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Casting Time: 1 action You point at a creature you can see within range and
Range: Varies temporarily fracture its connection to the Force. For
Duration: Instantaneous the duration, the creature cannot cast force powers,
use any features that require it to spend force points,
As part of the action used to cast this power, you or expend a usage of Force Shield or Channel the
must make a melee attack with a weapon against one Force. As an action, it can make an ability check using
creature within your weapon's reach, otherwise the its forcecasting ability against your force save DC. A
power fails. On a hit, the target su ers the attack's success ends this power’s e ect.
normal e ects, and if it is a Medium creature or
smaller, it is pushed 10 feet away from you. If the CENTER OF BEING
target collides with a creature or object, it takes kinetic 4th-level universal power
damage equal to your forcecasting ability modi er. Casting Time: 1 bonus action
This power's damage increases when you reach Range: Self
higher levels. At 5th level, the melee attack deals an Duration: 1 minute
extra 1d8 kinetic damage to the target, and the
damage the target takes for colliding increases to 1d8 + You attune yourself to either the light or dark side of
your forcecasting ability modi er. Both damage rolls the Force to bolster your skill in combat. Until the
increase by 1d8 at 11th level and 17th level. power ends, you gain a bene t, determined by your
forcecasting ability:
BATTLEMIND Wisdom. Each time you take the Dodge action in
4th-level universal power combat, you accumulate one charge. When you hit
Prerequisite: Battle Precognition with a melee weapon attack during the power's
Casting Time: 1 action duration, you can expend one charge to add your
Range: Self forcecasting modi er to the attack's damage roll.
Duration: Concentration, up to 10 minutes Charisma. Each time a creature hits you with an
attack, you accumulate one charge. When you hit with
Through the Force, you gain a limited form of a melee weapon attack during the power's duration,
telepathy that enables you to anticipate the moves of you can expend one charge to add your forcecasting
your opponents in combat. While you aren't wearing modi er to the attack's damage roll.
armor or wielding a shield, you gain a +2 AC bonus
against melee attacks and a +3 AC bonus against
ranged attacks.
This AC bonus is not applied against attacks from
droids, constructs, or creatures with resistance or
immunity to psychic damage.
DARK TRANSFER You learn one language of your choice that the target
At-will dark side power knows.
You gain pro ciency in a skill or tool the target has
Casting Time: 1 action
pro ciency with. If you are already pro cient in this skill
Range: 30 feet
or tool, you gain expertise instead.
Duration: Instantaneous
You erode the vitality of one creature you can see in At the end of every 10 days, the creature can repeat
range. The target must succeed on a Charisma saving its saving throw against this power. If it succeeds on its
throw or take 1d6 necrotic damage and fall prone. This saving throw, the power's e ect ends. When the e ect
power's damage increases by 1d6 when you reach 5th ends, you lose the bene ts you gained. The power can
level (2d6), 11th level (3d6), and 17th level (4d6). also be ended by improved heal or greater heal. This
power has no e ect on droids or constructs.
DESTRUCTIVE BLOW
1st-level dark side power DREAM-WALKING
5th-level universal power
Casting Time: 1 bonus action
Range: Self Prerequisite: Farseeing
Duration: Concentration, up to 1 minute Casting Time: 1 minute
Range: Self
The rst time you hit with a melee weapon attack Duration: 8 hours
during this power's duration, you double the weapon's
damage dice. This power then ends. This power allows you to reach through the Force
and shape a creature's dreams. Choose a creature
DISRUPTION known to you as the target of this power. Creatures
3rd-level light side power that don't sleep, such as droids, can't be contacted by
Prerequisite: Sense Emotion this power. You, or a willing creature you touch (that is
Casting Time: 1 action not a droid or construct), enters a trance state, acting
Range: 60 feet as a messenger. While in the trance, the messenger is
Duration: 1 minute aware of his or her surroundings, but can't take actions
or move.
Through gentle use of the Force, you disrupt the If the target is asleep, the messenger appears in the
focus of a creature you can see within range without target's dreams and can converse with the target as
harming it. The creature must make a Wisdom saving long as it remains asleep, through the duration of the
throw. On a success, it su ers no e ect, and this power power. The messenger can also shape the
ends. On a failed save, the creature becomes unable to environment of the dream, creating landscapes,
maintain concentration on powers for the duration of objects, and other images. The messenger can emerge
this power. Any ongoing power cast by the creature from the trance at any time, ending the e ect of the
with a duration of concentration ends immediately, power early. The target recalls the dream perfectly
and it can't cast powers requiring concentration. The upon waking. If the target is awake when you cast the
creature can repeat the Wisdom saving throw at the power, the messenger knows it, and can either end the
end of each of its turns; a successful save ends the trance (and the power) or wait for the target to fall
e ect. This power has no e ect on droids or asleep, at which point the messenger appears in the
constructs. target's dreams.
DRAIN KNOWLEDGE You can make the messenger appear monstrous and
8th-level dark side power terrifying to the target. If you do, the messenger can
deliver a message of no more than ten words and then
Prerequisite: Steal Knowledge
the target must make a Wisdom saving throw. On a
Casting Time: 1 action
failed save, echoes of the phantasmal monstrosity
Range: 150 feet
spawn a nightmare that lasts the duration of the
Duration: Instantaneous
target's sleep and prevents the target from gaining any
You steal knowledge from a creature that you can bene t from that rest. In addition, when the target
see within range, shattering its intellect and personality wakes up, it takes 3d6 psychic damage.
in the process. The target takes 4d6 psychic damage
and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast
powers, activate enhanced items, understand
language, or communicate in any intelligible way. The
creature can, however, identify its friends, follow them,
and even protect them.
In addition, if the target fails its save, choose one of
the following bene ts to gain:
You can recall anything the target has witnessed in its
recent past, up to 7 days before the casting of this
power.
FALLING STAR FLOW-WALKING
2nd-level universal power 9th-level universal power
Prerequisite: Slow Descent Casting Time: 1 action; or 1 reaction, which you take
Casting Time: 1 reaction, which you take when you are when when you are hit by an attack or fail a saving
falling or after jumping throw
Range: 15 feet Range: Self
Duration: Instantaneous Duration: Instantaneous
When you cast this power, choose an unoccupied You immerse yourself in the Force, e ectively
space within range. You move to that location and stopping the ow of time for everyone but yourself. No
instantly crash to the ground directly beneath that time passes for other creatures, while you gain
space, accompanied by a ash of power. As long as bene ts depending on whether.
your fall was no more than 100 feet, you take no falling Action. You take 3 turns in a row, during which you
damage, but each creature within 5 feet of where you can use actions and move as normal.
land must make a Strength saving throw. On a failed Reaction. You get out of harm's way, causing the
save, a creature takes force damage equal to the attack to miss you or for you to succeed the saving
amount of falling damage you would have taken, or throw instead, and immediately take an extra turn.
half as much damage on a successful one. For When you take these extra turns:
example, if you fell a total of 20 feet, a creature would
take 2d6 force damage. If you would land on a Your attack rolls are made with advantage.
creature, you immediately move to the nearest open Any attack that hits counts as a critical hit.
space. If you fell 30 feet or more, you are stunned until Creatures other than you automatically fail Strength
the end of your next turn. and Dexterity saving throws.
Force Potency. When you cast this power using a Creatures other than you can't take reactions or
force slot of 5th level or higher, there is no longer any legendary actions.
restriction on the length of your fall, and you are not FORCE BURST
stunned after falling. 4th-level universal power
FARSEEING Casting Time: 1 action
3rd-level universal power Range: 90 feet
Casting Time: 1 minute Duration: Instantaneous
Range: Unlimited You form a dense sphere of gathered Force energy
Duration: 1 round and hurl it at a target within range at high speed. Make
You gain a vague, momentary impression of events a ranged force attack against the target. On a hit, the
happening around a particular creature in some target takes 2d10 force damage. Hit or miss, the
distant place. The target must make a Wisdom saving sphere then explodes, and the target and each
throw, which is modi ed by how well you know the creature within 5 feet of it must make a Constitution
target. A dead target automatically fails this saving saving throw. On a failed save, a creature takes 4d6
throw. If a target knows you're casting this power, it force damage and is knocked prone. On a successful
can fail the saving throw voluntarily if it wants to be save, it takes half as much damage and isn't knocked
observed. prone.
Force Potency. When you cast this power using a
Knowledge Save Modi er force slot of 5th level or higher, the damage increases
Secondhand (you have heard of the target) +5 by 1d6 and the explosion's range increases by 5 feet
for each slot level above 4th.
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
HEALING MEDITATION
2nd-level light side power
Casting Time: 10 minutes
Range: 60 feet
Duration: Instantaneous
Up to six creatures of your choice that you can see
within range each regain hit points equal to 2d8 + your
forcecasting ability modi er. This power has no e ect
on droids or constructs.
IMPROVED DARK SHEAR KINETITE
4th-level dark side power 7th-level dark side power
Prerequisite: Dark Shear Prerequisite: Force Burst
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 400 feet
Duration: 1 minute Duration: Instantaneous
You create a weapon of shadowy, imperceptible You compress Force lightning into a disc and throw it
Force energy, and throw it at a creature within range. at a creature you can see. The creature must make a
Make a ranged force attack against that creature. If you Dexterity saving throw. On a failure, it takes 3d10 + 10
are within dim light or darkness, this attack has lightning damage, or half as much damage on a
advantage. On a hit, the creature takes 5d8 psychic success. Then, the disc detonates with a shattering
damage and must make a Constitution saving throw. crack of thunder, which can be heard up to 1,000 feet
On a failed save, the creature is blinded for the away. The target, and each creature within 20 feet of it,
duration. A blinded creature can repeat the saving must make a Constitution saving throw, which the
throw at the end of each of its turns; a successful save target makes with disadvantage. On a failed save, a
ends the blindness. creature takes 3d10 + 10 sonic damage and is
Force Potency. When you cast this power with a deafened for 1 minute. On a successful save, a
force slot of 5th level or higher, the damage increases creature takes half as much damage and is not
by 1d8 for each slot level above 4th. deafened. At the end of each of its turns, a creature
deafened by this power can repeat the saving throw,
IMPROVED PYROKINESIS ending the e ect on itself on a success.
2nd-level universal power Force Potency. When you cast this power with a
Prerequisite: Pyrokinesis force slot of 8th level or higher, both damage rolls
Casting Time: 1 action increase by 1d10 for each slot level above 7th.
Range: 30 feet
Duration: Instantaneous LESSER THOUGHT BOMB
9th-level dark side power
A line of roaring Force-enhanced ame 30 feet long
Casting Time: 1 action
and 5 feet wide emanates from you in a direction you
Range: 1,000 feet
choose. Each creature in the line must make a
Duration: Concentration, up to 1 minute
Dexterity saving throw. A creature takes 3d8 energy
damage on a failed save, or half as much damage on a You create a 20-foot-radius sphere of malevolent
successful one. Force energy centered on a point you can see within
Force Potency. When you cast this power using a range. For the power's duration, the sphere and any
force slot of 3rd level or higher, the damage increases space within 100 feet of it are di cult terrain, and
by 1d8 for each slot level above 2nd. unenhanced objects fully inside the sphere are
destroyed if they aren't being worn or carried.
JUDGMENT When the sphere appears and at the start of each of
At-will light side power your turns until the power ends, unsecured objects
Casting Time: 1 action within 100 feet of the sphere are pulled toward the
Range: 120 feet sphere's center, ending in an unoccupied space as
Duration: Instantaneous close to the center as possible.
You channel righteous Force energy manifested as a A creature that starts its turn within 100 feet of the
streak of light at a creature within range. Make a sphere must succeed on a Strength saving throw or be
ranged force attack against the target. On a hit, the pulled straight toward the sphere's center, ending in an
target takes 1d6 force damage. unoccupied space as close to the center as possible. A
The power creates more than one beam when you creature that enters the sphere for the rst time on a
reach higher levels: two beams at 5th level, three turn or starts its turn there takes 5d10 force damage
beams at 11th level, and four beams at 17th level. You and is restrained until it is no longer in the sphere. If
can direct the beams at the same target or at di erent the sphere is in the air, the restrained creature hovers
ones. Make a separate attack roll for each beam. inside the sphere. A creature can use its action to make
a Strength check against your forcecasting save DC,
ending this restrained condition on itself or another
creature in the sphere that it can reach. A creature
reduced to 0 hit points by this power is annihilated,
along with any unenhanced items it is wearing or
carrying.
LIGHT BURST A creature that fails its saving throw takes 2d10
7th-level light side power lightning damage, is pushed 10 feet back, and falls
prone. A creature that was hit by your attack has
Prerequisite: Force Burst
disadvantage on the saving throw.
Casting Time: 1 action
Force Potency. When you cast this power using a
Range: 400 feet
force slot of 4th level or higher, the lightning damage
Duration: Instantaneous
increases by 1d10 for each slot level above 3rd.
You gather puri ed Force energy into an orb, and
send it at a creature you can see. The creature must LUMINOUS TECHNIQUE
make a Dexterity saving throw. On a failure, it takes At-will light side power
3d10 + 10 force damage, or half as much damage on a Casting Time: 1 action
success. Then, the orb emits a brilliant pulse of light. Range: Varies
The target, and each creature within 20 feet of it, must Duration: 1 round
make a Constitution saving throw, which the target
As part of the action used to cast this power, you
makes with disadvantage. On a failed save, a creature
must make a melee attack with a weapon against one
takes 3d10 + 10 psychic damage and is blinded for 1
creature within your weapon's reach, otherwise the
minute. On a successful save, a creature takes half as
power fails. On a hit, the target su ers the attack's
much damage and is not blinded. At the end of each of
normal e ects, and an aura of energy wreathes it until
its turns, a creature blinded by this power can repeat
the start of your next turn. If the target performs more
the saving throw, ending the e ect on itself on a
than one melee or ranged weapon attack before then,
success.
it immediately takes energy damage equal to your
Force Potency. When you cast this power with a
forcecasting ability modi er, and the power ends.
force slot of 8th level or higher, both damage rolls
increase by 1d10 for each slot level above 7th. This power's damage increases when you reach
higher levels. At 5th level, the melee attack deals an
LIGHTNING ASSAULT extra 1d8 energy damage to the target, and the
1st-level dark side power damage the target takes performing more than one
Prerequisite: Lightning Charge
attack increases to 1d8 + your forcecasting ability
Casting Time: Special
modi er. Both damage rolls increase by 1d8 at 11th
Range: Self
level and 17th level.
Duration: 1 turn MANIPULATION
The rst time you take the Attack action during your 1st-level universal power
turn, you can simultaneously cast this power to infuse Prerequisite: A ect Mind
a melee weapon you are wielding with Force lightning. Casting Time: 1 action
The rst time you hit with this weapon, the target takes Range: 120 feet
an additional 1d6 lightning damage, and the static Duration: Instantaneous
within the weapon discharges. The target must make a
Constitution saving throw. On a failed save, the target One humanoid you can see within range must make
and up to two creatures of your choice within 10 feet a Wisdom saving throw. On a failed save, the target
of the target take 1d6 lightning damage. must move up to its speed in a direction you choose. In
addition, you can cause the target to drop whatever it
Force Potency. When you cast this power using a
is holding. This power has no e ect on a humanoid
force slot of 2nd level or higher, the lightning damage
that is immune to being charmed.
increases by 1d6 for each slot level above 1st.
MASS DUN MÖCH
LIGHTNING DISCHARGE
2nd-level dark side power
3rd-level dark side power
Prerequisite: Dun Möch
Prerequisite: Lightning Slash
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 5 feet
Duration: 1 minute
Duration: Instantaneous
You manipulate numerous creatures into ghting
As part of the action used to cast this power, you
you. Creatures of your choice within 30 feet of you that
must make an attack with a melee weapon against one
you can see and can hear you must make a Wisdom
creature within the power’s range. Hit or miss, you
saving throw. A target automatically succeeds on this
choose one of the following e ects:
saving throw if it can't be charmed. On a failed save, a
Each creature in a 15-foot cone in the direction of the target is a ected by this power.
target from you must make a Dexterity saving throw. An a ected creature can't move away from you, and
Each creature in a 30-foot line, 5 foot wide line from any attack it makes or o ensive power it casts must
you in the direction of the target must make a Dexterity include you as one of the targets. At the end of each of
saving throw. its turns, an a ected creature can repeat the saving
Each creature other than you within 10 feet of the throw, ending this power on itself on a success. If you
target must make a Dexterity saving throw. choose, you can end this power on your turn (no action
required). This power has no e ect on droids or
constructs.
MASS MIND TRICK MASTER DARKNESS
2nd-level universal power 9th-level dark side power
Prerequisite: Mind Trick Prerequisite: Maddening Darkness
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: Self (10-mile radius)
Duration: 1 minute Duration: 24 hours
You manipulate the Force to draw attention to When you cast this power, you manifest a massive
yourself, causing creatures of your choice that you can sphere of enhanced darkness far above the world that
see within range to make a Wisdom saving throw. Any moves perfectly in tune with the rise and set of the
creature that can't be charmed succeeds on this saving sun. The area within the range of this power is heavily
throw automatically, and if you or your companions obscured by enhanced darkness to all creatures,
are ghting a creature, it has advantage on the save. excluding you. The darkness spreads around corners. A
On a failed save, the target has disadvantage on creature with darkvision can't see through this
Wisdom (Perception) checks made to perceive any darkness. Unenhanced light, as well as light created by
creature other than you until the power ends. The powers of 8th level or lower, can’t illuminate the area.
power ends if you are incapacitated. This area of darkness moves with you. If you are in
space when you cast this power, the sphere remains in
MASTER ANIMATE WEAPON orbit around the nearest star, blocking starlight in the
9th-level universal power range of the power relative to you.
Prerequisite: Improved Animate Weapon
Casting Time: 1 bonus action
MASTER DARK SIDE TENDRILS
Range: 60 feet
5th-level dark side power
Duration: Concentration, up to 1 minute Prerequisite: Improved Dark Side Tendrils
Casting Time: 1 action
You select a melee weapon you wield, or one melee
Range: Self (60-foot radius)
weapon within range that is not worn or carried by a
Duration: Concentration, up to 1 minute
conscious creature, and use the Force to cause it to
levitate, acting as an extension of your will for the You summon tendrils of darkness that ll the area
duration or until you cast this power again. within range. When you cast the power, and as your
When you cast this power, you can cause the action on each of your turns for the duration, you can
weapon to move up to 30 feet and make up to two create one of the following e ects:
melee force attacks, each one against a creature, loose Grasp. Dark coils of shadow form and attempt to
object, or structure within 5 feet of the weapon. On a grasp one creature that you can see within range. The
hit, the target takes 4d12 damage. The type is of the target must make a Strength saving throw. On a failed
normal damage dealt by the weapon. This attack save, it is restrained until the start of your next turn.
scores a critical hit if the number on the d20 is 18 or Impale. Dangerous needles of shadow skewer forth
higher. On a critical hit, the weapon deals an extra from the ground, stabbing at up to three creatures you
8d12 damage (for a total of 12d12 damage). can see within range. Each must make a Dexterity
As a bonus action on your turn, you can move the saving throw. On a failed save, a creature takes 4d10
weapon up to 30 feet and then make up to two melee necrotic damage.
force attacks with it again. Horrify. Horrible visages form around you and rush
When this power ends, you can have the animated outward. All creatures within range that can see you
weapon return to your hand. must make a Wisdom saving throw. On a failed save, a
creature is frightened of you until the start of your next
MASTER DARK SHEAR turn.
8th-level dark side power
Prerequisite: Improved Dark Shear MASTER PYROKINESIS
Casting Time: 1 action 7th-level universal power
Range: 150 feet Prerequisite: Greater Pyrokinesis
Duration: Instantaneous Casting Time: 1 action
Range: 150 feet
You create a weapon of shadowy, imperceptible
Duration: Instantaneous
Force energy, and throw it to a point within range,
where it unleashes dark side energy in a 15-foot radius, A storm made up of sheets of roaring, Force-
60-foot-high cylinder centered on that point. Each enhanced ame appears in a location you choose
creature in the line must make a Dexterity saving within range. The area of the storm consists of up to
throw, with disadvantage if it is in dim light or ten 10-foot cubes, which you can arrange as you wish.
darkness. A creature takes 6d6 necrotic damage plus Each cube must have at least one face adjacent to the
6d6 psychic damage on a failed save, or half as much face of another cube. Each creature in the area must
on a successful one. Each creature in the cylinder or make a Dexterity saving throw. It takes 7d10 energy
within 15 feet of it that can see must make a damage on a failed save, or half as much damage on a
Constitution saving throw. On a failed save, the successful one.
creature is blinded until the condition is removed. An The ame damages objects in the area and ignites
e ect that cures disease can end this blindness. ammable objects that aren't being worn or carried.
MIND TWIST You telekinetically lift debris into the air, and cast it
4th-level universal power back down on the area of e ect, which consists of up
to eight 10-by-10-foot cubes within range. The area can
Prerequisite: Manipulation
be laid out as you wish, but it must be contiguous, at
Casting Time: 1 action
least 10 feet across at every point, entirely within the
Range: 30 feet
power’s range, and entirely within your line of sight.
Duration: Concentration, up to 1 minute
Each creature in the area must make a Dexterity saving
Creatures of your choice within range that you can throw. If the saving throw fails, the creature takes 8d8
see must make a Wisdom saving throw. A target kinetic damage, falls prone, and is restrained beneath
automatically succeeds on this saving throw if it can’t the debris until they escape or it is cleared. A
be charmed. successful save means the creature takes half damage
Until the power ends, you can use your bonus action and isn’t knocked prone or restrained. A restrained
to designate a direction horizontal to you. Each target creature can escape from under the debris by using an
must use its movement to move in that direction on its action and making a successful Strength (Athletics)
turn. It can take its action before it moves. After check against your force save DC. The ground in the
moving, it can make another Wisdom save. area is di cult terrain until cleared. It takes 1 minute
A target isn't compelled to move into a deadly to clear a 5-foot-square of a ected terrain by hand.
hazard, but is willing to provoke opportunity attacks. Force Potency. When you cast this power using a
This power has no e ect on droids or constructs. force slot of 8th level or higher, the maximum number
of 10-by-10-foot cubes you can a ect increases by two
MIND WHIP
for each slot level above 7th.
2nd-level dark side power
Prerequisite: Improved Feedback PRESERVATION
Casting Time: 1 action 2nd-level light side power
Range: 60 feet Prerequisite: Spare the Dying
Duration: 1 round Casting Time: 1 action
You psychically lash out at one creature you can see Range: Touch
within range. The target must make an Intelligence Duration: 10 days
saving throw. On a failed save, the target takes 3d6 You touch a corpse or other remains. For the
psychic damage, and it can’t take a reaction until the duration, the target is protected from decay and can't
end of its next turn. Moreover, on its next turn, it must become undead.
choose whether it gets a move, an action, or a bonus The power also e ectively extends the time limit on
action; it gets only one of the three. On a successful raising the target from the dead, since days spent
save, the target takes half as much damage and su ers under the in uence of this power don't count against
none of the power’s other e ects. the time limit of powers such as revitalize. This power
Force Potency. When you cast this power using a has no e ect on dead droids or constructs.
force slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd. The
creatures must be within 30 feet of each other when
you target them.
OVERTURN
7th-level universal power
Prerequisite: Mass Animation
Casting Time: 1 action
Range: 400 feet
Duration: Instantaneous
PROBE MIND PROVIDENCE
2nd-level dark side power 4th-level light side power
Prerequisite: Sense Emotions Prerequisite: Sanctuary
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Duration: Concentration, up to 1 minute Duration: 10 minutes
For the duration, you can read the thoughts of A protective Force aura emanates from you. For the
certain creatures. When you cast the power and as duration, each creature you choose within 20 feet of
your action on each turn until the power ends, you can you (including you) has a +5 bonus to AC. The e ect
focus your mind on any one creature that you can see ends for a creature if it makes an attack, casts a power
within 30 feet of you. If the creature you choose has an that a ects an enemy creature, or takes a hostile
Intelligence of 3 or lower or doesn’t speak any action. This power ends when there are no creatures
language, the creature is una ected. bene ting from its e ect.
You initially learn the surface thoughts of the
creature—what is most on its mind in that moment. As PULL EARTHWARD
an action, you can either shift your attention to 2nd-level universal power
another creature’s thoughts or attempt to probe Prerequisite: Force Propel
deeper into the same creature’s mind. If you probe Casting Time: 1 action
deeper, the target must make a Wisdom saving throw. Range: 300 feet
If it fails, it takes 1d6 psychic damage as you gain Duration: Concentration, up to 1 minute
insight into its reasoning (if any), its emotional state, Choose one creature you can see within range. The
and something that looms large in its mind (such as target must succeed on a Strength saving throw or its
something it worries over, loves, or hates). If it ying speed (if any) is reduced to 0 feet for the power’s
succeeds, the power ends. Either way, the target knows duration. An airborne creature a ected by this power
that you are probing into its mind, and unless you shift descends at 60 feet per round until it reaches the
your attention to another creature’s thoughts, the ground or the power ends.
creature can use its action on its turn to make an
Intelligence check contested by your forcecasting PSYCHOMETRY
ability check; if it succeeds, the power ends. 3rd-level universal power
On subsequent turns after probing deeper, you can Prerequisite: Telemetry
use your action to deal 1d6 psychic damage to the Casting Time: 1 minute
target automatically. Range: Self
Questions verbally directed at the target creature Duration: 10 minutes
naturally shape the course of its thoughts, so this
power is particularly e ective as part of an For the duration, you gain the ability to
interrogation. "communicate" telepathically with inanimate objects
You can also use this power to detect the presence you touch. You can ask up to ve questions and receive
of thinking creatures you can’t see. When you cast the answers from objects, usually in the form of a auditory
power or as your action during the duration, you can or visual hallucination. For example, touching the
search for thoughts within 30 feet of you. The power rusted, broken remains of a lightsaber and asking how
can penetrate barriers. You can’t detect a creature with it got there may result in a brief vision of a disgruntled
an Intelligence of 3 or lower or one that doesn’t speak Jedi Knight casting it to the ground on that spot. An
any language. object "questioned" in this way can only provide
Once you detect the presence of a creature in this information relating to its past. The DM has the nal
way, you can read its thoughts for the rest of the say on what objects can be questioned, and to what
duration as described above, even if you can’t see it, extent.
but it must still be within range. PYROKINESIS
This power has no e ect on droids or constructs. At-will universal power
Force Potency. When you cast this power using a
Casting Time: 1 action
force slot of 3rd level or higher, the initial psychic
Range: 60 feet
damage a target takes the rst time you probe deeper
Duration: Concentration, up to 1 minute
into its mind increases by 1d6 for each slot level above
2nd. By stimulating air molecules, you create a zone of
Force-enhanced re on ground that you can see within
range. Until the power ends, the enhanced re lls a 5-
foot cube. Any creature in the re’s space when you
cast the power must succeed on a Dexterity saving
throw or take 1d8 energy damage. A creature must
also make the saving throw when it moves into the
re’s space for the rst time on a turn or ends its turn
there.
The re ignites ammable objects in its area that
aren’t being worn or carried.
The power’s damage increases by 1d8 when you reach REFUTE
5th level (2d8), 11th level (3d8), and 17th level (4d8). 5th-level light side power
RAVAGE Prerequisite: Retribution
5th-level dark side power Casting Time: 1 reaction, which you take in response to
being damaged by a creature within 60 feet of you that
Prerequisite: Force Lightning
you can see
Casting Time: 1 action
Range: 60 feet
Range: 60 feet
Duration: Instantaneous
Duration: Instantaneous
You channel the power of the Force back at your
A vast amount of dark side energy is channeled
attacker. The creature must make a Charisma saving
through your body and unleashed upon a location you
throw. On a failed save, it is blinded until the start of
specify. Each creature in a 10-foot-radius, 40-foot-high
your next turn and takes 5d10 force damage. On a
cylinder centered on a point within range must make a
successful save, it takes half as much damage and is
Dexterity saving throw. A creature takes 4d6 lightning
not blinded.
damage and 4d6 necrotic damage on a failed save, or
half as much damage on a successful one. RESPITE
Force Potency. When you cast this power using a 2nd-level light side power
force slot of 6th level or higher, the lightning damage
Prerequisite: Heal
or the necrotic damage (your choice) increases by 1d6
Casting Time: 1 bonus action
for each slot level above 5th.
Range: 60 feet
REALITY BREAK Duration: Instantaneous
9th-level dark side power Choose one creature that you can see within range.
Casting Time: 1 action The creature can immediately use its reaction to regain
Range: 60 feet hit points equal to 2d6 + your forcecasting ability
Duration: Concentration, up to 1 minute modi er. This power has no e ect on droids or
constructs.
You shatter the barrier to the World Between
Force Potency. When you cast this power using a
Worlds, thrusting a creature into turmoil and madness.
force slot of 3rd level or higher, the healing increases
The target must succeed on a Charisma saving throw,
by 1d6 for each slot level above 1st.
or it can't take reactions until the power ends. The
a ected target must also roll a d10 at the start of each RETRIBUTION
of its turns; the number rolled determines what 1st-level universal power
happens to the target, as shown on the Reality Break
Prerequisite: Force Push/Pull
E ects table.
Casting Time: 1 reaction, which you take in response to
At the end of each of its turns, the a ected target being damaged by a creature within 10 feet of you that
can repeat the Charisma saving throw, ending the you can see
power on itself on a success. Range: Self (10-foot radius)
Reality Break Effects Duration: Instantaneous
d10 E ect When harmed, you release a thunderous explosion
Vision from Beyond. The target takes 6d12 psychic
of Force energy, audible out to 300 feet, in response.
1-2 All creatures within 10 feet of you must make a
damage, and it is stunned until the end of the turn.
Constitution saving throw. On a failed save, a creature
Rending Rift. The target must make a Dexterity saving takes 2d8 force damage and is pushed 5 feet away
3-5 throw, taking 8dl2 force damage on a failed save, or half
from you. On a successful save, the creature takes half
as much damage on a successful one.
as much damage and isn't pushed.
Wormhole. The target is teleported, along with All small objects within range that are not worn or
everything it is wearing and carrying, up to 30 feet to an carried are also pushed 5 feet back.
6-8 unoccupied space of your choice that you can see. The Force Potency. When you cast this power using a
target also takes 10d12 force damage and is knocked
force slot of 2nd level or higher, the damage increases
prone.
by 1d8 for each slot level above 1st.
Oblivion. The target takes 10d12 necrotic damage, and it
9-10
is blinded until the end of the turn.
REVEAL SHATTERPOINT SABER ONSLAUGHT
5th-level universal power 4th-level universal power
Prerequisite: Sense Shatterpoint Prerequisite: Saber Assault
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Duration: 10 minutes Duration: 1 turn
You focus on a creature you can see within range, When you cast this power, you must be wielding at
and gain uncanny insight on its defenses and least one lightweapon or vibroweapon, otherwise the
capabilities through the Force. The target must make a power fails. Until the end of your turn, your movement
Charisma saving throw. On a failed save, you have speed is doubled, and as long as you move only in a
advantage on attack rolls against that creature, and it straight line, you can make one melee attack with a
has disadvantage on attack rolls against you for the weapon against each creature you move within 5 feet
duration. On a successful save, you have advantage on of. If the attack hits, the creature su ers the attack's
the next attack roll you make against that creature, and normal e ects, and is knocked prone. You do not
it has disadvantage on its next attack roll against you. provoke opportunity attacks while moving in this
Once both attacks have been made, the power ends. fashion.
REVENGE SENSE SHATTERPOINT
5th-level dark side power 2nd-level universal power
Prerequisite: Retribution Prerequisite: Battle Insight
Casting Time: 1 reaction, which you take in response to Casting Time: 1 bonus action
being damaged by a creature within 60 feet of you that Range: 30 feet
you can see Duration: Concentration, up to 1 round
Range: 60 feet
You seek deeper insight into the defenses of a
Duration: Instantaneous
creature you can see within range. You have advantage
You turn your hate- lled gaze on your attacker. The on your next two attack rolls against the target before
creature must make a Wisdom saving throw. On a the power ends.
failed save, it is paralyzed until the start of your next
turn and takes 5d10 psychic damage. On a successful SHADOW SIGHT
save, it takes half as much damage and is not 1st-level universal power
paralyzed. Casting Time: 1 action
Range: Self
SABER ASSAULT Duration: 1 hour
1st-level universal power
You enhance your eyesight with the Force, allowing
Prerequisite: Saber Ward
you to better see in the dark. For the duration, you
Casting Time: Special
have darkvision out to 60 feet.
Range: Self
Duration: 1 turn
The rst time you take the Attack action with a melee
weapon during your turn, you can simultaneously cast
this power to blend your attacks with the use of the
Force, enabling you to strike with great power. For
each successful hit you make with the weapon before
the power ends, the target must make a Dexterity
saving throw or have a new e ect apply until the end
of its next turn. Once you’ve made three weapon
attacks, the power ends.
1st Hit: If the target fails its saving throw, its gains a
level of slowed until the end of its next turn.
2nd Hit: If the target fails its saving throw, it takes 1d6
kinetic damage and cannot take reactions until after
the end of its next turn.
3rd Hit: If the target fails its saving throw, it takes 2d6
kinetic damage and cannot take bonus actions during
its next turn.