Force Powers (5e Other)

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The Force[edit]

The Force, a mystical power coming from the weave, that gives many abilities, sometimes, people consider them... unnatural... These are a list of some of the most prominent. (For the spell variants, click here)


Battle Meditation

Casting Time: 10 Minutes
Range: 30 Feet
Duration: 8 Hours
Force Point Cost: 6 FP
Side of the Force: Universal
You use the Force to manipulate the outcome of coming events. For the duration, you, and up to 3 creatures of your choosing have a +1 bonus to their AC, and their attack rolls. They are also given 1d6 + your Wisdom Modifier temporary hit points for the duration. For every extra 5 FP used, you can target another creature.


Battle Precognition

Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Force Point Cost: 3 FP
Side of the Force: Light Side
You use the Force to look into the short term future, predicting what will happen. Upon activation, you gain a +2 bonus to all Saving Throws made. For every extra 2 FP used, you can increase to bonus by 1.


Choke

Casting Time: 1 Action
Range: 10 Feet
Duration: Conc. Up to 3 rounds
Force Point Cost: 3 FP
Side of the Force: Dark Side
You use the Force to concentrate the air around a creature's throat. The enemy rolls a Constitution Saving Throw against your Force Save DC, on a failure, they become incapacitated and take 1d8 + your Wisdom Modifier Force damage at the end of each of your turns, on a success, nothing happens. At the end of their turn, or upon taking damage, they can reroll the Saving Throw. For every extra 2 FP used, you can increase the damage by 1d8.


Drain Life

Casting Time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Force Point Cost: 3 FP
Side of the Force: Dark Side
You shoot a bolt of dark force energy at a creature. The target makes a Constitution Saving Throw against your Force Save DC, on a failure, they take 1d8 + Wisdom Modifier necrotic damage, on a successful Saving Throw, the damage is halved. You heal the damage dealt. Every extra 3 FP used, you can target another creature


Fear

Casting Time: 1 Action
Range: 20 Feet
Duration: 1 Round
Force Point Cost: 2 FP
Side of the Force: Dark Side
You use pure dark Force energy around a creature, attempting to frightened them. The target must roll a Wisdom Saving Throw against your Force Save DC, on a failure, they are Frightened until the power ends. For every extra 1 FP used, you can target another creature.


Force Cloak

Casting Time: 1 Action
Range: Touch
Duration: Conc. Up to 1 Hour
Force Point Cost: 3 FP
Side of the Force: Universal
A creature you touch and everything it wears or carries becomes invisible. If the target drops an item or removes it, the item is no longer invisible, and if the target tries to attack or cast a spell, the spell ends early.


Force Pull

Casting Time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Force Point Cost: 2 FP
Side of the Force: Universal
You concentrate the Force into a blast pushing an enemy toward you. They must make a Strength Saving Throw against your Force Save DC, on a failure, they take 1d6 + Wisdom Modifier force damage, and are pulled toward you 5 feet, on a success, they take no damage, and stay in place. Every extra 2 FP used, the target takes another d6 of damage, and are pulled toward you another 5 feet.


Force Push

Casting Time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Force Point Cost: 2 FP
Side of the Force: Universal
You concentrate the Force into a blast in front of you, targeting one enemy. They must make a Strength Saving Throw against your Force Save DC, on a failure, they take 1d6 + Wisdom Modifier force damage, and are pushed backward 5 feet, on a success, they take no damage and stay in place. Every extra 2 FP used, the target takes another d6 of damage, and are pushed backward another 5 feet.


Force Shield

Casting Time: 1 Bonus Action
Range: 5 Feet
Duration: 1 Round
Force Point Cost: 1 FP
Side of the Force: Light Side
You concentrate the force around you, or an allied creature creating a weak barrier against attacks. The target gets a +2 bonus AC until the end of their next turn. Every extra FP used, you gain an extra +1 bonus to AC.


Force Sight

Casting Time: 1 Turn
Range: Touch
Duration: 5 Hours
Force Point Cost: 4 FP
Side of the Force: Universal
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has can see through both magical and non-magical darkness up to 60 feet, as well as see through invisibility.


Force Speed

Casting Time: 1 Action
Range: 30 Feet
Duration: Conc. Up to 1 minute
Force Point Cost: 4 FP
Side of the Force: Universal
Choose a willing creature you can see. Its speed is doubled, it has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. For every extra 3 FP used, you can choose another creature to activate the effect on.


Force Weapon

Casting Time:1 Bonus Action
Range: Self
Duration: 1 Minute
Force Point Cost: 4 FP
Side of the Force: Universal
You concentrate pure Force energy around a weapon that you are holding. The weapon this was cast on now deals an extra 1d4+ your Wis Modifier Magical Force Damage for the duration. For every extra 3 FP used, you increase the extra damage by 1d4+ Wis Modifier.


Heal

Casting Time: 1 Action
Range:10 Feet
Duration:Instantaneous
Force Point Cost: 4 FP
Side of the Force: Light Side
You concentrate the Force around a person, attempting to heal their wounds by speeding up the healing process. A target of your choice within 10 Feet of you recovers 1d12 + Wisdom Modifier hit points. This can also be used to mend and heal constructs. Every extra 2 FP used, the number of people affected increases by one.


Lightning

Casting Time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Force Point Cost: 2 FP
Side of the Force: Dark Side
You concentrate the Force into your fingertips, and shoot it out as jolts of lightning. Make an attack roll against a creature using your Force Attack Modifier, on a hit, you deal 1d10 + Wisdom Modifier Lightning damage. For every extra FP used, you can shoot out another bolt to target another creature, or the same one again.


Lightsaber Throw

Casting Time: 1 Action
Range: 50 Feet
Duration: Instantaneous
Force Point Cost: 2 FP
Side of the Force: Universal
You throw your Lightsaber at an enemy from a distance. You make an attack roll using your Force Attack Modifier, on a hit, you deal your Lightsaber's damage + 1d4 Force Damage (Note, you do not use your normal damage modifier for this attack, but your Wisdom modifier, fighting styles/Lightsaber Forms still apply). At the end of your turn, the Lightsaber returns to you. For every extra 2 FP used, you can target another creature before your Lightsaber returns to you.


Mind Trick

Casting Time: 1 Action
Range: 30 Feet
Duration: Conc. Up to 8 hours
Force Point Cost: 4 FP
Side of the Force: Universal
You suggest an activity to a creature of your choice that you can see and that can hear and understand you. You're limited to two sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.

The target makes a Wisdom Saving Throw against your Force Save DC. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.

For every extra 2 FP used, you can increase the DC by 1.


Repulse

Casting Time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Force Point Cost: 5 FP
Side of the Force: Universal
You use the force around you, to push every creature in a 10 foot radius away from you. All creatures in a 10-foot radius must roll a Strength Saving Throw against your Force Save DC, on a failure, they take 1d4 + your Wisdom Modifier Force damage and are pushed back 5 feet. On a successful saving throw, the damage is halved, and they are not pushed back. For every 4 extra FP used, the damage is increased by 1d4, and the creatures are pushed an additional 5 feet.


Stasis

Casting Time: 1 Action
Range: 15 Feet
Duration: Conc. Up to 1 round
Force Point Cost: 4 FP
Side of the Force: Light Side
You use the force to manipulate a creature's body, paralyzing them for a short time. Your target must roll a Strength Saving Throw against your Force Save DC, on a failure, they are Paralyzed until the end of your next turn, if they succeed, their speed is halved until the end of your next turn.. For every 3 extra FP used, you can target another creature.


Telekinesis

Casting Time: 1 action each movement
Range: 50 Feet
Duration: Conc. Up to 1 minute
Force Point Cost: 1 FP
Side of the Force: Universal
You concentrate the Force in your hands to manipulate the movement of an object. You can lift an object of at most 10 pounds, and move it 5 feet using your action. (You can use these objects as weapons, if it isn't a weapon, it deals 1 + your Charisma modifier, or, if it is a weapon, it deals the normal damage of the weapon, except, it adds your Charisma modifier to damage) Every extra 2 FP used, the weight limit becomes another 10 pounds, and you can move it another 5 feet. If you are using this to retrieve your Lightsaber, it comes back to you immediately.


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