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FEATURES

FORCECASTING
In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an
abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers
list.

FORCE RECOVERY
When you finish a short rest, you can regain a number of force points equal to half your consular level + your
Wisdom or Charisma modifier (your choice, minimum of one). Once you've used this feature, you must
complete a long rest before you can use it again.

FORCE-EMPOWERED CASTING
When you cast a force power, you can expend additional force points to modify the power. You gain two of
the following Force-Empowered Casting options of your choice, located at the end of the class description.
You gain another one at 9th and 17th level. You can use only one Force-Empowered Casting option on a
power when you cast it, unless otherwise noted.
DISTANT POWER
When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to
double the range of the power. Alternatively, when you cast a power that has a range of touch, you can
spend 1 additional force point to make the range of the power 30 feet.
TWINNED POWER
When you cast a power that targets only one creature and doesn't have a range of self, you can spend a
number of additional force points equal to the power's level to target a second creature in range with the
same power (1 force point if the power is at-will).

FORCE SHIELD
When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start
of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice,
minimum of +1). This includes the triggering attack. You can use this feature twice. You gain an additional
use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you finish a long rest.

FORCE AFFINITY - ASHLA


When you successfully cast a light side power, either your or the target's (your choice) hit point maximum
and current hit points increase by an amount equal to the power's level. This effect lasts for 1 minute. You
can only have one instance of this effect active at a time.

CONSULAR TRADITION – WAY OF THE SAGE


DISCIPLE OF LIFE
When you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting
ability for it. Additionally, whenever you use a force power of 1st level or higher to restore hit points to a
creature, the creature regains extra hit points equal to 2 + the power's level.
FORCE POWERS
GIVE LIFE
At-will light side power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Placing your hand on another creature you can transfer your own life force to them. You spend and roll one
of your hit dice and the creature regains that many hit points. This power has no effect on droids or
constructs.

SABER REFLECT
At-will universal power
Casting Time: 1 reaction, which you take in response to being dealt damage by a ranged attack
Range: Self
Duration: Instantaneous
In response to being attacked, you raise your weapon to attempt to deflect. When you use this power, the
damage you take from the attack is reduced by 1d6. If you reduce the damage to 0, you're wielding a
lightweapon or vibroweapon, and the damage is energy or ion, you can reflect the attack at a target within
range as part of the same reaction. Make a ranged force attack at a target you can see. The attack has a
normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack's normal
damage. The power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
and 17th level (4d6).

SPARE THE DYING


At-will light side power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This power has no effect on
droids or constructs.

FORCE DISARM
At-will universal power
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You select a weapon or object being worn or carried by a Large or smaller creature within range. The
creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item
is being carried, this save is made with advantage.
On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise,
it lands at your feet.

GUIDANCE
At-will light side power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number
rolled to one ability check of its choice. The power then ends. This power's die increases at higher levels: to
a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

RESISTANCE
At-will universal power
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number
rolled to one saving throw of its choice. The power then ends. This power's die increases at higher levels: to
a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
HEAL
1st-level light side power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your forcecasting ability modifier. This
power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.

PROJECT
1st-level light side power
Prerequisite: Resistance
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a
saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or
saving throw.
Force Potency. When you cast this power with a force slot of 3rd level or higher, you can target one
additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the
die increases to d6, d8, and d10, respectively

FORCE REFLECT
1st-level universal power
Prerequisite: Saber Reflect
Casting Time: 1 reaction, which you take in response to being hit by a ranged attack
Range: Self
Duration: Instantaneous
In response to being attacked, you attempt to deflect the attack with the Force. When you use this power, the
damage you take from the attack is reduced by 1d10. If you reduce the damage to 0 and the damage is
energy, force, ion, kinetic, lightning, necrotic, or sonic, you can reflect the attack at a target within range as
part of the same reaction. Make a ranged force attack at a target you can see. The attack has a normal
range of 30 feet and a long range of 90 feet. On a hit, the target takes the triggering attack's normal damage.
Force Potency. When you cast this power using a force slot of 2nd level or higher, the damage reduction
increases by 1d10 for each slot level above 1st.

VALOR
1st-level light side power
Prerequisite: Resistance
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a
saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or
saving throw.
Force Potency. When you cast this power with a force slot of 3rd level or higher, you can target one
additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the
die increases to d6, d8, and d10, respectively

FORCE BARRIER
2nd-level light side power
Casting Time: 1 action
Range: 30 feet
Duration: 8 hours
This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each
target's hit point maximum and current hit points increase by 5 for the duration.
Force Potency. When you cast this power using a force slot of 3rd level or higher, a target's hit points
increase by an additional 5 for each slot level above 2nd.
RESTORATION
2nd-level light side power
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature and end either one disease or one condition afflicting it. The condition can be blinded,
deafened, paralyzed, or poisoned. This power has no effect on droids or constructs.

DANGER SENSE
2nd-level universal power
Casting Time: 1 bonus action
Range: Self
Duration: Instantaneous
You put your faith in the Force, feeling out the future and seeing whether your actions will lead to fortune or
ruin. The GM chooses from the following possible omens:
• Peace, for results which are not dangerous
• Danger, for results which are dangerous but perhaps still worth the danger
• Ruin, for results which are certain to end in death or tragedy
The power doesn't take into account any possible circumstances that might change the outcome, such as
the use of additional powers or the loss or gain of a companion. If you use this power two or more times
before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first
that you get a neutral result regardless of the actual outcome.

FORCE CONFUSION
2nd-level universal power
Preqrequisite: Mind Trick
Casting Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or
become charmed by you for the duration. The charmed target must use its action before moving on each of
its turns to make a melee attack against a creature other than itself that you mentally choose. The target can
act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns,
you must use your action to maintain control over the target, or the power ends. Also, the target can make a
Wisdom saving throw at the end of each of its turns. On a success, the power ends.

RESCUE
2nd-level universal power
Casting Time: 1 bonus action
Range: 30 feet
Duration: Instantaneous
You pull one willing ally you can see within 30 feet of you to an unoccupied space within 5 feet of you. The
target must use their reaction to accept the pull.

FORCE ENLIGHTEMENT
2nd-level light side power
Prerequisite: Guidance
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
You touch a creature and enhance it with the Force. Choose one of the following effects; the target gains that
effect until the power ends.
• Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
• Dexterity. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated.
• Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points,
which are lost when the power ends.
• Cunning. The target has advantage on Intelligence checks.
• Wisdom. The target has advantage on Wisdom checks.
• Splendor. The target has advantage on Charisma checks.
• This power has no effect on droids or constructs.
Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

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