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 2×2 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 × Proficiency + WIS modifier HP.

    Vital Transfer I

    Type: Energy
    Cost: 1 Force Point

    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 + Proficiency Bonus + Wisdom modifier, healing yourself for half the damage dealt (WIS save).
    Requirements: LVL 5+

    Force Wound

    Type: Energy
    Cost: 3 Force Points

    Inflict internal pain on a target, dealing 1d8 Force damage per turn (CON save).
    Requirements: LVL 5+

    Force Projection

    Type: Energy
    Cost: 3 Force Points

    Create an illusion of yourself in another location (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 (or until broken).

    Pyrokinesis

    Type: Energy
    Cost: 2 Force Points

    Create fire using the Force, setting flammable objects ablaze (DEX save).

    Cryokinesis

    Type: Energy
    Cost: 2 Force Points

    Create a wave of ice, slowing enemies and dealing 1d8 cold + Proficiency Bonus + Wisdom modifier damage (DEX save for half).
    Requirements: LVL 5+

    Rebuke

    Type: Energy
    Cost: 1 Force Point

    You harmlessly absorb one Force power used against you. Use the Force vs. Use the Force.

    Combustion

    Type: Energy
    Cost: 2 Force Points

    You create a 2×2 explosion, dealing 2d6 fire damage (CON save).
    Requirements: LVL 5+

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    Kinetic Force Powers

    Force Push

    Type: Kinetic
    Cost: 1 Force Point

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

    Force Pull

    Type: Kinetic
    Cost: 1 Force Point

    Pull a creature or object 10 feet towards 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

    Slam a creature for 2d6 + Proficiency Bonus + Wisdom modifier Force damage (CON save). If save failed, creature is knocked prone.

    Force Blast

    Type: Kinetic
    Cost: 2 Force Points

    Create a ball that you can hurl at enemy targets. 2d6 + Proficiency Bonus + Wisdom modifier (DEX save).

    Telekinetic Throw

    Type: Kinetic
    Cost: 2 Force Points

    Throw an object or enemy at another target (damage varies, DEX save).

    Force Choke

    Type: Kinetic
    Cost: 3 Force Points

    Choke an enemy, dealing 2d8 + Proficiency Bonus + Wisdom modifier Force damage per turn (CON save).
    Requirements: LVL 5+

    Lightsaber Throw

    Type: Kinetic
    Cost: 1 Force Point

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

    Improved Lightsaber Throw

    Type: Kinetic
    Cost: 3 Force Points

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

    Force Rend

    Type: Kinetic
    Cost: 2 Force Points

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

    Force Wave

    Type: Kinetic
    Cost: 3 Force Points

    Send a powerful shockwave, pushing enemies in a 10ft radius (STR save).

    Force Levitate

    Type: Kinetic
    Cost: 2 Force Points

    Levitates an object or creature up to 10 feet off the ground (STR save).

    Force Maelstrom

    Type: Kinetic
    Cost: 3 Force Points

    Generate a storm of telekinetic energy, dealing 2d6 + Proficiency Bonus + Wisdom modifier Force damage in a 10×10 area within 30 ft radius (DEX save half damage).
    Requirements: LVL 5+

    Force Whirlwind

    Type: Kinetic
    Cost: 2 Force Points

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

    Force Crush

    Type: Kinetic
    Cost: 4 Force Points

    Slowly crush a target with the Force, dealing 2d6 damage per turn (CON save).
    Requirements: LVL 10+

    Saber Barrage

    Type: Kinetic
    Cost: 4 Force Points

    You make three rapid lightsaber attacks against a single target in one action. Each consecutive attack adds Str/Dex modifier + Proficiency bonus damage.

    Force Disarm

    Type: Kinetic
    Cost: 1 Force Point

    Using a sudden burst of telekinetic energy, you attempt to yank a weapon or object from a creature’s grasp (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

    Grant allies within 30 feet advantage on attacks for 3 rounds.
    Requirements: LVL 5+

    Harmonize

    Type: Mind
    Cost: 2 Force Points

    Remove one condition (blinded, deafened, frightened, etc.) from an ally within 30ft.

    Force Corruption

    Type: Mind
    Cost: 3 Force Points

    Corrupts a weak-minded enemy, giving disadvantage on saves for 3 rounds.

    Dominate Mind

    Type: Mind
    Cost: 4 Force Points

    Take complete control of a weak-minded target for 1 minute/3 rounds (WIS save).
    Requirements: LVL 10+

    Force Suppression

    Type: Mind
    Cost: 3 Force Points

    Disrupt an enemy’s ability to use Force powers, preventing their next use (WIS save).
    Requirements: LVL 10+

    Farsight

    Type: Mind
    Cost: 1 Force Point

    Gain brief visions of the near future, granting advantage on one check of your choice.

    Force Echo

    Type: Mind
    Cost: 1 Force Point

    Temporarily relive past events in a location, sensing echoes of strong emotions or actions.

    Fear

    Type: Mind
    Cost: 3 Force Points

    You instill overwhelming dread in a creature. They must succeed on a Wisdom saving throw or be frightened for 3 rounds.
    Requirements: LVL 5+

    Slow

    Type: Mind
    Cost: 2 Force Points

    You alter a creature’s perception of time, reducing their movement speed by half and imposing disadvantage on Dexterity saving throws (WIS save).

    Valor

    Type: Mind
    Cost: 1 Force Point

    You bolster the courage and resolve of allies within 10 ft, granting them 5 temporary hit points and advantage on saving throws against fear.

    Calm Beast

    Type: Mind
    Cost: 1 Force Point

    You can calm an aggressive beast (2 Int or less).

    Distant Telepathy

    Type: Mind
    Cost: 3 Force Points

    Establish telepathic connection with distant creature (varies based on DC). Only single thought.

    Feel the Force

    Type: Mind
    Cost: 1 Force Point

    Ignore all Concealment for 1 round.

    Force Perception

    Type: Mind
    Cost: 1 Force Point

    You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. If you are entitled to a Perception check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations).

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    Lightsaber Form Powers

    Ataru – Acrobatic Assault

    Type: Lightsaber Form
    Cost: 2 Force Points

    You double your jump distance and ignore difficult terrain. Gain advantage on that attack.
    Requirements: Wielding a Lightsaber.

    Djem So – Counterstrike

    Type: Lightsaber Form
    Cost: 2 Force Points

    When hit by a melee attack, use your reaction to make a lightsaber attack against the attacker. At level 11+, this attack deals +1d8 Force damage.
    Requirements: Wielding a Lightsaber.

    Jar’Kai – Dual Saber Flurry

    Type: Lightsaber Form
    Cost: 2 Force Points

    Make one lightsaber attack against each of two targets. At level 9+, add Dex mod to offhand damage.
    Requirements: Wielding two Lightsabers.

    Juyo – Ferocity Unleashed

    Type: Lightsaber Form
    Cost: 2 Force Points

    Make a lightsaber attack that deals +1d6 Force damage on hit, but take 1d4 damage. Damage increases by 1d6 at levels 9 and 17.
    Requirements: Unarmored. Wielding a Lightsaber.

    Makashi – Dueling Focus

    Type: Lightsaber Form
    Cost: 2 Force Points

    Mark a target within 5 ft. Gain +2 AC against them and advantage on your next attack against them until your next turn.
    Requirements: Wielding a Lightsaber.

    Niman – Harmonized Strike

    Type: Lightsaber Form
    Cost: 2 Force Points

    As a bonus action, gain +1 AC until your next turn and +1d4 Force damage on your next lightsaber attack this turn.
    Requirements: Wielding a Lightsaber.

    Shien – Rebounding Defense

    Type: Lightsaber Form
    Cost: 2 Force Points

    When hit by a ranged weapon attack, reduce damage by 1d8 + Dex mod + Proficiency. If reduced to 0, redirect it to another target within 30 ft with a ranged lightsaber attack.
    Requirements: Wielding a Lightsaber.

    Shii-Cho – Momentum Flow

    Type: Lightsaber Form
    Cost: 2 Force Points

    When you hit a target with a melee lightsaber attack, make another attack against a different creature within 5 feet.
    Requirements: Wielding a Lightsaber.

    Sokan – Tactical Footwork

    Type: Lightsaber Form
    Cost: 2 Force Points

    As a bonus action, disengage and move up to 15 ft without provoking opportunity attacks. If you end adjacent to an enemy, gain advantage on your next attack against them.
    Requirements: Wielding a Lightsaber.

    Soresu – Defensive Spiral

    Type: Lightsaber Form
    Cost: 2 Force Points

    Use your action to enter a defensive stance. Gain +2 AC and advantage on Dex saves vs area effects until the start of your next turn.
    Requirements: Wielding a lightsaber and not attacking this turn.

    Tràkata – Feint and Strike

    Type: Lightsaber Form
    Cost: 2 Force Points

    When you hit with a melee lightsaber attack, impose disadvantage on the target’s next attack roll.
    Requirements: Wielding a Lightsaber.

    Vaapad – Dark Channeling

    Type: Lightsaber Form
    Cost: 3 Force Points

    Make two lightsaber attacks. If both hit the same target, regain 1 Force Point.
    Requirements: Wielding a Lightsaber. LVL 11+ and unarmored.

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