Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Force Powers

    Below is the complete list of Force Powers available in SWURPG. Powers are grouped by type and scale in strength, cost, and prerequisites. Choose them through Force Training as your character advances.

    Energy Force Powers

    Energy Absorbtion I

    Type: Energy
    Cost: 2 Force Points

    Use the Force to reduce damage from blaster shots by half (reaction).

    Energy Absorbtion II

    Type: Energy
    Cost: 3 Force Points

    Use the Force to completely negate damage from blaster shots (reaction).
    Requirements: LVL 10+

    Force Barrier

    Type: Energy
    Cost: 2 Force Points

    Create a protective 2Γ—2 Force barrier for one round, reducing incoming energy damage by half.

    Force Cloak

    Type: Energy
    Cost: 2 Force Points

    Turn invisible for 3 rounds or until you attack.

    Force Healing

    Type: Energy
    Cost: 2 Force Points

    Heal a creature within 5ft for 1d8 Γ— Proficiency + WIS modifier HP.

    Vital Transfer I

    Type: Energy
    Cost: 1 Force Points

    You can transfer up to half of your health to an ally who is within 10ft.

    Vital Transfer II

    Type: Energy
    Cost: 2 Force Points

    You only lose half of the HP you have transferred.
    Requirements: LVL 10+

    Force Lightning

    Type: Energy
    Cost: 4 Force Points

    Release energy to deal 3d6 + Proficiency Bonus + Wisdom modifier lightning damage (DEX save).
    Requirements: LVL 10+

    Force Stun

    Type: Energy
    Cost: 2 Force Points

    Stun a creature for 1 turn (CON save).

    Force Drain

    Type: Energy
    Cost: 3 Force Points

    Drain the life force of a creature 1d8 + PB + WIS, healing half the damage (WIS save).
    Requirements: LVL 5+

    Force Wound

    Type: Energy
    Cost: 3 Force Points

    Inflict internal pain for 1d8 Force damage per turn (CON save).
    Requirements: LVL 5+

    Force Projection

    Type: Energy
    Cost: 3 Force Points

    Create an illusion of yourself (lasts 1 minute/3 rounds or until detected).

    Phase Shift

    Type: Energy
    Cost: 2 Force Points

    Phase through non-energy-based objects for 1 round.
    Requirements: LVL 5+

    Force Armor

    Type: Energy
    Cost: 3 Force Points

    Create an energy shield that grants +2 AC for 1 minute/3 rounds.

    Pyrokinesis

    Type: Energy
    Cost: 2 Force Points

    Create fire using the Force (DEX save).

    Cryokinesis

    Type: Energy
    Cost: 2 Force Points

    Create ice, dealing 1d8 cold + PB + WIS damage (DEX save).
    Requirements: LVL 5+

    Rebuke

    Type: Energy
    Cost: 1 Force Points

    Harmlessly absorb one Force power used against you. Use the Force vs. Use the Force.

    Combustion

    Type: Energy
    Cost: 2 Force Points

    Create a 2Γ—2 explosion, dealing 2d6 fire damage (CON save).
    Requirements: LVL 5+

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    Kinetic Force Powers

    Force Push

    Type: Kinetic
    Cost: 1 Force Points

    Push a creature or object 10 feet (STR save).

    Force Pull

    Type: Kinetic
    Cost: 1 Force Points

    Pull a creature or object 10 feet toward you (STR save).

    Force Jump

    Type: Kinetic
    Cost: 2 Force Points

    Leap up to 30 feet as part of movement.

    Force Speed

    Type: Kinetic
    Cost: 2 Force Points

    Double movement speed for 1 round.

    Force Slam

    Type: Kinetic
    Cost: 3 Force Points

    Deal 2d6 + PB + WIS Force damage and knock prone (CON save).

    Force Blast

    Type: Kinetic
    Cost: 2 Force Points

    Hurl a ball of energy. 2d6 + PB + WIS (DEX save).

    Telekinetic Throw

    Type: Kinetic
    Cost: 2 Force Points

    Throw an object/enemy at another target (DEX save).

    Force Choke

    Type: Kinetic
    Cost: 3 Force Points

    Choke an enemy for 2d8 + PB + WIS per turn (CON save).
    Requirements: LVL 5+

    Lightsaber Throw

    Type: Kinetic
    Cost: 1 Force Points

    Throw and return your lightsaber (range 20ft).
    Requirements: Wielding a Lightsaber.

    Improved Lightsaber Throw

    Type: Kinetic
    Cost: 3 Force Points

    Hit targets in a 20ft cone.
    Requirements: Wielding a Lightsaber. LVL 5+

    Force Rend

    Type: Kinetic
    Cost: 2 Force Points

    Rip a weapon from an enemy’s grasp (STR check).

    Force Wave

    Type: Kinetic
    Cost: 3 Force Points

    Push enemies in a 10ft radius (STR save).

    Force Levitate

    Type: Kinetic
    Cost: 2 Force Points

    Levitate an object or creature 10 ft (STR save).

    Force Maelstrom

    Type: Kinetic
    Cost: 3 Force Points

    Storm of telekinetic energy in a 10Γ—10 area (DEX save).
    Requirements: LVL 5+

    Force Whirlwind

    Type: Kinetic
    Cost: 2 Force Points

    Suspend an enemy in the air for 1 turn (WIS save).

    Force Crush

    Type: Kinetic
    Cost: 4 Force Points

    Crush target, 2d6 per turn (CON save).
    Requirements: LVL 10+

    Saber Barrage

    Type: Kinetic
    Cost: 4 Force Points

    Three rapid lightsaber attacks, each adds Str/Dex + PB.

    Force Disarm

    Type: Kinetic
    Cost: 1 Force Points

    Disarm a creature (DEX save).

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    Mind Force Powers

    Mind Trick

    Type: Mind
    Cost: 2 Force Points

    Charm or confuse an enemy for 1 turn (WIS save).

    Battle Meditation

    Type: Mind
    Cost: 3 Force Points

    Allies gain advantage on attacks for 3 rounds.
    Requirements: LVL 5+

    Harmonize

    Type: Mind
    Cost: 2 Force Points

    Remove one condition from an ally within 30ft.

    Force Corruption

    Type: Mind
    Cost: 3 Force Points

    Enemy gains disadvantage on saves for 3 rounds.

    Dominate Mind

    Type: Mind
    Cost: 4 Force Points

    Take control of a weak-minded target (WIS save).
    Requirements: LVL 10+

    Force Suppression

    Type: Mind
    Cost: 3 Force Points

    Prevent an enemy from using Force powers next turn.
    Requirements: LVL 10+

    Farsight

    Type: Mind
    Cost: 1 Force Points

    Gain advantage on one check.

    Force Echo

    Type: Mind
    Cost: 1 Force Points

    Sense echoes of past emotions or actions.

    Fear

    Type: Mind
    Cost: 3 Force Points

    Frighten creature for 3 rounds (WIS save).
    Requirements: LVL 5+

    Slow

    Type: Mind
    Cost: 2 Force Points

    Halve movement and impose Disadvantage on Dex saves.

    Valor

    Type: Mind
    Cost: 1 Force Points

    Allies within 10 ft gain 5 temp HP and resist fear.

    Calm Beast

    Type: Mind
    Cost: 1 Force Points

    Calm an aggressive beast (INT 2 or less).

    Distant Telepathy

    Type: Mind
    Cost: 3 Force Points

    Connect with distant creature briefly (DC varies).

    Feel the Force

    Type: Mind
    Cost: 1 Force Points

    Ignore Concealment for 1 round.

    Force Perception

    Type: Mind
    Cost: 1 Force Points

    Use the Force instead of Perception checks.

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    Lightsaber Form Force Powers

    Ataru – Acrobatic Assault

    Type: Lightsaber Form
    Cost: 2 Force Points

    Double jump distance. Advantage on attack.
    Requirements: Wielding a Lightsaber.

    Djem So – Counterstrike

    Type: Lightsaber Form
    Cost: 2 Force Points

    Counterattack when hit. Extra damage at LVL 11.
    Requirements: Wielding a Lightsaber.

    Jar’Kai – Dual Saber Flurry

    Type: Lightsaber Form
    Cost: 2 Force Points

    Attack two targets. Offhand gains Dex mod at LVL 9.
    Requirements: Wielding two Lightsabers.

    Juyo – Ferocity Unleashed

    Type: Lightsaber Form
    Cost: 2 Force Points

    +1d6 Force damage, take 1d4. Scales at LVL 9 & 17.
    Requirements: Unarmored. Wielding a Lightsaber.

    Makashi – Dueling Focus

    Type: Lightsaber Form
    Cost: 2 Force Points

    +2 AC vs marked target, advantage next attack.
    Requirements: Wielding a Lightsaber.

    Niman – Harmonized Strike

    Type: Lightsaber Form
    Cost: 2 Force Points

    +1 AC, +1d4 Force damage next attack.
    Requirements: Wielding a Lightsaber.

    Shien – Rebounding Defense

    Type: Lightsaber Form
    Cost: 2 Force Points

    Reduce ranged damage, reflect if 0.
    Requirements: Wielding a Lightsaber.

    Shii-Cho – Momentum Flow

    Type: Lightsaber Form
    Cost: 2 Force Points

    Hit second adjacent target after melee hit.
    Requirements: Wielding a Lightsaber.

    Sokan – Tactical Footwork

    Type: Lightsaber Form
    Cost: 2 Force Points

    Disengage and move 15 ft. Gain advantage if adjacent.
    Requirements: Wielding a Lightsaber.

    Soresu – Defensive Spiral

    Type: Lightsaber Form
    Cost: 2 Force Points

    +2 AC and Dex saves vs. area effects.
    Requirements: Wielding a lightsaber and not attacking.

    TrΓ kata – Feint and Strike

    Type: Lightsaber Form
    Cost: 2 Force Points

    Hit causes disadvantage on next attack.
    Requirements: Wielding a Lightsaber.

    Vaapad – Dark Channeling

    Type: Lightsaber Form
    Cost: 3 Force Points

    Hit twice; regain 1 FP if both hit same target.
    Requirements: Wielding a Lightsaber. LVL 11+ and unarmored.

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