it su ers from similar deformities if it
reverts to its original state. You scatter a large number of caltrops across ground
in a 20-foot radius centered on a point within range.
If you maintain your concentration on this power for These caltrops pierce deep into the feet and boots of
the entire possible duration, the creature is frozen in anyone who walks upon them. The area becomes
carbonite until the e ect is removed. di cult terrain for the duration. When a creature
moves into or within the area, it takes 2d4 kinetic
CARBONITE EXPLOSION damage for every 5 feet it travels.
9th-level tech power
The caltrops are nearly invisible to the naked eye.
Casting Time: 1 action Any creature that can't see the area at the time the
Range: 250 feet power is cast must make a Wisdom (Perception) check
Duration: Instantaneous against your tech save DC to notice the caltrops before
entering the area.
You generate an explosion of cryogenic energy in a
60-foot-radius sphere centered on a point you can see
275 CHAPTER 12 | TECH POWERS
CONDENSE/VAPORIZE CORROSIVE SPHERE
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 150 feet
Duration: Instantaneous Duration: Instantaneous
In an open container, you can create up to 10 gallons You create a globule of acid and hurl it at a point
of drinkable water. You may also produce a rain that within range, where it explodes in a 20-foot-radius
falls within a 30-foot cube and extinguishes open-air sphere. Each creature in that area must make a
Dexterity saving throw. On a failed save, a creature
ames. You can destroy the same amount of water in takes 10d4 acid damage and another 5d4 acid damage
an open container, or destroy a 30-foot cube of fog. at the end of its next turn. On a successful save, a
creature takes half the initial damage and no damage
Overcharge Tech. When you cast this power using a at the end of its next turn.
tech slot of 2nd level or higher, the amount of water
you can create increases by 10 gallons, or the size of Overcharge Tech. When you cast this power using a
the cube increases by 5 feet, for each slot level above tech slot of 5th level or higher, the initial damage
1st. increases by 2d4 for each slot level above 4th.
CONTINGENCY COUNTERMEASURES
6th-level tech power 1st-level tech power
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: Self
Duration: 10 days Duration: 10 minutes
Choose a tech power of 5th-level or lower that you For the duration, you gain the following bene ts:
can cast, that has a casting time of 1 action, and that
can target you. You cast that power, called the You are immune to the homing rockets tech power.
contingent power, as part of casting contingency, You and objects you are wearing or carrying cannot be
expending tech points for both, but the contingent detected by tech powers that reveal your location, such
power doesn't come into e ect. Instead, it takes e ect as scan area or frequency scan, unless the caster
when a certain circumstance occurs. You describe that makes a successful Intelligence saving throw.
circumstance when you cast the two powers. Creatures have disadvantage on Wisdom (Survival)
checks to track you.
The contingent power takes e ect immediately after
the circumstance is met for the rst time, whether or CRYOGENIC BLAST
not you want it to, and then contingency ends. 1st-level tech power
The contingent power takes e ect only on you, even Casting Time: 1 action
if it can normally target others. You can use only one Range: 60 feet
contingency power at a time. If you cast this power Duration: Instantaneous
again, the e ect of another contingency power on you
ends. Also, contingency ends on you if your tech focus You release a shard of cryogenic energy at one
is ever not on your person. creature within range. Make a ranged tech attack
against the target. On a hit, the target takes 1d10
COPY kinetic damage. Hit or miss, the shard then explodes.
1st-level tech power The target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6 cold
Casting Time: 1 action damage.
Range: Touch
Duration: Instantaneous Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the cold damage
This power creates a perfect duplicate of any written, increases by 1d6 for each slot level above 1st.
drawn, or digital visual, audio or text-based data that
you touch onto a datapad or datacard you supply. You CRYOGENIC BURST
can copy up to 10 pages of text or 10 minutes of visual At-will tech power
or audio data with one casting of this power. Enhanced
documents, such as datacrons, blueprints, or Casting Time: 1 action
encrypted documents, can't be copied with this power. Range: 60 feet
Duration: Instantaneous
You emit a burst of cold energy at a creature within
range. Make a ranged tech attack against the target.
On a hit, it takes 1d8 cold damage, and gains 1 slowed
level until the start of your next turn.
The power's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
CHAPTER 12 | TECH POWERS 276
CRYOGENIC SPRAY CRYOGENIC VOLLEY
5th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Duration: Instantaneous Duration: Instantaneous
A blast of cold air erupts from you. Each creature in a An explosion of cold energy erupts from a point you
60-foot cone must make a Constitution saving throw. choose within range. Each creature in a 5-foot-radius
On a failed save, a creature takes 8d8 cold damage, sphere centered on that point must make a Dexterity
and gains 1 slowed level until the start of your next saving throw. On a failed save, a creature takes 3d6
turn. On a successful save, a creature takes half as cold damage, and gains 1 slowed level until the start of
much damage and isn't slowed. your next turn. On a successful save, a creature takes
half as much damage and isn't slowed.
A creature killed by this power becomes frozen in
carbonite. Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the damage increases
Overcharge Tech. When you cast this power using a by 1d6 for each slot level above 2nd.
tech slot of 6th level or higher, the damage increases
by 1d8 for each slot level above 5th. CRYOGENIC WAVE
1st-level tech power
CRYOGENIC STORM
4th-level tech power Casting Time: 1 action
Range: Self (15-foot cone)
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet
Duration: Instantaneous A wave of cold energy spreads out from you. Each
creature in a 15-foot cone must make a Constitution
A storm of cryogenic energy encompasses the saving throw. On a failed save, a creature takes 2d6
ground in a 20-foot-radius, 40-foot-high cylinder cold damage and gains 1 slowed level until the end of
centered on a point within range. Each creature in the its next turn. On a success, it takes half as much
cylinder must make a Dexterity saving throw. A damage, and su ers no additional e ect.
creature takes 2d8 kinetic damage and 4d6 cold
damage on a failed save, or half as much damage on a Overcharge Tech. When you cast this power using a
successful one. tech slot of 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st. At 3rd level or
The storm's area of e ect becomes di cult terrain above, a creature gains 2 slowed levels on a failed
until the end of your next turn. save. At 5th level or above, a creature gains 3 slowed
levels on a failed save. At 7th level or above, a creature
Overcharge Tech. When you cast this power using a gains 4 slowed levels on a failed save.
tech slot of 5th level or higher, the kinetic damage
increases by 1d8 for each slot level above 4th. DARKVISION
2nd-level tech power
CRYOGENIC SUSPENSION
3rd-level tech power Casting Time: 1 action
Range: Touch
Casting Time: 1 action Duration: 8 hours
Range: 30 feet
Duration: Concentration, up to 1 minute You touch a willing creature to grant it the ability to
see in the dark. For the duration, that creature has
Choose up to six creatures of your choice in a 40-foot darkvision out to a range of 60 feet.
cube within range. Each target must succeed on a
Dexterity saving throw or be a ected by this power for DEBILITATING GAS
the duration. 3rd-level tech power
An a ected target gains 1 slowed level, it takes a -2 Casting Time: 1 action
penalty to AC and Dexterity saving throws, and it can't Range: 90 feet
use reactions. On its turn, it can use either an action or Duration: Concentration, up to 1 minute
a bonus action, not both. Regardless of the creature's
abilities or items, it can't make more than one melee or You create a 20-foot-radius sphere of gas centered
ranged attack during its turn. on a point. The cloud spreads around corners and its
area is heavily obscured. It lingers in the air for the
If the creature attempts to cast a power with a duration.
casting time of 1 action, roll a d20. On an 11 or higher,
the power doesn't take e ect until the creature's next Each creature completely in the cloud at the start of
turn, and the creature must use its action on that turn its turn must make a Constitution save against poison.
to complete the power. If it can't, the power is wasted. On a failure, the creature does nothing that turn.
Creatures that don't need to breathe or are immune to
A creature a ected by this power makes another poison automatically succeed.
Dexterity saving throw at the end of its turn. On a
successful save, the e ect ends for it. A wind of 10mph disperses the cloud after 4 rounds.
A wind of 20mph disperses it after 1 round.
277 CHAPTER 12 | TECH POWERS
DECRYPTION PROGRAM Overcharge Tech. When you cast this power with a
1st-level tech power tech slot of 4th level or higher, the ion damage
increases by 1d8, and the amount of tech points lost
Casting Time: 1 action increases by 1 for each slot level above 3rd.
Range: Self
Duration: Concentration, up to 1 hour DETECT ENHANCEMENT
1st-level tech power
You gain insight into an encrypted message you are
holding when you cast this power, granting you Casting Time: 1 action
advantage on ability checks you make to decipher the Range: Self
document. Duration: Concentration, up to 10 minutes
DEFIBRILLATE For the duration, you sense the presence of any
4th-level tech power enhancements within 30 feet of you. If you sense an
enhancement in this way, you can use your action to
Casting Time: 1 action see a faint aura around any visible creature or object in
Range: Touch the area that bears an enhancement.
Duration: Instantaneous
The power is blocked by 1 foot of stone, 1 inch of
You touch a creature that has died within the last common metal, a thin sheet of lead, or 3 feet of wood
minute and administer a shock to restore it to life. That or dirt.
creature returns to life with 1 hit point. This power
can't return to life a creature that has died of old age, DETECT INVISIBILITY
nor can it restore any missing body parts. If the 2nd-level tech power
creature is lacking body parts or organs integral for its
survival—its head, for instance—the power Casting Time: 1 action
automatically fails. Once this power has restored a Range: Self
creature to life, it cannot bene t from this power again Duration: 1 hour
until it nishes a short or long rest.
For the duration, you see invisible creatures and
DELAYED EXPLOSION objects as if they were visible.
7th-level tech power
DETECT TRAPS
Casting Time: 1 action 2nd-level tech power
Range: 150 feet
Duration: Concentration, up to 1 minute Casting Time: 1 action
Range: Self
You create a delayed explosion at a point within Duration: Concentration, up to 1 minute
range. When the power ends, either because your
concentration is broken or because you decide to end You sense the presence, general location, and nature
it, the explosion occurs. Each creature in a 20-foot- of any trap within 120 feet of you that is within line of
radius sphere centered on that point must make a sight. A trap, for this power, includes anything that
Dexterity saving throw. A creature takes re damage would in ict a sudden or unexpected e ect you
equal to the total accumulated damage on a failed consider harmful or undesirable, which was speci cally
save, or half as much damage on a successful one. intended by its creator.
The power's base damage is 12d6. If at the end of While the power is active, you have advantage on
your turn the explosion has not yet occurred, the Wisdom (Perception) and Intelligence (Investigation)
damage increases by 1d6. checks to nd any traps that are within line of sight.
If the explosion is touched before the interval has DIMINISH TECH
expired, the creature touching it must make a Dexterity 3rd-level tech power
saving throw. On a failed save, the power ends
immediately, causing the explosion. Casting Time: 1 action
Range: 120 feet
The re spreads around corners. It ignites ammable Duration: Instantaneous
objects in the area that aren't being worn or carried.
Choose one creature, object, or tech e ect within
Overcharge Tech. When you cast this power using a range. Any tech power of 3rd level or lower on the
tech slot of 8th level or higher, the base damage target ends. For each tech power of 4th level or higher
increases by 1d6 for each slot level above 7th. on the target, make an ability check using your
techcasting ability. The DC equals 10 + the power's
DESTROY TECH level. On a success, the power ends.
3rd-level tech power
Overcharge Tech. When you cast this power using a
Casting Time: 1 action tech slot of 4th level or higher, you automatically end
Range: 120 feet the e ects of a tech power on the target if the power's
Duration: Instantaneous level is equal to or less than the level of the tech slot
you used.
Make a ranged tech attack against a creature within
range. On a hit, the target takes 4d8 ion damage.
Additionally, if the target has tech points, it must make
an Intelligence saving throw. On a failed save, it loses 5
tech points, as though it expended a tech slot.
CHAPTER 12 | TECH POWERS 278
DISINTEGRATE ELECTROMESH
6th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 1 hour
A blast of corrosive energy emits from you. Choose a You expel a mass of thick, adhesive mesh at a point
target within range. of your choice within range. The mesh ll a 20-foot
cube from that point for the duration. The mesh is
A creature targeted by this power must make a di cult terrain and lightly obscures their area.
Dexterity saving throw. On a failed save, the target
takes 10d6 + 40 acid damage. If this damage reduces If the mesh isn't anchored between two solid masses
the target to 0 hit points, it is disintegrated. (such as walls) or layered across a oor, wall, or ceiling,
the electromesh collapses on itself, and the power
A disintegrated creature and everything it is wearing ends at the start of your next turn. Mesh layered over a
and carrying are reduced to a pile of ne gray dust. A
creature destroyed in this way can not be revitalized. at surface has a depth of 5 feet.
Each creature that starts its turn in the mesh or that
This power automatically disintegrates a Large or enters it during its turn must make a Dexterity saving
smaller object. If the target is a Huge or larger object, throw. On a failed save, the creature is restrained as
this power disintegrates a 10-foot-cube portion of it. long as it remains in the mesh or until it breaks free.
A creature restrained by the mesh can use its action
Overcharge Tech. When you cast this power using a to make a Strength check against your tech save DC. If
tech slot of 7th level or higher, the damage increases it succeeds, it is no longer restrained.
by 3d6 for each slot level above 6th. The mesh is ammable. Any 5-foot cube of
electromesh exposed to re burns away in 1 round,
DISPERSE ENERGY dealing 2d4 re damage to any creature that starts its
6th-level tech power turn in the re.
Casting Time: 1 action ELECTROSHOCK
Range: Self At-will tech power
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You have resistance to acid, cold, re, lightning, and Range: Touch
sonic damage for the power's duration. Duration: Instantaneous
When you take damage of one of those types, you Lightning springs from you to deliver a shock to a
can use your reaction to gain immunity to that type of creature you try to touch. Make a melee tech attack
damage, including against the triggering damage. If against the target. You have advantage on the attack
you do so, the resistances end, and you have the roll if the target is made of metal or wearing armor
immunity until the end of your next turn, at which time made of metal. On a hit, the target takes 1d8 lightning
the power ends. damage and becomes shocked until the start of its
next turn.
ECHO BLAST
At-will tech power This power's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
Casting Time: 1 action (4d8).
Range: 30 feet
Duration: Instantaneous ELEMENT OF SURPRISE
1st-level tech power
You emit a reverberating pulse of sound at a target
within range. The target must succeed on a Wisdom Casting Time: 1 reaction, which you take in response to
saving throw or take 1d8 sonic damage. being damaged by a creature within 60 feet of you that
you can see
This power can hit multiple targets in succession
when you reach higher levels: two targets at 5th level, Range: 60 feet
three targets at 11th level, and four targets at 17th Duration: Instantaneous
level. Each target must be within 30 feet of the
previous target, and the last target must be no further You expel a sabotage charge at the creature that
than 30 feet away from you. You can not target the attacked you. The creature must make a Dexterity
same creature twice in succession. saving throw. It takes 2d10 re damage on a failed
save, or half as much damage on a successful one.
ELECTRICAL BURST
At-will tech power Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases
Casting Time: 1 action by 1d10 for each slot level above 1st.
Range: Self (5-foot sphere)
Duration: Instantaneous
You emit a burst of electricity. Each creature within
range, other than you, must succeed on a Dexterity
saving throw or take 1d6 lightning damage.
This power's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6).
279 CHAPTER 12 | TECH POWERS
ELEMENTAL ACCELERANT ENERGY SHIELD
4th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 reaction, which you take when you are hit
Range: 90 feet by an attack
Duration: Concentration, up to 1 minute
Range: Self
Choose one creature you can see and one damage Duration: 1 round
type: acid, cold, re, lightning, or sonic. The target must
make a Constitution saving throw. If it fails, the rst You quickly create an energy shield. Until the start of
time on each turn when it takes damage of the chosen your next turn, you have a +5 bonus to AC. This
type, it takes an extra 2d6 damage of it. The target also includes the triggering attack.
loses resistance to the type until the power ends.
ENHANCE DROID
Overcharge Tech. You can target one additional 2nd-level tech power
creature for each slot level above 4th. The creatures
must be within 30 feet of each other when you target Casting Time: 1 action
them. Range: Touch
Duration: Concentration, up to 1 hour
ENCRYPTED MESSAGE
At-will tech power You touch a droid or construct and upgrade one of
its aspects. Choose one of the following e ects; the
Casting Time: 1 action target gains that e ect until the power ends.
Range: 120 feet
Duration: 1 round Servomotor. The target has advantage on Strength
checks, and its carrying capacity doubles.
You point your nger toward a creature within range Motivator. The target has advantage on Dexterity
that possesses a commlink and whisper a message. checks. It also doesn't take damage from falling 20 feet
The target (and only the target) hears the message and or less if it isn't incapacitated.
can send an encrypted reply that only you can hear. Power Core. The target has advantage on Constitution
These messages cannot be intercepted or decrypted by checks. It also gains 2d6 temporary hit points, which
unenhanced means. are lost when the power ends.
Databanks. The target has advantage on Intelligence
You can cast this power through solid objects if you checks.
are familiar with the target and know it is beyond the Sensors. The target has advantage on Wisdom checks.
barrier. 1 foot of stone, 1 inch of common metal, a thin Relations Protocols. The target has advantage on
sheet of lead, or 3 feet of wood blocks the power. The Charisma checks.
power doesn't have to follow a straight line and can
travel freely around corners or through openings. Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you can target one
ENERGETIC BURST additional droid or construct for each slot level above
2nd-level tech power 2nd.
Casting Time: 1 action ENHANCE WEAPON
Range: Touch 3rd-level tech power
Duration: 10 minutes
Casting Time: 1 action
A creature you touch gains 10 temporary hit points. Range: Touch
While it has these hit points, the creature can add 1d4 Duration: Concentration, up to 1 hour
to its saving throws. Any remaining temporary hit
points are lost when the power ends. An unenhanced weapon you touch becomes an
enhanced weapon. Choose one of these damage types:
Overcharge Tech. When you cast this power with a acid, cold, energy, re, ion, kinetic, or lightning. For the
tech slot of 3rd level or higher, the target gains 5 duration, an unenhanced weapon you touch has a +1
additional temporary hit points for each slot level to attack rolls and deals an extra 1d4 damage of the
above 2nd. When you cast this power at 4th level or chosen type.
higher, the die size increases for every two slot levels
above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th Overcharge Tech. When you cast this power using a
level). 5th or 6th level tech slot, the bonus to attack rolls
increases to +2 and the extra damage increases to 2d4.
ENERGIZING AURA When you use a slot of 7th level or higher, the bonus
8th-level tech power increases to +3 and the extra damage increases to 3d4.
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
Energizing light radiates out from you in a 30-foot
radius. Creatures of your choice in that radius when
you cast this power have advantage on all saving
throws, and other creatures have disadvantage on
attack rolls against them until the power ends.
CHAPTER 12 | TECH POWERS 280
EXECUTE COMMAND EXTINGUISH
1st-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet (5-foot cube)
Duration: 1 round Duration: Instantaneous
You dictate a one-word command to a droid or You spray carbon foam in a 5-foot cube originating
construct you can see within range. The target must from a point within range. Flames within the a ected
succeed on an Intelligence saving throw or follow the area are instantly quenched, and objects within the
command on its next turn. If the construct has the a ected area cannot be ignited for at least one minute.
'Piloted' trait, and has a pilot controlling it that is not Any creature in the a ected area must make a
incapacitated, it gains a bonus to the saving throw Constitution saving throw or take 1d4 cold damage.
equal to the pilot's Intelligence modi er. Some typical
commands and their e ects follow. You might issue a When you reach 5th level, this power can instead
command other than one described here. If you do so, target a 10-foot cube within range. You gain additional
the GM determines how the target behaves. If the options of increasing size when you reach 11th level
target can't follow your command, the power ends. (15-foot cube), and 17th level (20-foot cube).
Approach. The target moves toward you by the FABRICATE TRAP
shortest and most direct route, ending its turn if it 3rd-level tech power
moves within 5 feet of you.
Casting Time: 1 hour
Deactivate. The target falls prone and then ends its Range: Touch
turn. Duration: Until dispelled or triggered
Drop. The target drops whatever it is holding and When you cast this power, you create a trap that will
then ends its turn. later trigger in response to a certain condition. You
must attach it either to a surface (such as a table or a
Flee. The target spends its turn moving away from section of oor or wall) or within an object that can be
you by the fastest available means. closed or turned on (such as a book, door, or computer
terminal) to conceal the trap. The trap can cover an
Halt. The target doesn't move and takes no actions. area no larger than 10 feet in diameter. At the GM's
A ying target stays aloft, provided that it is able to do discretion, certain actions may cause the trap to break
so. If it must move to stay aloft, it ies the minimum or be rendered inoperative.
distance needed to remain in the air.
The trap is well disguised, and generally and requires
Overcharge Tech. When you cast this power using a a successful Intelligence (Investigation) check against
tech slot of 2nd level or higher, you can a ect one your tech save DC to be found.
additional droid or construct for each slot level above
1st. The creatures must be within 30 feet of each other You decide what triggers the trap when you cast the
when you target them. power, such as entering a certain area or powering on
the object. You can further re ne the trigger so the
EXPEDITIOUS RETREAT trap activates only under certain circumstances or
1st-level tech power according to physical characteristics (such as height or
weight) or creature kind (for example, the trap could be
Casting Time: 1 bonus action set to go o only droids or gungans). You can also set
Range: Self conditions for creatures that don't trigger the trap,
Duration: Concentration, up to 10 minutes such as those who say a certain password.
This power gives you a burst of adrenaline that You may only have one instance of this trap active at
allows you to move at an incredible pace. When you a time. If you cast another trap before the previous one
cast this power, and then as a bonus action on each of is triggered, the other trap becomes inert.
your turns until the power ends, you can take the Dash
action. When you create the trap, choose an explosive trap
or a power trap:
EXPLOSION
3rd-level tech power Explosive Trap. When triggered, the trap erupts in a
20-foot-radius sphere centered on the trap. The
Casting Time: 1 action explosion spreads around corners. Each creature in the
Range: 150 feet area must make a Dexterity saving throw. A creature
Duration: Instantaneous takes 5d8 acid, cold, re, lightning, or sonic damage on
a failed saving throw (your choice when you create the
You create an explosion at a point within range. Each trap), or half as much damage on a successful one.
creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target
takes 8d6 re damage on a failed save, or half as much
damage on a successful one.
The re spreads around corners. It ignites ammable
objects in the area that aren't being worn or carried.
Overcharge Tech. When you cast this power using a
tech slot of 4th level or higher, the damage increases
by 1d6 for each slot level above 3rd.
281 CHAPTER 12 | TECH POWERS
Power Trap. You can store a prepared tech power of FLAME SWEEP
3rd level or lower in the trap by casting it as part of 1st-level tech power
creating the trap. The trap must target a single
creature or an area. The power being stored has no Casting Time: 1 action
immediate e ect when cast in this way. When the trap Range: Self (15-foot cone)
is triggered, the stored power is cast. If the trap has a Duration: Instantaneous
target, it targets the creature that triggered the trap. If
the power a ects an area, the area is centered on that A thin sheet of ames shoots forth from you. Each
creature. If the power requires concentration, it lasts creature in a 15-foot cone must make a Dexterity
until the end of its full duration. saving throw. A creature takes 3d6 re damage on a
failed save, or half as much damage on a successful
Overcharge Tech. When you cast this power using a one.
tech slot of 4th level or higher, the damage of an
explosive trap increases by 1d8 for each slot level The re ignites any ammable objects in the area
above 3rd. If you create a power trap, you can store that aren't being worn or carried.
any power of up to the same level as the slot you use
for this power. Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the damage increases
FIND THE PATH by 1d6 for each slot level above 1st.
6th-level tech power
FLAMING SHOTS
Casting Time: 1 minute 3rd-level tech power
Range: Self
Duration: Concentration, up to 1 day Casting Time: 1 action
Range: Touch
This power calculates out the shortest, most direct Duration: Concentration, up to 1 hour
physical route to a speci c xed location that you are
familiar with on the same planet. If you name a You channel tech power through a blaster weapon
destination that moves (such as a mobile fortress), or a you are wielding. When a target takes damage from
destination that isn't speci c (such as "a Black Sun the chosen weapon, the target takes an extra 1d6 re
lair"), the power fails. damage. The power ends when twelve shots have been
For the duration, as long as you are on the same red.
planet as the destination, you know how far it is and in Overcharge Tech. When you cast this power using a
what direction it lies. While you are traveling there, tech slot of 4th level or higher, the number of shots
whenever you are presented with a choice of paths you can take with this power increases by two for each
along the way, you automatically determine which path slot level above 3rd.
is the shortest and most direct route (but not
necessarily the safest route) to the destination. FLASH
1st-level tech power
FIRESTORM
6th-level tech power Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Duration: 1 round
Range: 60 feet
Duration: Instantaneous You create a massive ash of light and explosion of
sound at a point within range. Roll 6d10; the total is
Choose a point on the ground within range, how many hit points of creatures this power can a ect.
incinerating everything in a 15-foot radius. All creatures Creatures within 20 feet of the point are a ected in
must make a Dexterity saving throw, taking 8d8 re ascending order of their current hit points (ignoring
damage on a failure or half as much on a success. All unconscious creatures).
large or smaller creatures are pushed to the edge of
the power's radius. You may choose one creature to be Starting with the creature that has the lowest current
at the very center of the restorm, if you do so that hit points, each creature a ected by this power is
creature has disadvantage on its saving throw and is blinded until the end of your next turn. Subtract each
knocked prone on a failure. creature's hit points from the total before moving on to
the creature with the next lowest hit points. A
Overcharge Tech. When you cast this power using a creature's hit points must be equal to or less than the
tech slot of 7th level or higher, the damage increases remaining total for that creature to be a ected.
by 1d8 and the radius increases by 5 feet for each slot
level above 6th. Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, roll an additional 2d10
for each slot level above 1st.
CHAPTER 12 | TECH POWERS 282
FREQUENCY SCAN FRIENDLY FIRE
2nd-level tech power 5th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
For the duration, you can detect electronic You scramble the targeting protocols of nearby
transmissions. When you cast the power and as your machines. Each droid or construct in a 30-foot-radius
action on each turn until the power ends, you can sphere centered on a point you choose within range
focus on any one creature that you can see within 30 must make an Intelligence saving throw. If a construct
feet of you. If the creature you choose does not has the 'Piloted' trait, and has a pilot controlling it that
possess a commlink, or is not a droid or construct, the is not incapacitated, it gains a bonus to the saving
creature is una ected. throw equal to the pilot's Intelligence modi er. On a
failed save, the target loses the ability to distinguish
If the creature possesses a commlink or other friend from foe, regarding all creatures it can see as
communications device, you receive any transmissions enemies until the power ends. Each time the target
it broadcasts or receives for the duration. takes damage, it can repeat the saving throw, ending
the e ect on itself on a success.
Additionally, if the target is a droid or construct, you
can read its "thoughts." You initially learn the surface Whenever the a ected creature chooses another
thoughts of the creature—what is most on its mind in creature as a target, it must choose the target at
that moment. As an action, you can either shift your random from among the creatures it can see within
attention to another creature's thoughts or attempt to range of the attack, power, or other ability it’s using. If
probe deeper into the same creature's mind. If you an enemy provokes an opportunity attack from the
probe deeper, the target must make a Wisdom saving a ected creature, the creature must make that attack if
throw. If it fails, you gain insight into its reasoning (if it is able to.
any), and something that looms large in its mind (such
as its current objectives). If it succeeds, the power GLEAMING OUTLINE
ends. Either way, the target (or its pilot, if it has one) 1st-level tech power
knows that you are probing into its mind, and unless
you shift your attention to another creature's thoughts, Casting Time: 1 action
the creature can use its action on its turn to make an Range: 60 feet
Intelligence check contested by your Intelligence check; Duration: Concentration, up to 1 minute
if it succeeds, the power ends.
Each object in a 20-foot cube within range is outlined
Questions verbally directed at the target creature in blue, green, or violet light (your choice). Any creature
naturally shape the course of its thoughts, so this in the area when the power is cast is also outlined in
power is particularly e ective as part of an light if it fails a Dexterity saving throw. For the duration,
interrogation. objects and a ected creatures shed dim light in a 10-
foot radius.
You can also use this power to detect the presence
of droids, constructs, or creatures bearing Any attack roll against an a ected creature or object
communications devices you can't see. When you cast has advantage if the attacker can see it, and the
the power or as your action during the duration, you a ected creature or object can't bene t from being
can search for transmissions within 30 feet of you. The invisible.
power can penetrate barriers, but 2 feet of rock, 2
inches of any metal other than lead, or a thin sheet of GLIDE
lead blocks you. 2nd-level tech power
Once you detect the presence of a creature in this Casting Time: 1 reaction, which you take when you or a
way, you can read its thoughts or transmissions for the creature within 30 feet of you falls
rest of the duration as described above, even if you
can't see it, but it must still be within range. Range: 30 feet
Duration: 1 minute
One willing creature gains the ability to glide when
falling. For the duration of the power, it falls at a rate of
30 feet per round and can move up to 30 feet
horizontally as well on each of its turns. If the creature
lands before the power ends, it takes no falling
damage and can land on its feet, and the power ends
for that creature.
283 CHAPTER 12 | TECH POWERS
GREATER ANALYZE GREATER LIGHT
5th-level tech power 3rd-level tech power
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 60 feet
Duration: Instantaneous Duration: 1 hour
Name or describe a person, place, or object. This A 60-foot-radius sphere of light spreads from a point
power gives you a summary of signi cant lore about it. you choose. The sphere is bright light and sheds dim
If the thing you named isn't known outside of one light for an additional 60 feet.
planetary system, you gain no information. The more
information you already have, the more detailed the If you chose an object you are holding or one that
information you receive is. isn't being worn or carried, the light shines from and
moves with the object. Completely covering the object
GREATER EXPLOSION with something opaque blocks the light.
9th-level tech power
If any of this power's area overlaps with enhanced
Casting Time: 1 action darkness made by a power of 3rd level or lower, the
Range: 150 feet darkness is dispelled.
Duration: Instantaneous
GREATER SABOTAGE CHARGES
You expell a massive explosion at a point within 7th-level tech power
range. Each creature in a 40-foot-radius sphere
centered on that point must make a Dexterity saving Casting Time: 1 action
throw. A target takes 40d6 re damage and is knocked Range: Self
prone on a failed save, or half as much damage on a Duration: Concentration, up to 10 minutes
successful one but remain standing.
You create six medium sabotage charges that last for
The re spreads around corners. It ignites ammable the power's duration. When you cast the power, and as
objects in the area that aren't being worn or carried. a bonus action on subsequent turns, you can hurl up
to two of the charges to points you choose within 120
GREATER HOLOGRAM feet. Each charge explodes if it reaches the point or hits
3rd-level tech power a solid surface. Each creature within 10 feet of the
explosion must make a Dexterity save. The explosion
Casting Time: 1 action deals 4d6 re damage on a failure, or half damage on a
Range: 120 feet success.
Duration: Concentration, up to 10 minutes
Overcharge Tech. The number of charges created
You create an image no larger than a 20 foot cube. It increases by two for each slot level above 7th.
appears at a spot you can see and lasts for the
duration. It seems completely real, sounds and other GREATER SALVO
sensory e ects included. You can't create a sensory 9th-level tech power
e ect strong enough to cause damage or a condition.
Casting Time: 1 action
As long as you are within range of the illusion, you Range: 120 feet
can use your action to make the image to move to any Duration: Instantaneous
other spot within range. As the image changes location,
you can alter it so that its movements appear natural You launch four projectiles at points you can see
for the image. within range. Each creature within a 20-foot-radius
sphere of each point must make a Dexterity saving
Physical interaction with the image reveals it as an throw. A creature takes 15d6 re damage and 15d6
illusion. A creature can use its action to determine that kinetic damage on a failed save, or half as much
it's an illusion with a successful Investigation check. If a damage on a successful one. A creature in the area of
creature learns it's an illusion, it can see through the more than one ery burst is a ected only once.
image, and the other sensory qualities become faint to
it. The power damages objects in the area and ignites
ammable objects that aren't being worn or carried.
Overcharge Tech. The power lasts until dispelled
without requiring concentration if cast at 6th-level or GREATER TRANSLATION PROGRAM
higher. 3rd-level tech power
Casting Time: 1 action
Range: Touch
Duration: 1 hour
This power grants the creature you touch the ability
to understand any spoken registered language it hears.
Moreover, when the target speaks, any creature that
knows at least one registered language and can hear
the target understands what it says.
CHAPTER 12 | TECH POWERS 284
GREATER TRANSLOCATE HOLD DROID
5th-level tech power 2nd-level tech power
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Your form shimmers in a holographic con guration, You emit a paralyzing dart at a droid or construct
and then collapses. You teleport up to 60 feet to an that you can see within range. The target must succeed
unoccupied space that you can see. On each of your on a Constitution saving throw or be paralyzed for the
turns before the power ends, you can use a bonus duration. At the end of each of its turns, the target can
action to teleport in this way again. make another Constitution saving throw. On a success,
the power ends on the target.
GROUP HOLOGRAM
5th-level tech power Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, you can target one
Casting Time: 1 action additional droid or construct for each slot level above
Range: 30 feet 2nd. The targets must be within 30 feet of each other
Duration: 8 hours when you target them.
This power allows you to change the appearance of HOLDING CELL
any number of creatures that you can see within range. 4th-level tech power
You give each target you choose a new, illusory
appearance. An unwilling target can make a Charisma Casting Time: 1 action
saving throw, and if it succeeds, it is una ected by this Range: 120 feet
power. Duration: Concentration, up to 1 minute
The power disguises physical appearance as well as A sphere of shimmering energy springs into being
clothing, armor, weapons, and equipment. You can and encloses a creature or object of Large size or
make each creature seem 1 foot shorter or taller and smaller within range. An unwilling creature must make
appear thin, fat, or in between. You can't change a a Dexterity saving throw. On a failed save, the creature
target's body type, so you must choose a form that has is enclosed for the duration.
the same basic arrangement of limbs. Otherwise, the
extent of the illusion is up to you. The power lasts for Nothing—not physical objects, energy, or other
the duration, unless you use your action to dismiss it power e ects—can pass through the barrier, in or out,
sooner. though a creature in the sphere can breathe. The
sphere is immune to all damage, and a creature or
The changes wrought by this power fail to hold up to object inside can't be damaged by attacks or e ects
physical inspection. For example, if you use this power originating from outside, nor can a creature inside the
to add a hat to a creature's out t, objects pass through sphere damage anything outside it.
the hat, and anyone who touches it would feel nothing
or would feel the creature's head and hair. If you use The sphere is weightless and just large enough to
this power to appear thinner than you are, the hand of contain the creature or object inside. An enclosed
someone who reaches out to touch you would bump creature can use its action to push against the sphere's
into you while it was seemingly still in midair. walls and thus roll the sphere at up to half the
creature's speed. Similarly, the globe can be picked up
A creature can use its action to inspect a target and and moved by other creatures.
make an Intelligence (Investigation) check against your
tech save DC. If it succeeds, it becomes aware that the A disintegrate power targeting the globe destroys it
target is disguised. without harming anything inside it.
HAYWIRE HOLOGRAPHIC DISGUISE
At-will tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: Instantaneous Duration: 1 hour
You momentarily surround a creature you can see Until the power ends or you use an action to dismiss
within range with electronic interference and it, you can disguise yourself through the use of a
holographic illusions. The target must succeed on an hologram emitter. You can appear to be shorter or
Intelligence saving throw, or it takes 1d6 lightning taller by about a foot and change the appearance of
damage and moves 5 feet in a random direction if it your body weight, but you cannot change the basic
can move and its speed is at least 5 feet. Roll a d4 for structure of your body. The hologram can include your
the direction: 1, north; 2, south; 3, east; or 4, west. This clothes, armor, weapons, and other belongings on your
movement doesn't provoke opportunity attacks, and if person.
the direction rolled is blocked, the target doesn't move.
The illusion is only visual, so any sort of physical
The power's damage increases by 1d6 when you contact will only interact with the real size and shape of
reach 5th level (2d6), 11th level (3d6), and 17th level you. A creature can use its action to make an
(4d6). Intelligence (Investigation) check against your tech save
DC, seeing through the hologram on a success.
285 CHAPTER 12 | TECH POWERS
HOLOGRAM ILLUSORY TERRAIN
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: 300 feet
Duration: Concentration, up to 10 minutes Duration: 24 hours
You create an image that is no larger than a 15-foot You make terrain in a 150-foot cube in range look,
cube. The image appears at a spot within range and sound, and smell like some other sort of terrain.
lasts for the duration. The image is purely visual. If
anything passes through it, it is revealed to be an The tactile characteristics of the terrain are
illusion. unchanged, so creatures entering the area are likely to
see through the illusion. If the di erence isn't obvious
You can use your action to cause the image to move by touch, a creature carefully examining the illusion
to any spot within range. As the image changes can attempt an Intelligence (Investigation) check
location, you can alter its appearance so that its against your tech save DC to disbelieve it. A creature
movements appear natural for the image. who discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.
A creature that uses its action to examine the image
can determine that it is an illusion with a successful IMMOLATE
Intelligence (Investigation) check against your tech save 5th-level tech power
DC. If a creature discerns the illusion for what it is, the
creature can see through the image. Casting Time: 1 action
Range: 90 feet
HOMING ROCKETS Duration: Concentration, up to 1 minute
1st-level tech power
Flames wreathe one creature you can see within
Casting Time: 1 action range. The target must make a Dexterity saving throw.
Range: 120 feet It takes 8d6 re damage on a failed save, or half as
Duration: Instantaneous much damage on a successful one. On a failed save,
the target also burns for the power's duration. The
You lock on to one or more targets within range and burning target sheds bright light in a 30-foot radius
expel a series of three small explosives. Each explosive and dim light for an additional 30 feet. At the end of
hits a creature of your choice that you can see within each of its turns, the target repeats the saving throw. It
range. An explosive deals 1d4 + 1 re damage to its takes 4d6 re damage on a failed save, and the power
target. The explosives all strike simultaneously, and ends on a successful one. These enhanced ames can't
you can direct them to hit one creature or several. be extinguished by unenhanced means.
Overcharge Tech. When you cast this power using a If damage from this power kills a target, the target is
tech slot of 2nd level or higher, the power creates one turned to ash.
more explosive for each slot level above 1st.
IMPLANT MESSAGE
ILLUSORY STRIKE 2nd-level tech power
At-will tech power
Casting Time: 1 minute
Casting Time: 1 action Range: 30 feet
Range: Varies Duration: Until dispelled
Duration: 1 round
You implant a message within an object in range, a
As part of the action used to cast this power, you message that is uttered when a trigger condition is
must make a melee weapon attack against one met. Choose an object that you can see and that isn't
creature within your reach, otherwise the power fails. being worn or carried by another creature. Then speak
On a hit, the target su ers the attack's normal e ects, the message, which must be 25 words or less, though it
and you create an illusory duplicate of yourself in your can be delivered over as long as 10 minutes. Finally,
space that only the target can see. The target has determine the circumstance that will trigger the power
disadvantage on the next attack roll it makes against to deliver your message.
you before the start of your next turn.
When that circumstance occurs, the message is
This power creates multiple duplicates when you recited in your voice and at the same volume you
reach higher levels. At 5th level, you create a second spoke. When you cast this power, you can have the
illusory duplicate, and the target has disadvantage on power end after it delivers its message, or it can
the next two attacks it makes against you before the remain and repeat its message whenever the trigger
start of your next turn. The number of duplicates and occurs.
attacks with disadvantage increases to three at 11th
level and four at 17th level. The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the
object. For example, you could instruct the message to
play when any creature moves within 30 feet of the
object or when a bell rings within 30 feet of it.
CHAPTER 12 | TECH POWERS 286
INCENDIARY CLOUD ION BLAST
8th-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create a swirling cloud of smoke shot through You create a blast of ion energy. Choose one
with white-hot embers in a 20-foot-radius sphere creature within range, or choose two creatures within
centered on a point within range. The cloud spreads range that are within 5 feet of each other. A target
around corners and is heavily obscured. It lasts for the must succeed on a Dexterity saving throw or take 1d4
duration or until a wind of moderate or greater speed ion damage.
(at least 10 miles per hour) disperses it.
This power's damage increases by 1d4 when you
When the cloud appears, each creature in it must reach 5th level (2d4), 11th level (3d4), and 17th level
make a Dexterity saving throw. A creature takes 10d8 (4d4).
re damage on a failed save, or half as much damage IONIC BOND
on a successful one. A creature must also make this 1st-level tech power
saving throw when it enters the power's area for the
Casting Time: 1 bonus action
rst time on a turn or ends its turn there. Range: 30 feet
The cloud moves 10 feet directly away from you in a Duration: Concentration, up to 1 minute
direction that you choose at the start of each of your
turns. A beam of ion energy lances out toward a creature
within range, forming a sustained line between you
INFILTRATE and the target. Make a ranged tech attack against that
2nd-level tech power creature. On a hit, the target takes 1d8 ion damage,
and on each of your turns for the duration, you can use
Casting Time: 1 action a bonus action to deal 1d8 ion damage to the target
Range: Touch automatically. The power ends if you use your bonus
Duration: Concentration, up to 1 hour action to do anything else. The power also ends if the
target is ever outside the power's range or if it has total
A creature you touch becomes invisible. Anything the cover from you.
target is carrying is invisible as long as it is on the
target. The power ends if the target attacks, casts a Overcharge Tech. When you cast this power using a
power, or otherwise take a hostile action. tech slot of 2nd level or higher, the initial damage
increases by 1d8 for each slot level above 1st.
Overcharge Tech. You can target one additional
creature for each slot level above 2nd. IONIC STRIKE
At-will tech power
INVISIBILITY TO CAMERAS
3rd-level tech power Casting Time: 1 action
Range: Varies
Casting Time: 1 action Duration: 1 round
Range: 10 feet
Duration: Concentration, up to 1 minute As part of the action used to cast this power, you
must make a melee weapon attack against one
Up to four creatures of your choice become creature within your reach, otherwise the power fails.
undetectable to electronic sensors and cameras. On a hit, the target su ers the attack's normal e ects,
Anything the target is wearing or carrying is also and it becomes wreathed in an ionic discharge. If the
undetectable, so long as it's on the target's person. The target willingly takes a reaction before the start of your
target is still visible to regular vision. next turn, it immediately takes 1d6 ion damage, and
the power ends.
INVULNERABILITY
9th-level tech power This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
Casting Time: 1 action extra 1d6 ion damage to the target, and the damage
Range: Self the target takes for taking reactions increases to 2d6.
Duration: Concentration, up to 10 minutes Both damage rolls increase by 1d6 at 11th level and
17th level.
A ickering blue aura shimmers into being around
you. Until the power ends, you are immune to all
damage.
287 CHAPTER 12 | TECH POWERS
JET OF FLAME KOLTO INFUSION
At-will tech power 6th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot sphere) Range: 60 feet
Duration: 10 minutes Duration: Instantaneous
A ickering ame appears in your hand. The ame Choose a creature that you can see within range. A
remains there for the duration and harms neither you surge of kolto energy washes over the creature,
nor your equipment. The ame sheds bright light in a causing it to regain 70 hit points. This power also ends
10-foot radius and dim light for an additional 10 feet. blindness, deafness, and any diseases a ecting the
The power ends if you dismiss it as an action or if you target. This power has no e ect on droids or
cast it again. constructs.
You can also attack with the ame, although doing so Overcharge Tech. When you cast this power using a
ends the power. When you cast this power, or as an tech slot of 7th level or higher, the amount of healing
action on a later turn, you can hurl the ame at a increases by 10 for each slot level above 6th.
creature within 30 feet of you. Make a ranged tech
attack. On a hit, the target takes 1d8 re damage. The KOLTO PACK
1st-level tech power
re ignites any ammable objects in the area that
aren't being worn or carried. Casting Time: 1 bonus action
Range: 60 feet
This power's damage increases by 1d8 when you Duration: Instantaneous
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8). A creature of your choice that you can see within
range regains hit points equal to 1d4 + your
KOLTO CLOUD techcasting ability modi er. This power has no e ect
3rd-level tech power on droids or constructs.
Casting Time: 1 bonus action Overcharge Tech. When you cast this power using a
Range: 60 feet tech slot of 2nd level or higher, the healing increases
Duration: Instantaneous by 1d4 for each slot level above 1st.
As you expel kolto, up to six creatures of your choice KOLTO RESERVE
that you can see within range regain hit points equal to 4th-level tech power
1d4 + your techcasting ability modi er. This power has
no e ect on droids or constructs. Casting Time: 1 action
Range: Touch
Overcharge Tech. When you cast this power using a Duration: 8 hours
tech slot of 4th level or higher, the healing increases by
1d4 for each slot level above 3rd. You touch a creature and grant it a small reserve of
kolto. The rst time the target would drop to 0 hit
KOLTO DISPENSER points as a result of taking damage, the target instead
2nd-level tech power drops to 1 hit point, and the power ends. If the power
is still in e ect when the target is subjected to an e ect
Casting Time: 1 action that would kill it instantaneously without dealing
Range: 60 feet (5-foot cube) damage, that e ect is instead negated against the
Duration: Concentration, up to 1 minute target, and the powers ends. This power has no e ect
on droids or constructs.
You establish a mobile rst aid station that radiates
kolto in a 5-foot cube you can see within range. KOLTO WAVES
9th-level tech power
Until the power ends, whenever you or a creature
you can see moves into the station's space for the rst Casting Time: 1 action
time on a turn or starts its turn there, you can cause Range: 60 feet
the station to restore 1d6 hit points to that creature Duration: Instantaneous
(no action required). The station can heal a number of
times equal to 1 + your techcasting ability modi er A ood of kolto energy ows from you into injured
(minimum of twice). After healing that number of creatures around you. You restore up to 700 hit points,
times, the station disintegrates. This power has no divided as you choose among any number of creatures
e ect on droids or constructs. that you can see within range. Creatures healed by this
power are also cured of all diseases and any e ect
As a bonus action on your turn, you can move the making them blinded or deafened. This power has no
station up to 30 feet to a space you can see. e ect on droids or constructs.
Overcharge Tech. When you cast this power using a
tech slot of 3rd level or higher, the healing increases by
1d6 for each slot level above 2nd.
CHAPTER 12 | TECH POWERS 288
LIGHT MAGNETIC HOLD
At-will tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Duration: 1 hour Duration: Concentration, up to 1 hour
You touch one object that is no larger than 10 feet in Until the power ends, one willing creature you touch
any dimension. Until the power ends, the object sheds gains the ability a x itself to and move along any
bright light in a 20-foot radius and dim light for an metallic surface. It can move up, down, and across
additional 20 feet. The light can be colored as you like. vertical surfaces and upside down along ceilings, all
Completely covering the object with something opaque while leaving its hands free, at its normal walking
blocks the light. The power ends if you cast it again or speed.
dismiss it as an action.
MASS REPAIR DROID
If you target an object held or worn by a hostile 5th-level tech power
creature, that creature must succeed on a Dexterity
saving throw to avoid the power. Casting Time: 1 action
Range: 60 feet
LOCK Duration: Instantaneous
2nd-level tech power
Choose up to six droids or constructs in a 30-foot-
Casting Time: 1 action radius sphere centered on a point. Each target regains
Range: Touch hit points equal to 3d8 + your techcasting ability
Duration: Until dispelled modi er. This power only e ects droids and
constructs.
You touch a closed door, window, gate, chest, or
other entryway, and it becomes locked for the Overcharge Tech. When you cast this power using a
duration. You and the creatures you designate when tech slot of 6th level or higher, the healing increases by
you cast this power can open the object normally. You 1d8 for each slot level above 5th.
can also set a password that, when spoken within 5
feet of the object, suppresses this power for 1 minute. MENDING
Otherwise, it is impassable until it is broken or the At-will tech power
power is dispelled or suppressed. Casting release on
the object suppresses lock for 10 minutes. Casting Time: 1 minute
Range: Touch
While a ected by this power, the object is more Duration: Instantaneous
di cult to break or force open; the DC to break it or
pick any locks on it increases by 10. This ability repairs a single break or tear in an object
you touch, such as broken chain link, two halves of a
MAGNETIC FIELD broken key, a torn strap, or a leaking cup. As long as
2nd-level tech power the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former
Casting Time: 1 action damage.
Range: Self
Duration: Concentration, up to 1 hour MINOR DEFIBRILLATION
At-will tech power
You create a strong magnetic eld around you in a
10-foot radius which moves with you, remaining Casting Time: 1 action
centered on you. The eld lasts for the power's Range: Touch
duration. Duration: Instantaneous
The eld has the following e ects: You generate a static charge that can aid or harm a
creature you touch. Make a melee tech attack against
The area is di cult terrain for creatures other than the target. On a hit, the target takes 1d10 lightning
you. damage. If the target is a living creature that has 0 hit
The attack rolls of ranged weapon attacks which deal points, it immediately gains one death saving throw
kinetic, energy, or ion damage have disadvantage if the success instead of taking damage.
attacks pass in or out of the eld.
Communications equipment cannot communicate into This power's damage increases by 1d10 when you
or out of the eld. reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
289 CHAPTER 12 | TECH POWERS
MINOR HOLOGRAM MISLEAD
At-will tech power 5th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: Self
Duration: Up to 1 hour Duration: Concentration, up to 1 hour
This ability is a minor tech trick that creates one of You become invisible at the same time that an
the following e ects within range. illusory double of you appears where you are standing.
The double lasts for the duration, but the invisibility
You create an instantaneous, harmless sensory e ect, ends if you attack or cast a power.
such as a shower of sparks, a pu of wind, faint musical
notes, or an odd odor. You can use your action to move your illusory double
You instantaneously light or snu out a source of light. up to twice your speed and make it gesture, speak, and
You instantaneously clean or soil an object no larger behave in whatever way you choose.
than 1 cubic foot.
You chill, warm, or avor up to 1 cubic foot of nonliving You can see through its eyes and hear through its
material for 1 hour. ears as if you were located where it is. On each of your
You make a color, a small mark, or a symbol appear on turns as a bonus action, you can switch from using its
an object or a surface for 1 hour. senses to using your own, or back again. While you are
You create a trinket or an illusory image that can t in using its senses, you are blinded and deafened in
your hand and that lasts until the end of your next regard to your own surroundings.
turn.
MOBILE LIGHTS
If you use this power multiple times, you can have up At-will tech power
to three of its non-instantaneous e ects active at a
time, and you can dismiss such an e ect as an action. Casting Time: 1 action
Range: 120 feet
MIRROR IMAGE Duration: Concentration, up to 1 minute
2nd-level tech power
You create up to four orbs of light within range that
Casting Time: 1 action hover in the air for the duration. You can also combine
Range: Self the four lights into one glowing vaguely humanoid
Duration: 1 minute form of Medium size. Whichever form you choose,
each light sheds dim light in a 10-foot radius.
Three illusory duplicates of yourself appear in your
space. Until the power ends, the duplicates move with As a bonus action on your turn, you can move the
you and mimic your actions, shifting position so it's lights up to 60 feet to a new spot within range. A light
impossible to track which image is real. You can use must be within 20 feet of another light created by this
your action to dismiss the illusory duplicates. power, and a light winks out if it exceeds the power's
range.
Each time a creature targets you with an attack
during the power's duration, roll a d20 to determine
whether the attack instead targets one of your
duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the attack's target to a duplicate. With
two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modi er.
If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that hits
it. It ignores all other damage and e ects. The power
ends when all three duplicates are destroyed.
A creature is una ected by this power if it can't see,
if it relies on senses other than sight, such as
blindsight, or if it can perceive illusions as false, as with
truesight.
CHAPTER 12 | TECH POWERS 290
MOTIVATOR BOOST ON/OFF
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
You imbue a willing droid with heightened speed and This power allows you to activate or deactivate any
maneuverability. Until the power ends, the target's electronic device within range, as long as the device is
speed is doubled, it gains a +2 bonus to AC, and it has not being wielded by a creature, and has a clearly
advantage on Dexterity saving throws. de ned on or o function that can be easily accessed
from the outside of the device. Any device that
Overcharge Tech. When you cast this power using a requires a software-based shutdown sequence to
tech slot of 3rd level or higher, you can target one activate or deactivate cannot be a ected by on/o .
additional droid or construct for each slot level above
2nd. OVERHEAT
2nd-level tech power
NEUROTOXIN
7th-level tech power Casting Time: 1 action
Range: 60 feet
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: 30 feet
Duration: Instantaneous Choose a manufactured metal object, such as a
blaster or a suit of heavy or medium metal armor, that
You release a series of darts lled with neurotoxin. you can see within range. You cause the object to glow
Choose any number of creatures you can see within red-hot. Any creature in physical contact with the
range. Each creature must make a Constitution saving object takes 2d8 re damage when you cast the power.
throw. On a failed save, a creature su ers an e ect Until the power ends, you can use a bonus action on
based on its current hit points: each of your subsequent turns to cause this damage
again.
60 hit points or fewer: poisoned for 1 minute
50 hit points or fewer: poisoned and deafened for 1 If an object is held, worn, or integrated, and a
minute creature takes the damage from it, the creature must
40 hit points or fewer: poisoned, deafened, and blinded succeed on a Constitution saving throw or drop the
for 10 minutes object if it can. If it doesn't—or can't—drop the object,
30 hit points or fewer: poisoned, blinded, deafened, it has disadvantage on attack rolls and ability checks
and stunned for 1 hour until the start of your next turn.
20 hit points or fewer: killed instantly
Overcharge Tech. When you cast this power using a
This power has no e ect on droids or constructs. tech slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.
OIL SLICK
1st-level tech power OVERLOAD
1st-level tech power
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Duration: 1 minute Range: Self (15-foot cube)
Duration: Instantaneous
You cover the ground in a 10-foot square within
range in oil. For the duration, it is di cult terrain. You expel a burst of power. Each creature in a 15-
foot cube originating from you must make a Dexterity
When the oil appears, each creature standing in its saving throw. On a failed save, a creature takes 2d6 ion
area must succeed on a Dexterity saving throw or fall damage and is pushed 10 feet away from you. On a
prone. A creature that enters the area or ends its turn successful save, the creature takes half as much
there must also succeed on a Dexterity saving throw. damage and isn't pushed.
The oil is ammable. Any 5 foot square of the oil Overcharge Tech. When you cast this power using a
exposed to re burns away in one round. Each tech slot of 2nd level or higher, the damage increases
creature who enters the re or starts it turn there must by 1d6 for each slot level above 1st.
make a Dexterity saving throw, taking 3d6 re damage
on a failed save, or half as much on a successful one.
The re ignites any ammable objects in the area that
aren't being worn or carried.
291 CHAPTER 12 | TECH POWERS
OVERRIDE INTERFACE PARALYZE HUMANOID
5th-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You choose one droid or construct you can see You emit a paralyzing dart at a humanoid that you
within range and attempt to remotely override its can see within range. The target must succeed on a
controls. The target must make an Intelligence saving Constitution saving throw or be poisoned for the
throw. If the construct has the 'Piloted' trait, and has a duration. While poisoned in this way, the target is
pilot controlling it that is not incapacitated, it gains a paralyzed. At the end of each of its turns, the target
bonus to the saving throw equal to the pilot's can make another Constitution saving throw. On a
Intelligence modi er. If you or creatures that are success, the power ends on the target.
friendly to you are ghting it, it has advantage on the
saving throw. On a failed save, the creature is charmed Overcharge Tech. When you cast this power using a
by you for the duration. tech slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The
While the droid is charmed, you have a wireless link humanoids must be within 30 feet of each other when
with it as long as the two of you are on the same you target them.
planet. Via your tech focus, you can use this link to
issue commands to the creature while you are PHEROMONE BURST
conscious (no action required), which it does its best to At-will tech power
obey. You can specify a simple and general course of
action, such as "Attack that creature," "Move over Casting Time: 1 action
there," or "Fetch that object." If the droid completes Range: Self (5-foot sphere)
the order and doesn't receive further direction from Duration: Instantaneous
you, it defends and preserves itself to the best of its
ability. You expel a burst of mood-altering pheromones
around you. Each creature within range other than you
You can use your action to take total and precise must succeed on a Charisma saving throw or take 1d4
control of the target. Until the end of your next turn, poison damage and become frightened of you until the
the droid takes only the actions you choose, and start of its next turn. A creature that is immune to the
doesn't do anything that you don't allow it to do. poisoned condition is not frightened.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own This power's damage increases by 1d4 when you
reaction as well. reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4).
Each time the target takes damage, it makes a new
Intelligence saving throw against the power. If the POISON DART
saving throw succeeds, the power ends. 1st-level tech power
Overcharge Tech. When you cast this power using a Casting Time: 1 action
6th-level tech slot, the duration is 10 minutes. When Range: 60 feet
you use a 7th-level tech slot, the duration is 1 hour. Duration: Instantaneous
When you use a tech slot of 8th level or higher, the
duration is 8 hours. Make a ranged tech attack against a creature within
range. On hit, the target takes 2d8 poison damage and
PARALYZE CREATURE must make a Constitution save. On a failed save, it is
5th-level tech power also poisoned until the end of your next turn.
Casting Time: 1 action Overcharge Tech. When you cast this power using a
Range: 90 feet tech slot of 2nd level or higher, the damage increases
Duration: Concentration, up to 1 minute by 1d8 for each slot level above 1st.
You emit a paralyzing dart at a creature that you can POISON SPRAY
see within range. The target must succeed on a At-will tech power
Constitution saving throw or be poisoned for the
duration. While poisoned in this way, the target is Casting Time: 1 action
paralyzed. At the end of each of its turns, the target Range: 10 feet
can make another Constitution saving throw. On a Duration: Instantaneous
success, the power ends on the target.
You extend your hand toward a creature you can see
Overcharge Tech. When you cast this power using a within range and project a pu of noxious gas. The
tech slot of 6th level or higher, you can target one creature must succeed on a Constitution saving throw
additional creature for each slot level above 5th. The or take 1d12 poison damage.
creatures must be within 30 feet of each other when
you target them. This power's damage increases by 1d12 when you
reach 5th level (2d12), 11th level (3d12), and 17th level
(4d12).
CHAPTER 12 | TECH POWERS 292
PREDICTIVE AI The triggering condition can be as general or as
9th-level tech power detailed as you like, though it must be based on visual
or audible conditions that occur within 30 feet of the
Casting Time: 1 minute area. For example, you could create an illusion of
Range: Touch yourself to appear and warn o others who attempt to
Duration: 8 hours open a trapped door, or you could set the illusion to
trigger only when a creature says the correct word or
You touch a willing creature, granting them a limited phrase.
AI companion that can predict the world around them.
For the duration, the target can't be surprised and has Physical interaction with the image reveals it to be an
advantage on attack rolls, ability checks, and saving illusion, because things can pass through it. A creature
throws. Additionally, other creatures have that uses its action to examine the image can
disadvantage on attack rolls against the target for the determine that it is an illusion with a successful
duration. Intelligence (Investigation) check against your tech save
DC. If a creature discerns the illusion for what it is, the
This power immediately ends if you cast it again creature can see through the image, and any noise it
before its duration ends. makes sounds hollow to the creature.
PREPAREDNESS PROJECT HOLOGRAM
1st-level tech power 7th-level tech power
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 500 miles
Duration: 8 hours Duration: Concentration, up to 24 hours
You touch a willing creature. For the duration, the You create an illusory copy of yourself that lasts for
target can add 1d8 to its initiative rolls. the duration. The copy can appear at any location
within range that you have seen before, regardless of
PRESSURE CRUSH intervening obstacles. The illusion looks and sounds
At-will tech power like you but is intangible. If the illusion takes any
damage, it disappears, and the power ends.
Casting Time: 1 action
Range: Touch You can use your action to move this illusion up to
Duration: Instantaneous twice your speed, and make it gesture, speak, and
behave in whatever way you choose. It mimics your
You attempt to crush the body of a creature you mannerisms perfectly.
touch. The target must make a Strength saving throw.
If the creature is grappled or restrained by you or an You can see through its eyes and hear through its
e ect you control, it makes the saving throw with ears as if you were in its space. On your turn as a
disadvantage. On a failed save, the creature takes 1d12 bonus action, you can switch from using its senses to
kinetic damage. using your own, or back again. While you are using its
senses, you are blinded and deafened in regard to your
This power's damage increases by 1d12 when you own surroundings.
reach 5th level (2d12), 11th level (3d12), and 17th level
(4d12). Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
PROGRAMMED ILLUSION that uses its action to examine the image can
6th-level tech power determine that it is an illusion with a successful
Intelligence (Investigation) check against your tech save
Casting Time: 1 action DC. If a creature discerns the illusion for what it is, the
Range: 120 feet creature can see through the image, and any noise it
Duration: Until dispelled makes sounds hollow to the creature.
You create an illusion of an object, a creature, or PROTECTION FROM ENERGY
some other visible phenomenon within range that 3rd-level tech power
activates when a speci c condition occurs. The illusion
is imperceptible until then. It must be no larger than a Casting Time: 1 action
30-foot cube, and you decide when you cast the power Range: Touch
how the illusion behaves and what sounds it makes. Duration: Concentration, up to 1 hour
This scripted performance can last up to 5 minutes.
For the duration, the willing creature you touch has
When the condition you specify occurs, the illusion resistance to one damage type of your choice: acid,
springs into existence and performs in the manner you cold, re, lightning, or sonic.
described. Once the illusion nishes performing, it
disappears and remains dormant for 10 minutes. After
this time, the illusion can be activated again.
293 CHAPTER 12 | TECH POWERS
PYROTECHNICS REBOOT
2nd-level tech power At-will tech power
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: 1 round
Choose an area of unenhanced ame that you can Choose a Medium or smaller droid or construct you
see and that ts within a 5-foot cube within range. You can see. The target must make a Charisma saving
can extinguish the re in that area, and you create throw. On a failed save, it is incapacitated until the
either reworks or smoke when you do so. start of your next turn. Each time the creature takes
damage or is the target of a hostile power while
Fireworks. The target explodes with a dazzling incapacitated in this way, it can repeat this saving
display of colors. Each creature within 10 feet of the throw, ending the e ect on a success.
target must succeed on a Constitution saving throw or
become blinded until the end of your next turn. RELEASE
2nd-level tech power
Smoke. Thick black smoke spreads out from the
target in a 20-foot radius, moving around corners. The Casting Time: 1 action
area of the smoke is heavily obscured. The smoke Range: 60 feet
persists for 1 minute or until a strong wind disperses it. Duration: Instantaneous
RADIATION Choose an object that you can see within range. The
4th-level tech power object can be a door, a box, a chest, a set of binders, a
lock, or another object that contains a mundane or
Casting Time: 1 action enhanced means that prevents access.
Range: 120 feet
Duration: Concentration, up to 10 minutes A target that is held shut by a mundane lock or that
is stuck or barred becomes unlocked, unstuck, or
Dim, greenish light spreads within a 30-foot-radius unbarred. If the object has multiple locks, only one of
sphere centered on a point you choose within range. them is unlocked.
The light spreads around corners, and it lasts until the
power ends. If you choose a target that is held shut with lock, that
power is suppressed for 10 minutes, during which time
When a creature moves into the power's area for the the target can be opened and shut normally.
rst time on a turn or starts its turn there, that
creature must succeed on a Constitution saving throw REMOVE VIRUS
or take 4d10 necrotic damage, and it su ers one level 3rd-level tech power
of exhaustion and emits a dim, greenish light in a 5-
foot radius. This light makes it impossible for the Casting Time: 1 action
creature to bene t from being invisible. The light and Range: Touch
any levels of exhaustion caused by this power go away Duration: Instantaneous
when the power ends.
At your touch, all tech-based curses a ecting one
READ MEMORY creature or object end. If the object is a cursed
3rd-level tech power enhanced item, its curse remains, but the power
breaks its owner's attunement to the object so it can
Casting Time: 1 action be removed or discarded.
Range: 10 feet
Duration: 10 minutes REPAIR DROID
1st-level tech power
You read the memory of an incapacitated droid or
construct within range. The target must have its Casting Time: 1 action
memory core (and/or other appropriate components) Range: Touch
intact. Duration: Instantaneous
Until the power ends, you can ask up to ve A droid or construct you touch regains a number of
questions. Depending on what it would know or has hit points equal to 1d8 + your techcasting ability
witnessed, the target provides visual, audio, or text- modi er. This power only e ects droids and
based data in response. The target can’t provide new constructs.
information, and can't speculate about future events.
Overcharge Tech. When you cast this power using a
tech slot of 2nd level or higher, the healing increases
by 1d8 for each slot level above 1st.
CHAPTER 12 | TECH POWERS 294
REPROGRAM DROID Overcharge Tech. If you cast this power using a tech
5th-level tech power slot of 6th level or higher, you can alter the target's
memories of an event that took place up to 7 days ago
Casting Time: 1 minute (6th level), 30 days ago (7th level), 1 year ago (8th level),
Range: 60 feet or any time in the creature's past (9th level).
Duration: 30 days
RIME SHOT
You alter the protocols of a droid that you can see At-will tech power
within range, forcing it to carry out some service or
refrain from some action or course of activity as you Casting Time: 1 action
decide. The droid must succeed on a Wisdom saving Range: Varies
throw or become charmed by you for the duration. Duration: 1 round
While the droid is charmed by you, it takes 5d10
lightning damage each time it acts in a manner directly As part of the action used to cast this power, you
counter to your instructions, but it can only do so once must make a ranged weapon attack against one
each day. creature within your weapon's range, otherwise the
power fails. On a hit, the target su ers the attack's
You can issue any command you choose, short of an normal e ects, and the creature gains 1 slowed level
activity that would result in certain death. Should you until the end of its turn as the air around it turns frigid.
issue a suicidal command, the power ends. You can
end the power early by using an action to dismiss it. This power deals additional damage when you reach
The remove virus power also ends it. higher levels. At 5th level the ranged attack deals an
extra 1d6 cold damage. This damage increases by 1d6
Overcharge Tech. When you cast this power using a again at 11th level and 17th level.
tech slot of 7th or 8th level, the duration is 1 year.
When you cast this power using a tech slot of 9th level, RIME STRIKE
the power lasts until it is ended by remove virus. At-will tech power
REWRITE MEMORY Casting Time: 1 action
5th-level tech power Range: Varies
Duration: 1 round
Casting Time: 1 action
Range: 30 feet As part of the action used to cast this power, you
Duration: Concentration, up to 1 minute must make a melee weapon attack against one
creature within your reach, otherwise the power fails.
You attempt to alter a droid or construct's memories. On a hit, the target su ers the attack's normal e ects,
One droid or construct that you can see must make a and gains 1 slowed level until the start of your next
Wisdom saving throw. If you are ghting the creature, turn, as the cold energy seeps into its being.
it has advantage on the saving throw. On a failed save, Additionally, if the target doesn't move at least 5 feet
the target becomes charmed by you for the duration. before the start of your next turn, it immediately takes
The charmed target is incapacitated and unaware of its 1d8 cold damage, and the power ends.
surroundings, though it can still hear you. If it takes any
damage or is targeted by another power, this power This power's damage increases when you reach
ends, and none of the target's memories are modi ed. higher levels. At 5th level, the melee attack deals an
extra 1d8 cold damage to the target, and the damage
While this charm lasts, you can a ect the target's the target takes for not moving increases to 2d8. Both
memory of an event that it experienced within the last damage rolls increase by 1d8 at 11th level and 17th
24 hours and that lasted no more than 10 minutes. You level.
can permanently eliminate all memory of the event,
allow the target to recall the event with perfect clarity
and exacting detail, change its memory of the details of
the event, or create a memory of some other event.
The target's mind lls in any gaps in the altered
memory. If the power ends before you have nished
prescribing the modi ed memories, the creature's
memory isn't altered. Otherwise, the modi ed
memories take hold when the power ends.
A modi ed memory doesn't necessarily a ect how
the target behaves, particularly if the memory
contradicts the target's core programming, alignment,
or beliefs. An illogical modi ed memory, such as
implanting a memory of how much the target enjoyed
dousing itself in acid, is dismissed, perhaps as a glitch.
The DM might deem a modi ed memory too
nonsensical to a ect a target in a signi cant manner.
A remove virus or similar power cast on the target
restores its true memory.
295 CHAPTER 12 | TECH POWERS
RING OF FIRE SCAN AREA
1st-level tech power 4th-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
A wall of ames erupts out of the ground in a ring Program a creature or object that you are familiar
around you with a radius of 15 feet and a height of 10 with into your tech focus. Using a sonar scan, the tech
feet. Creatures who start their turn in the ring of re or focus attempts to nd a path to the creature's or
pass through it on their turn take 1d6 re damage. objects location, as long as that creature or object is
Creatures within the ring of re who willingly try to within 1,000 feet of you. If the creature or object is
move through the re to escape must succeed on a moving, you know the direction of its movement.
Wisdom saving throw to do so. Creatures who are
immune to fear or re automatically succeed on this The power can locate a speci c creature or object
saving throw. known to you, or the nearest creature/object of a
speci c kind (such as a droid or a bothan), so long as
Overcharge Tech. When you cast this power using a you have seen such a creature up close—within 30 feet
tech slot of 2nd level or higher, the damage of the ring —at least once.
of re increases by 1d6 for each slot level above 1st.
SCRAMBLE INTERFACE
SABOTAGE CHARGES 3rd-level tech power
3rd-level tech power
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Self Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
You choose one droid or construct you can see
You create six tiny sabotage charges that last for the within range and scramble its ability to di erentiate
power's duration. When you cast the power, and as a targets. The target must make an Intelligence saving
bonus action on subsequent turns, you can hurl up to throw. If the construct has the 'Piloted' trait, and has a
two of the charges to points you choose within 120 pilot controlling it that is not incapacitated, it gains a
feet. Each charge explodes if it reaches the point or hits bonus to the saving throw equal to the pilot's
a solid surface. Each creature within 5 feet of the Intelligence modi er. On a failed save, the target loses
explosion must make a Dexterity save. The explosion the ability to distinguish friend from foe, regarding all
deals 2d6 re damage on a failure, or half damage on a creatures it can see as enemies until the power ends.
success. Each time the target takes damage, it can repeat the
saving throw, ending the e ect on itself on a success.
Overcharge Tech. The number of charges created
increases by two for each slot level above 3rd. Whenever the a ected creature chooses another
creature as a target, it must choose the target at
SALVO random from among the creatures it can see within
4th-level tech power range of the attack, power, or other ability it's using. If
an enemy provokes an opportunity attack from the
Casting Time: 1 action a ected creature, the creature must make that attack if
Range: 60 feet it is able to.
Duration: Instantaneous
SCRAMBLING BARRIER
You launch three projectiles at points you can see 6th-level tech power
within range. Each creature within a 10-foot radius
sphere of each point must make a Dexterity saving Casting Time: 1 action
throw. A creature takes 3d6 re and 3d6 kinetic Range: Self (10-foot radius)
damage on a failed save, or half as much damage on a Duration: Concentration, up to 1 minute
successful one. A creature in the area of more than
one sphere is a ected only once. An immobile, faintly shimmering barrier springs into
existence in a 10-foot radius around you and remains
The power damages objects in the area and ignites for the duration.
ammable objects that aren't being worn or carried.
Overcharge Tech. When you cast this power using a Any tech power of 5th level or lower cast from
tech slot of 6th level or higher, you create four outside the barrier can't a ect creatures or objects
projectiles. When you cast this power using a tech slot within it, even if the power is cast using a higher level
of 8th level or higher, you create ve projectiles. tech slot. Such a power can target creatures and
objects within the barrier, but the power has no e ect
on them. Similarly, the area within the barrier is
excluded from the areas a ected by such powers.
Overcharge Tech. When you cast this power using a
tech slot of 7th level or higher, the barrier blocks
powers of one level higher for each slot level above
6th.
CHAPTER 12 | TECH POWERS 296
SCRAMBLING FIELD SECURITY PROTOCOLS
8th-level tech power 6th-level tech power
Casting Time: 1 action Casting Time: 10 minutes
Range: Touch
Range: Self (10-foot-radius sphere) Duration: 24 hours
Duration: Concentration, up to 1 hour You create a ward that protects up to 2,500 square
feet of oor space (an area 50 feet square, or one
A 10-foot-radius shimmering sphere of power hundred 5-foot squares or twenty- ve 10-foot
suppression surrounds you. Within the sphere, powers squares). The secured area can be up to 20 feet tall,
can't be cast and enhanced items become mundane. and shaped as you desire. You can ward several stories
Until the power ends, the sphere moves with you, of a stronghold by dividing the area among them, as
centered on you. long as you can walk into each contiguous area while
you are casting the power.
Powers and other enhanced e ects are suppressed
in the sphere and can't protrude into it. A slot When you cast this power, you can specify
expended to cast a suppressed power is consumed. individuals that are una ected by any or all of the
While an e ect is suppressed, it doesn't function, but e ects that you choose. You can also specify a
the time it spends suppressed counts against its password that, when spoken aloud, makes the speaker
duration. immune to these e ects.
Targeted Effects. Powers and other enhanced When commanded (no action required), security
e ects that target a creature or an object in the sphere protocols creates the following e ects within the
have no e ect on that target. secured area.
Enhanced Areas. The area of another power or Corridors. Fog lls all the secured corridors, making
enhanced e ect, such as explosion, can't extend into them heavily obscured. In addition, at each
the sphere. If the sphere overlaps an enhanced area, intersection or branching passage o ering a choice of
the part of the area that is covered by the sphere is direction, there is a 50 percent chance that a creature
suppressed. other than you will believe it is going in the opposite
direction from the one it chooses.
Powers. Any active power or other enhanced e ect
on a creature or an object in the sphere is suppressed Doors. All doors in the secured area are locked, as if
while the creature or object is in it. sealed by the lock power. In addition, you can cover up
to ten doors with an image (equivalent to the illusory
Enhanced Items. The properties and powers of object function of the minor hologram power) to make
enhanced items are suppressed in the sphere. For them appear as plain sections of wall.
example, a +1 lightsaber in the sphere functions as an
unenhanced lightsaber. Stairs. Electromesh lls all stairs in the secured area
from top to bottom, as the electromesh power. This
An enhanced weapon's properties and powers are mesh regrows in 10 minutes if it is burned or torn away
suppressed if it is used against a target in the sphere while security protocols lasts.
or wielded by an attacker in the sphere. If an enhanced
weapon or a piece of enhanced ammunition fully Other power effect. You can place your choice of
leaves the sphere (for example, if you re an enhanced one of the following enhanced e ects within the
shot or throw an enhanced vibrospear at a target secured area of the stronghold.
outside the sphere), the enhancement of the item
ceases to be suppressed as soon as it exits. Place mobile lights in four corridors. You can designate
a simple program that the lights repeat as long as
Enhanced Travel. Teleportation fails to work in the security protocols lasts.
sphere, whether the sphere is the destination or the Place implant message in two locations.
departure point for such enhanced travel. A portal to Place debilitating gas in two locations. The vapors
another location temporarily closes while in the appear in the places you designate; they return within
sphere. 10 minutes if dispersed by wind while security
protocols lasts.
Creatures and Objects. A creature or object
summoned or created by powers temporarily winks The whole secured area radiates power. A dimish
out of existence in the sphere. Such a creature tech cast on a speci c e ect, if successful, removes
instantly reappears once the space the creature only that e ect.
occupied is no longer within the sphere.
You can create a permanently guarded and secured
Tech Override/Diminish Tech. Powers and structure by casting this power there every day for one
enhanced e ects such as tech override have no e ect year.
on the sphere. Likewise, the spheres created by
di erent scrambling eld powers don't nullify each
other.
297 CHAPTER 12 | TECH POWERS
SENDING SHATTER
3rd-level tech power 2nd-level tech power
Casting Time: 1 action Casting Time: 1 action
Range: Unlimited Range: 60 feet
Duration: 1 round Duration: Instantaneous
You send a short message of twenty- ve words or A sudden loud ringing noise, painfully intense, erupts
less to a creature with which you are familiar that from a point of your choice within range. Each creature
possesses a commlink. The creature hears the in a 10-foot-radius sphere centered on that point must
message, recognizes you as the sender if it knows you, make a Constitution saving throw. A creature takes 3d8
and can answer in a like manner immediately. sonic damage on a failed save, or half as much damage
on a successful one. A creature made of inorganic
You can send the message across any distance and material such as stone, crystal, or metal has
even to other planets, but if the target is on a di erent disadvantage on this saving throw.
planet than you, there is a 5 percent chance that the
message doesn't arrive. An unenhanced object that isn't being worn or
carried also takes the damage if it's in the power's
SENSOR PROBE area.
4th-level tech power
Overcharge Tech. When you cast this power using a
Casting Time: 1 action tech slot of 3rd level or higher, the damage increases
Range: 30 feet by 1d8 for each slot level above 2nd.
Duration: Concentration, up to 1 hour
SHOCKING RAY
You create a small, temporary, invisible probe that 2nd-level tech power
hovers in the air for the duration. You mentally receive
visual information from the probe. It has darkvision out Casting Time: 1 action
to 30 feet. The eye can look in every direction. Range: 120 feet
Duration: Instantaneous
As an action, you can move the probe up to 30 feet
in any direction. There's no limit on how far away from You create three ionic rays and hurl them at targets
you it can be. A solid barrier blocks the probe's within range. You can hurl them at one target or
movement, but it can pass through an opening at least several. Make a ranged tech attack for each ray. On a
1 inch in diameter. hit, the target takes 2d4 ion damage.
SHARED SHIELDING Overcharge Tech. When you cast this power using a
2nd-level tech power tech slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.
Casting Time: 1 action
Range: Touch SHORT CIRCUIT
Duration: 1 hour At-will tech power
This power wards a willing creature you touch and Casting Time: 1 action
creates an energy link between you and the target until Range: 120 feet
the power ends. While the target is within 60 feet of Duration: 1 round
you, it gains a +1 bonus to AC and saving throws, and it
has resistance to all damage. Also, each time it takes You electrocute a creature within range. Make a
damage, you take the same amount of damage. ranged tech attack against the creature. On a hit, the
target takes 1d8 lightning damage. If the target is a
The power ends if you drop to 0 hit points or if you droid, construct, or has a tech focus, it has
and the target become separated by more than 60 disadvantage on the rst attack roll it makes against
feet. It also ends if the power is cast again on either of you until the end of your next turn.
the connected creatures. You can also dismiss the
power as an action. This power's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
SHUTDOWN
5th-level tech power
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You emit an electromagnetic pulse, shutting down all
electronic devices, with the exception of your tech
focus, that are not held by or under the direct control
of a creature. If it is, the creature must succeed on an
Intelligence saving throw to stop the device from being
shut down. While the power is active, no electronic
device in range can be started or restarted.
CHAPTER 12 | TECH POWERS 298
SKILL PROTOCOL SONIC FISTS
5th-level tech power 1st-level tech power
Casting Time: 1 action Casting Time: 1 bonus action
Range: Touch Range: Self
Duration: Concentration, up to 1 hour Duration: 1 minute
You enhance a droid or construct's protocols. You You enhance your sts—or analogous appendages—
touch one willing droid or construct and give it with sonic energy. For the duration, you have a natural
expertise in one skill of your choice; until the power weapon which deals 1d10 sonic damage on a hit. Every
ends, the creature doubles its pro ciency bonus for time you hit a creature that is no more than one size
ability checks it makes that use the chosen skill. larger than you with a melee attack with this weapon,
you can push it 5 feet away from you.
You must choose a skill in which the target is
pro cient and that isn't already bene ting from an SONIC SHOT
e ect, such as Expertise, that doubles its pro ciency At-will tech power
bonus.
Casting Time: 1 action
SLOW-RELEASE MEDPAC Range: Varies
3rd-level tech power Duration: 1 round
Casting Time: 1 action As part of the action used to cast this power, you
Range: Self (30-foot radius) must make a ranged weapon attack against one
Duration: Concentration, up to 1 minute creature within your weapon's range, otherwise the
power fails. On a hit, the target su ers the attack's
Kolto energy radiates from you in an aura with a 30- normal e ects, and it becomes wreathed in a sonic
foot radius. Until the power ends, the aura moves with barrier until the start of your next turn. If the target
you, centered on you. You can use a bonus action to willingly moves before then, it immediately takes sonic
cause one creature in the aura (including you) to regain damage equal to your techcasting modi er, becomes
2d6 hit points. This power has no e ect on droids or deafened until the start of your next turn, and the
constructs. power ends.
SMOKE CLOUD This power's damage increases when you reach
1st-level tech power higher levels. At 5th level, the ranged attack deals an
extra 1d6 sonic damage to the target, and the damage
Casting Time: 1 action the target takes for moving increases to 1d6 + your
Range: 120 feet techcasting ability modi er. Both damage rolls increase
Duration: Concentration, up to 1 hour by an additional 1d6 at 11th and 17th level.
You cause thick smoke to erupt from a point within SONIC STRIKE
range, lling a 20-foot-radius sphere. The sphere At-will tech power
spreads around corners, and its area is heavily
obscured. It lasts for the duration or until a wind of Casting Time: 1 action
moderate or greater speed (at least 10 miles per hour) Range: Varies
disperses it. Duration: 1 round
Overcharge Tech. When you cast this power using a As part of the action used to cast this power, you
tech slot of 2nd level or higher, the radius of the smoke must make a melee weapon attack against one
cloud increases by 20 feet for each slot level above 1st. creature within your reach, otherwise the power fails.
On a hit, the target su ers the attack's normal e ects,
SMUGGLE and you begin to emanate a disturbing hum. If a
2nd-level tech power hostile creature ends its turn within 5 feet of you
before the start of your next turn, it takes 1d4 sonic
Casting Time: 1 action damage.
Range: Self
Duration: Concentration, up to 1 hour This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
You dampen sound and light and dull the scent from extra 1d8 sonic damage to the target, and the
creatures in your vicinity. For the duration, each secondary damage increases by 1d4. Both damage
creature you choose within 30 feet of you has a +10 rolls increase by 1d8 and 1d4, respectively, at 11th
bonus to Dexterity (Stealth) checks and can't be level and 17th level.
tracked except by enhanced means while within this
radius. You can choose yourself as well. A creature that
receives this bonus leaves behind no traces of its
passage.
299 CHAPTER 12 | TECH POWERS
SPECTRUM BOLT Overcharge Tech. When you cast this power with a
1st-level tech power tech slot of 3rd level or higher, you can target one
additional creature for every two slot levels above 1st.
Casting Time: 1 action When you cast this power at 3rd, 6th, or 9th level, the
Range: 120 feet die increases to d6, d8, and d10, respectively.
Duration: Instantaneous
STACK THE DECK
You re an undulating, warbling bolt of energy at a 1st-level tech power
creature within range. Make a ranged tech attack
against the target. On a hit, the target takes 2d8 + 1d6 Casting Time: 1 action
damage. Choose one of the d8s. The number rolled on Range: 30 feet
that die determines the attacks damage type, as shown Duration: Concentration, up to 1 minute
below.
You boost up to three creatures of your choice within
d8 Damage Type range. Whenever a target makes an attack roll or a
saving throw before the power ends, the target can roll
1 Acid a d4 and add the number rolled to the attack roll or
saving throw.
2 Cold
Overcharge Tech. When you cast this power with a
3 Fire tech slot of 3rd level or higher, you can target one
additional creature for every two slot levels above 1st.
4 Energy When you cast this power at 3rd, 6th, or 9th level, the
die increases to d6, d8, and d10, respectively.
5 Ion
STORMING SHOT
6 Lightning At-will tech power
7 Poison Casting Time: 1 action
Range: Varies
8 Sonic Duration: 1 round
If you roll the same number on both d8s, the bolt As a part of the action used to cast this power, you
leaps from the target to a di erent creature of your must make a ranged weapon attack against one
choice within 30 feet of it. Make a new attack roll creature within your weapon's range, otherwise the
against the new target, and make a new damage roll, power fails. On a hit, the target su ers the attack's
which could cause the bolt to leap again. A creature normal e ects and becomes shocked until the end of
can be targeted only once by each casting of this your next turn. When this power hits a target, if there is
power. a creature within 30 feet who is shocked, an arc of
lightning courses between the two creatures, dealing
Overcharge Tech. When you cast this power using a 1d6 lightning damage to both of them. If there are
tech slot of 2nd level or higher, each target takes 1d6 multiple other creatures who are shocked, the
extra damage of the type rolled for each slot level lightning leaps to the closest creature.
above 1st.
The power's damage increases when you reach
SPECTRUM RAY higher levels. At 5th level, the e ects of both the
At-will tech power ranged weapon attack and discharge deal an extra 1d6
lightning damage. Both damage rolls increase by an
Casting Time: 1 action additional 1d6 at 11th and 17th level.
Range: 60 feet
Duration: Instantaneous STUN DART
8th-level tech power
You shoot a beam of energy at a creature that you
can see within range. You choose acid, cold, re, Casting Time: 1 ation
lightning, poison, or sonic for the type of beam you Range: 60 feet
create, and then make a ranged tech attack against the Duration: Instantaneous
target. If the attack hits, the creature takes 1d8 damage
of the type you chose. You emit a tiny crippling dart at a target within range.
If the target has 150 hit points or fewer, it is stunned.
This power's damage increases by 1d8 when you Otherwise, the power has no e ect.
reach 5th level (2d8), 11th level (3d8) and 17th level
(4d8). The stunned target must make a Constitution saving
throw at the end of each of its turns. On a successful
SPOT THE WEAKNESS save, this stunning e ect ends.
1st-level tech power
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see
within range must make Dexterity saving throws. The
rst time each turn a target that fails this saving throw
makes an attack roll or a saving throw before the
power ends, the target must roll a d4 and subtract the
number rolled from the attack roll or saving throw.
CHAPTER 12 | TECH POWERS 300