🎲 D&D Companion

Forcewielder

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Base (shared)base

cols E-M ยท levels 1-9 ยท 25 abilities
LvlCellAbilityCostRules
1I1Force Lift5 act5 actions. You use the Force to lift a Tiny size target within 10 spaces into the air. While lifting it, you may hover the target 1 space per 3 actions. You may continue lifting the target for as long as you concentrate, spending 3 actions per turn. Spirituality vs Will.
Upgrades:
  1. Force Lift + (L2) โ€” You may use this ability as often as you'd like in battle.
2E2Force Sight4 act4 actions. You reach out into the Force, receiving +3 to Reflex, Will, and all attacks. Lasts 5 turns. Spirituality.
2F2Suggestion1 act1 action. You may add your Spirituality to your next Persuasion roll. This can only be used while speaking to 1 target. Persuasion vs Will.
Upgrades:
  1. Suggestion + (L3) โ€” This can be used on +2 targets.
2H2Lifting RocksPassivePassive. Your Force Lift can now affect up to +2 targets at once.
Upgrades:
  1. Lifting Rocks + (L3) โ€” +3 targets at once.
  2. Lifting Rocks ++ (L4) โ€” All possible targets within range.
2I2Force ThrowPassivePassive. Your Force Lift ability costs 3 actions, and can now move your target at 1 space per action. If it collides with anything, they both take 1d4 impact damage (per size type of your target), bypassing armor.
Upgrades:
  1. Force Throw + (L3) โ€” Costs 1 action. Moves your target at 3 spaces per action. Impact damage becomes 1d8 per size type of your target.
2J2Size Matters NotPassivePassive. You Force Lift can now affect up to Medium size targets.
Upgrades:
  1. Size Matters Not + (L3) โ€” Huge size targets.
  2. Size Matters Not ++ (L4) โ€” Gargantuan size targets.
2L2Instinctive Defense1 act1 action. You add your Spirituality to your Reflex until your next turn. Any successful dodges cost you 1 action on your next turn. If you successfully dodge a laser-based missile, you may deflect it back to your attacker for 1 extra action. Reflex vs Reflex.
2M2Force Leap1 act1 action. For the rest of this turn, you may add your Spirituality to your Acrobatics while jumping. Acrobatics.
Upgrades:
  1. Force Leap + (L3) โ€” Upon landing after Force Leap, you may make a Basic Attack free of action costs. Weapon vs Fortitude.
3E3Force Listening2 act2 actions. You may add half your Spirituality to all Detection and Linguistics rolls. Lasts 3 turns.
3F3Force Meld5 act5 actions. You meld your mind with willing targets to speak telepathically with them. For each subsequent turn, you must spend 1 action to concentrate. As long as you keep casting, you and your targets do not require actions to communicate with each other. Insight vs Will.
3H3ExtensionPassivePassive. The range of your Force Lift is now +10 spaces.
Upgrades:
  1. Extension + (L4) โ€” +20 spaces.
3I3Force CatchPassivePassive. Once per battle, you may use Force Lift as a Reaction.
Upgrades:
  1. Force Catch + (L4) โ€” +2 times per battle.
3J3Saber ThrowXRequires Force Throw. X actions. You hurl your weapon at a target within 15 spaces, dealing 1W damage to them, and use the Force to instantly guide it back to you. 3 of your Spirituality points may be added to the attack roll. Ranged Attack vs Reflex.
Requires: Force Throw
Upgrades:
  1. Saber Throw + (L4) โ€” +5 spaces range. +3 Spirituality points may be added to the attack roll.
  2. Saber Throw ++ (L5) โ€” You may use this as often as you like during battle.
3L3Force Kick2 act2 actions. You access the Force to flow through an Unarmed attack. You may use Light Attack on a target up to 6 spaces away. If successful, this attack also pushes your target back 1 space. Light Attack vs Fortitude.
3M3Force StealthPassivePassive. You may use your Spirituality skill instead of Stealth. Stealth.
4E4Force Speed3 act3 actions. You meditate on speed, giving you +2 Acrobatics and +1 Move action each turn. Lasts 5 turns. Spirituality.
4F4Control Pain3 act3 actions. You meditate on pain control, reducing damage taken from all attacks by 3 and making you immune to extra effects. Lasts 5 turns. After this time, any reduced damage will be taken all at once. Spirituality.
Upgrades:
  1. Control Pain + (L5) โ€” +3 damage reduction.
  2. Control Pain ++ (L6) โ€” +3 damage reduction.
4L4Tapas5 act5 actions. You condition your body to resist hostile environments for 10 minutes or 10 turns. During this time, you are not affected by freezing or molten temperatures and can survive deep sea and vacuum settings. You also gain +3 Armor against elemental attacks. Fortitude.
4M4Crucitorn3 act3 actions. You convince a target that the damage they receive is far more significant than it is. Lasts 5 turns. Insight vs Will.
5I5Mechu Deru6 act6 actions. Add your Spirituality to your Software to power down an electronic device within 5 spaces. If the total roll is 23+, you may reprogram the device to function in your favor. The device cannot do anything outside its original function. Lasts 1 hour. Software vs Will.
Upgrades:
  1. Mechu Deru + (L6) โ€” Affects all electronic devices within 5 spaces. Device now reprograms on a total roll of 15+.
6H6Force Bubble6 act6 actions. The Force coalesces into a Force field that extends within 2 spaces of you. This field is impassable by anything inside or outside, and has HP equal to 3x your Spirituality. Lasts for as long as you concentrate or until it runs out of HP.
Upgrades:
  1. Force Bubble + (L7) โ€” Bubble extends within +2 spaces of you.
6I6Force Wave4 act4 actions. The Force blasts out of you like a bomb, dealing 3d4 bludgeoning damage to everyone within 4 spaces and pushing them back 3 spaces away from you. Spirituality vs Fortitude.
6J6Force Choke6 act6 actions. You hold a target within 5 spaces in place. This target cannot use Move actions and takes 1d4 impact damage (bypassing armor) each turn. After three turns, this become 2d6 impact damage. Lasts for as long as you concentrate. Spirituality vs Fortitude.
Upgrades:
  1. Force Choke + (L7) โ€” +1 target.
9F9Flow Walk30 act30 actions. Through meditation, you witness events that take place in your vicinity in the past or the future up to 100 years away. While viewing these events, you have no effect on what is happening. Lasts for as long as you concentrate, not using any Attack or Speaking actions. Must roll 25+ Spirituality.
9L9Shatterpoint4 act4 actions. You sense the Shatterpoint of a target. If successful, your next attacks all go against that target's lowest Defense. Lasts 10 turns. Insight vs Will.

Light Sidegenerated name

cols A-C ยท levels 11-21 ยท 10 abilities
LvlCellAbilityCostRules
11A11Force SensePassivePassive. You gain +10 Insight against all targets within 1 space, and +5 Insight against all targets within 2 spaces. Insight vs Will.
11B11Force Cure6 act6 actions. You heal an ally within 5 spaces for 1d4 HP each turn. Lasts for as long as you concentrate, not using Move or attack actions. Spirituality vs Will.
Upgrades:
  1. Force Cure + (L12) โ€” 1d6+1 HP each turn.
  2. Force Cure ++ (L13) โ€” 1d8+2 HP each turn.
  3. Force Cure +++ (L14) โ€” +5 spaces range.
11C11Force Light6 act6 actions. Grant 1 effect of your choice on a target within 5 spaces: - The target can see through complete darkness as if it was daylight. - The target is inspired to make choices to the best of their moral ability. Lasts 5 turns or until dismissed. Spirituality vs Will.
12A12Force Valor3 act3 actions. You may make an Aggression roll for every attack you make. Also, you gain +3 Temp HP and +1 Will each turn. Lasts for 5 turns. Spirituality.
12B12Force Heal9 act9 actions. You channel the Force through an ally within 10 spaces to expunge all poisons, diseases, curses, and arcane effects currently on them. Spirituality vs Will.
12C12Kinetite3 act3 actions. You create a ball of pure Force energy. You may launch this ball at a target within 10 spaces to deal 1d4 impact damage. You may also choose to concentrate, spending 3 actions each turn, to hold the ball. During this time, you may direct all ranged attacks against you to the ball, which absorbs their damage and adds it to its impact damage instead. Lasts until launched or 30 damage absorbed. Spirituality vs Reflex.
Upgrades:
  1. Kinetite + (L13) โ€” Can absorb +30 damage.
13A13Force Clap4 actRequires Force Wave. 4 actions. You initiate Force Wave. Instead of its original effects, you deal 1d4 sonic damage to all targets within 4 spaces and stun them. This stun lasts 2 turns or until they take damage. Spirituality vs Fortitude.
Requires: Force Wave
13B13Flashburn9 act9 actions. You channel the Force through an ally within 10 spaces. That ally is no longer affected by fear, charm, aggression, or any other mind-altering effects. Spirituality vs Will.
13C13Morichro6 act6 actions. You steadily slow a target within 5 spaces, reducing their actions by -1 each turn. Must concentrate while casting this, spending 6 actions each turn. If you cannot surpass an unwilling target's Will for a turn, you must begin the casting from the beginning. If they reach 0 actions, they enter Morichro, a stun-based stasis. This prevents them from making any actions while simultaneously extending their lifespan up to several times. Lasts until recast on them. Spirituality vs Will.
21B21Force GhostPassiveRequires 20 Spirituality. Passive. Your body is now immune to Undeath after your passing. When you die, you may choose for your body to vanish. Upon death, your spirit takes 6 actions to coalesce, allowing you to become a disembodied voice, free to speak and be heard by any targets you select. After 1 day has passed, you may also take on the visual form of yourself at some point in your lifetime. This form, though immaterial, can only be seen and heard by those you previously knew. Spirituality.
Requires: 20+ Spirituality

Saber Formsgenerated name

cols E-M ยท levels 15-15 ยท 9 abilities
LvlCellAbilityCostRules
15E15Shii-ChoPassivePassive. Form I. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are limited to 3 Move actions per turn. However, you may make an Athletics check to disarm your target with every melee attack at no additional action cost. Finesse Attack vs Fortitude.
15F15MakashiPassivePassive. Form II. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, your Reflex is halved. However, you gain +10 Fortitude against Disarms and your melee attacks limit your target to 1 Move action on their next turn. Finesse Attack vs Fortitude.
15G15SoresuPassivePassive. Form III. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you have -2 actions. However, you may add half your Spirituality to your Reflex and Fortitude. Spirituality.
15H15AtaruPassivePassive. Form IV. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you lose -1 Reflex and Fortitude per turn. However, you gain +5 Acrobatics and may move 2 spaces before each melee attack, free of action costs. Finesse Attack vs Fortitude.
15I15ShienPassivePassive. Form V. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you lose -2 Will per turn. However, if you successfully dodge a ranged attack, you may deflect it to a target other than the attacker. The deflected attack is a guaranteed hit. Reflex.
15J15Djem SoPassivePassive. Form V. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you suffer -5 Acrobatics. However, you may choose for your melee attacks to either trip your target or hit 2 targets within range. Heavy Attack vs Fortitude.
15K15NimanPassivePassive. Form VI. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are required to make an Insight or Persuasion roll each turn. However, your melee attacks cost -1 action, down to a minimum of 1. Insight vs Will.
15L15JuyoPassivePassive. Form VII. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are unable to use any Wisdom or Intelligence-based skills. However, you gain +1 Finesse Attack and +1 Damage to melee attacks each turn. Finesse Attack vs Fortitude.
15M15VaapadPassivePassive. Form VII. Only 1 Form may be used at a time, and switching between Forms costs 1 action. Upon learning this Ability, you must wait 5 Levels before learning another Form. While in combat, you are limited to 1 successful block/dodge per turn - all subsequent attacks will automatically succeed against you. However, you gain +2 actions per turn. Finesse Attack vs Fortitude.

Dark Sidegenerated name

cols O-Q ยท levels 11-21 ยท 10 abilities
LvlCellAbilityCostRules
11O11Force CloudingPassiveRequires Force Stealth. Passive. You may use your Spirituality skill instead of Deception.
Requires: Force Stealth
11P11Fear Aura1 act1 action. You gain +1 Intimidate each turn. Lasts until the end of battle. Insight vs Will.
11Q11Force Lightning5 act5 actions. You blast lightning at a target within 5 spaces, dealing 1d10 damage (doubled if 7+ Armor) to them each turn. Lasts for as long as you concentrate, making no other attacks. Spirituality vs Fortitude.
Upgrades:
  1. Force Lightning + (L12) โ€” +1d10 damage.
  2. Force Lightning ++ (L13) โ€” +1d10 damage.
12O12Mind Control1 actRequires Suggestion. 1 action. Add your Spirituality to your next Persuasion roll. If the result is greater than 25, you may control your target's actions instead of your own. Lasts for as long as you concentrate, up to 10 turns. Afterward, the target will know what happened. Persuasion vs Will.
Requires: Suggestion
Upgrades:
  1. Mind Control + (L13) โ€” Afterward, the target's memory of the incidence will be wiped.
12P12Force Rage4 act4 actions. You gain +1 Armor, +2 Finesse Attack, +2 Aggression and +2 Intimidate. Lasts 5 turns. Aggression.
12Q12Force Scream6 act6 actions. Can only be used upon taking damage or heartbreak. You unleash a scream that deals 1d6 Sonic damage (bypassing armor) to everyone within 5 spaces. This can break objects over time, depending on their structure. You may keep casting this for up to 10 turns. Intimidate vs Fortitude.
13O13Force Drain5 act5 actions. You transfer 1d4 HP from one target within 10 spaces to another target within 10 spaces. You may keep casting this for as long as you concentrate, making no other attacks. Spirituality vs Will.
Upgrades:
  1. Force Drain + (L14) โ€” Any targets within +10 spaces.
  2. Force Drain ++ (L15) โ€” Any targets you can see.
13P13Death Sight12 act12 actions. You concentrate your energy to inflict pain on a target you can see. This target must also be focusing on you. This deals 2d10 psychic damage (bypassing armor) to the target each turn. Lasts up to 3 turns, as long as your focus stays on each other. Aggression vs Will.
13Q13Force CrushPassiveRequires Force Choke. Passive. Force Choke now stuns your target. After 3 turns, your target will instead take 3d8 impact damage each turn. Spirituality vs Fortitude.
Requires: Force Choke
21P21Maelstrom6 actRequires Force Bubble and Force Lightning. 6 actions. You activate your Force Bubble. At the same time, you Force Lift all possible targets within the Bubble and activate Force Lightning between them all. Lasts for as long as you concentrate. Spirituality vs Will and Fortitude.
Requires: Force Bubble and Force Lightning