This page is a complete, linkable reference for every Force power in SWURPG — grouped by type with Force Point costs, requirements, and full descriptions. You can link directly to any power from class features, Force Training, or adventure content. For core rules, see Rules Overview.
Type: Energy
Cost: 2 Force Points
As a Reaction, when you are hit by an attack or effect that deals energy damage (such as blaster fire, plasma, or Force lightning), you can wrap yourself in a protective field of Force. For that instance of damage, you take only half the final damage (rounded down) after all other modifiers are applied. You may use this reaction when a source of energy damage targets you, before you roll any saving throws.
Type: Energy
Cost: 3 Force Points
Requirements:
LVL 10+ and Energy Absorption I
As a Reaction, when you are hit by an attack or effect that deals energy damage, you can fully absorb and nullify that instance of damage. If you negate the damage this way, you also gain resistance to energy damage until the start of your next turn against further attacks from the same source (such as the same turret, weapon, or Force power).
Type: Energy
Cost: 2 Force Points
As an Action, you project a shimmering wall of Force within 30 ft on a point you can see, forming a barrier that fits in a 10 ft by 10 ft area (for example, a 10 ft long, 10 ft high panel). The barrier lasts until the start of your next turn. Creatures fully behind the barrier gain +2 AC against ranged attacks that pass through it and have advantage on Dexterity saving throws against area effects that originate on the opposite side. Any energy damage that passes through the barrier is reduced by half.
Type: Energy
Cost: 2 Force Points
As a Bonus Action, you bend light and sound around yourself, becoming nearly invisible. Until the start of your next turn, or until you make an attack, use a Force power that targets another creature, or take a hostile action, you are considered Invisible. Creatures have disadvantage on Perception checks to detect you, and you have advantage on Stealth checks made to hide during this time. Outside of combat, a GM may allow you to maintain Force Cloak for up to 1 minute with concentration.
Type: Energy
Cost: 2 Force Points
As an Action, you channel the living Force to mend wounds. Choose a creature you can touch or that is within 5 ft. The target regains hit points equal to 1d8 + your Proficiency Bonus + your Wisdom modifier.
Type: Energy
Cost: 1 Force Points
As an Action, you touch a willing creature within 5 ft and give them a portion of your own life force. Before rolling, choose an amount of hit points to sacrifice, up to a maximum equal to half of your current HP (rounded down). You take that amount of damage as unavoidable Force damage that cannot be reduced and ignores temporary HP. The target regains hit points equal to the sacrificed amount + your Wisdom modifier. This power has no effect on droids or creatures that cannot benefit from biological healing.
Type: Energy
Cost: 2 Force Points
Requirements:
LVL 10+ and Vital Transfer I
You may apply this improved version when using Vital Transfer. You choose an amount of HP to sacrifice as normal (up to half your current HP). The target regains hit points equal to the sacrificed amount + your Wisdom modifier. However, you only take half the sacrificed amount as damage (rounded up). If this healing would raise the target above its hit point maximum, any excess becomes temporary hit points up to a maximum equal to your character level + your Wisdom modifier.
Type: Energy
Cost: 4 Force Points
Requirements:
LVL 10+
As an Action, you unleash a torrent of crackling dark energy in a 30 ft line or a 15 ft cone (your choice) originating from you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 4d6 lightning damage + your Proficiency Bonus + your Wisdom modifier; on a successful save, it takes half as much damage. Creatures that fail the save cannot take Reactions until the start of your next turn. Targets may use reactions that reduce or negate damage before making the saving throw.
Type: Energy
Cost: 2 Force Points
As an Action, you bombard a creature you can see within 30 ft with overwhelming Force energy, disrupting its nervous system. The target must succeed on a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or be Stunned until the start of your next turn. On a success, the target is not stunned but has disadvantage on its next attack roll before the end of its next turn.
Type: Energy
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, choose a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it takes 2d8 + your Proficiency Bonus + your Wisdom modifier Force damage, and you regain hit points equal to half the total damage dealt (rounded down). On a successful save, the target takes half damage and you do not regain hit points. This power has no effect on droids or creatures without a living life force.
Type: Energy
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, you crush and twist the target’s internal energies. Choose a creature you can see within 30 ft; it must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 Force damage immediately and begins to suffer searing internal pain for up to 3 rounds. At the start of each of its turns, it takes an additional 1d6 Force damage and must repeat the saving throw; on a success, the effect ends early. On the initial successful save, the creature takes only half of the initial 2d6 damage and suffers no ongoing effect.
Type: Energy
Cost: 3 Force Points
As an Action, you create an illusory projection of yourself in an unoccupied space within 60 ft that you can see. The projection looks and sounds like you, mimics your movements and speech, and can move up to 30 ft on your turn as you direct it (no Action required). It cannot attack, use Force powers, or physically interact with objects. The projection lasts for up to 1 minute (10 rounds) while you maintain concentration (as if concentrating on a power). You can see and hear from the projection’s space as well as your own, but you do not gain any additional actions through it. Creatures that suspect the illusion can use an Action to make an Investigation check against a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier. On a success, they recognize it as an illusion and it becomes faintly translucent to them. On a failure, the creature perceives the projection as real and may target it with attacks. Any attack automatically hits the projection, causing it to vanish instantly. The projection does not impose disadvantage, does not provide cover, and does not divert or redirect attacks aimed at you.
Type: Energy
Cost: 2 Force Points
Requirements:
LVL 10+
As a Bonus Action, you partially shift your body into the energy of the Force. Until the end of your current turn, you can move through creatures and solid, non-energy-based objects as if they were difficult terrain. You must end your movement in an unoccupied space; if you would end inside an object or creature, you are shunted to the nearest unoccupied space and take 1d6 Force damage. While Phase Shift is active, you have resistance to kinetic and energy damage from weapon attacks, but you cannot make opportunity attacks or physically manipulate unattended objects.
Type: Energy
Cost: 3 Force Points
Requirements:
LVL 5+
As a Bonus Action, you surround yourself or a willing creature you can touch with a shimmering field of protective Force energy. For 3 rounds, the target gains a +2 bonus to AC and has advantage on saving throws against Force powers and effects that deal energy damage. The effect ends early if you become incapacitated or if you use this power again.
Type: Energy
Cost: 2 Force Points
As an Action, you superheat the air and ignite it with the Force, unleashing flame in a 15 ft cone originating from you or creating a 10 ft by 10 ft square of fire within 30 ft that you can see. Each creature in the cone or in the chosen square must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 fire damage and catches fire, taking 1d6 fire damage at the start of each of its turns until it or another creature uses an Action to extinguish the flames. On a successful save, the creature takes half damage and does not ignite.
Type: Energy
Cost: 2 Force Points
Requirements:
LVL 5+
As an Action, you focus on a point or an unattended object within 60 ft and hyper-excite its molecules, causing a violent explosion. Creatures within a 10 ft radius of that point must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 fire damage; on a success, it takes half damage. Combustion does not ignite terrain or create ongoing flames.
Type: Energy
Cost: 2 Force Points
Requirements:
LVL 5+
As an Action, you rapidly draw heat out of the environment, freezing air, ground, or surfaces. Choose either a 15 ft cone originating from you or a 10 ft radius patch of ground within 30 ft that you can see. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d6 cold damage and its movement speed becomes 0 until the start of its next turn. On a successful save, the creature takes half damage and its movement speed is halved until the start of your next turn. The frozen ground in the affected area counts as difficult terrain until the start of your next turn.
Type: Energy
Cost: 2 Force Points
Requirements:
LVL 5+
As a Reaction, when a creature you can see targets you with a Force power that requires a saving throw or an attack roll, you may attempt to turn the Force back on its user. Make a Use the Force check contested by the attacker’s Use the Force check or their Force save DC (GM’s choice). On a success, you negate the effect of the power on you. If your result exceeds theirs by 5 or more, the originator also takes Force damage equal to your Wisdom modifier (minimum 1).
Type: Kinetic
Cost: 1 Force Points
As an Action, you unleash a burst of concussive Force energy at a creature within 20 ft. Make a Use the Force check contested by the target’s Strength saving throw (DC = 8 + PB + Wis). On a success, you push the target 10 ft, plus an additional 5 ft for every 5 points your check exceeds their result. If the target collides with a solid object or another creature during the push, it takes 1d6 kinetic damage. A creature knocked into another creature forces the second creature to make a Strength save or be knocked Prone.
Type: Kinetic
Cost: 1 Force Points
You can pull a target toward you up to a maximum distance equal to (Proficiency Bonus + Wisdom modifier) × 5 ft. Creatures may contest the pull with a Strength saving throw; on a success, they are pulled only half the total distance. Objects do not get a save and are pulled the full distance unless they are heavy, secured, or not freely movable, in which case the GM sets an appropriate DC for your Use the Force check. If the pulled target collides with a solid object or a creature, it takes 1d6 kinetic damage from the impact. When targeting an object held by a creature, you may choose to direct the pulled object to another location within 10 ft of the target instead of pulling it toward you, potentially disarming them or causing it to collide with another creature (Dexterity save to avoid 1d6 kinetic damage).
Type: Kinetic
Cost: 2 Force Points
As an Action, you fire a concentrated bolt of compressed Force energy at a creature within 30 ft. The target makes a Dexterity saving throw (DC = 8 + PB + Wis). On a failed save, it takes 2d6 + your Proficiency Bonus + your Wisdom modifier kinetic damage. On a successful save, it takes half as much damage.
Type: Kinetic
Cost: 2 Force Points
As a Bonus Action, you enhance your movement with the Force. Until the end of your turn, your jump distance becomes (Proficiency Bonus × 10 ft), up to a maximum vertical or horizontal jump equal to that distance. You do not provoke opportunity attacks from movement made as part of this jump. If you land adjacent to a creature, you have advantage on your next melee attack against that creature before the end of your turn.
Type: Kinetic
Cost: 2 Force Points
As a Bonus Action, you surge with preternatural quickness. Until the end of your current turn, your movement speed is doubled and you have advantage on Dexterity saving throws. You do not provoke opportunity attacks from movement made during this turn.
Type: Kinetic
Cost: 1 Force Points
Requirements:
Wielding an ignited lightsaber.
As an Action, you can hurl your ignited lightsaber at a target within 30 ft, making a ranged attack using your Dexterity or Wisdom modifier (your choice). On a hit, it deals its normal lightsaber damage. Whether the attack hits or misses, the lightsaber immediately returns to your hand.
Type: Kinetic
Cost: 3 Force Points
Requirements:
Wielding an ignited lightsaber. LVL 10+
As an Action, you can hurl your ignited lightsaber in a sweeping 30 ft cone originating from you. Choose any number of creatures within that cone. Make a separate ranged attack against each creature using your Dexterity or Wisdom modifier (your choice). The first attack is made normally; each subsequent attack suffers a cumulative –2 penalty (–2 on the second attack, –4 on the third, –6 on the fourth, and so on). On a hit, a creature takes normal lightsaber damage. Creatures you choose to ignore in the cone are unaffected. After completing its path, the lightsaber immediately returns to your hand.
Type: Kinetic
Cost: 4 Force Points
Requirements:
Wielding an ignited lightsaber. LVL 10+
As an Action, you unleash a rapid sequence of three enhanced lightsaber strikes against one or more creatures within reach. Each attack uses your normal attack bonus and deals normal lightsaber damage plus your Strength or Dexterity modifier and your Proficiency Bonus. You may divide the attacks among different targets within reach.
Type: Kinetic
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, you slam the Force outward in all directions. Each creature of your choice within 15 ft of you must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 2d6 + your Wisdom modifier kinetic damage, is pushed 10 ft directly away from you, and is knocked Prone. On a successful save, it takes half damage and is not pushed or knocked Prone.
Type: Kinetic
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, you trap a creature you can see within 30 ft in a swirling vortex of telekinetic force. The target must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it is lifted a few feet off the ground, becomes Restrained, and takes 1d6 + your Wisdom modifier kinetic damage. While Restrained in the whirlwind, the creature’s speed is 0, attack rolls it makes have disadvantage, and attack rolls against it have advantage. At the start of each of its turns while affected, it takes 1d6 kinetic damage, and at the end of each of its turns it may repeat the saving throw, ending the effect on a success. On a successful initial save, the creature is not Restrained and takes no damage. The effect lasts for up to 3 rounds while you maintain concentration (as if concentrating on a power).
Type: Kinetic
Cost: 4 Force Points
Requirements:
LVL 12+
As an Action, you create a churning storm of telekinetic energy centered on a point you can see within 60 ft. The maelstrom fills a 10 ft radius around that point. Each creature of your choice in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, a creature takes 3d6 + your Wisdom modifier kinetic damage, is knocked Prone, and is pulled up to 10 ft toward the center of the area. On a successful save, it takes half damage and is neither knocked Prone nor pulled. The affected area becomes difficult terrain until the start of your next turn as debris and compressed air continue to swirl.
Type: Kinetic
Cost: 3 Force Points
Requirements:
LVL 10+
As an Action, you seize the throat of a creature you can see within 30 ft with an invisible grip of the Force. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 2d8 + your Wisdom modifier Force damage, is lifted slightly off the ground, and becomes Restrained until the effect ends. While Restrained in this way, its speed is 0, it cannot speak or vocalize clearly, and it has disadvantage on Strength and Dexterity checks. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success. On a successful initial save, the creature takes half damage and is not Restrained. You must use your Action each round to maintain the choke; if you take no Action to maintain it, become incapacitated, or choose to release the target, the effect ends.
Type: Kinetic
Cost: 5 Force Points
Requirements:
LVL 12+
As an Action, you focus overwhelming telekinetic pressure on a creature you can see within 30 ft. The target must make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature takes 4d6 + your Wisdom modifier Force damage, is slammed to the ground, and becomes Restrained until the effect ends. While Restrained by Force Crush, the creature has disadvantage on Strength and Dexterity saving throws and on attack rolls. At the start of each of its turns while affected, it takes 4d6 Force damage. At the end of each of its turns, it may repeat the saving throw; on a success, the effect ends. On a successful initial save, the creature takes half damage and is not Restrained and suffers no ongoing damage. You must maintain concentration on this effect (as if concentrating on a power) for up to 3 rounds; if your concentration is broken or you choose to end the effect, Force Crush ends immediately.
Type: Mind
Cost: 2 Force Points
As an Action, you can influence a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it is either Charmed or Confused (your choice) until the start of your next turn. On a successful save, it is unaffected. Creatures that are immune to being Charmed or that have an Intelligence of 4 or less automatically succeed the saving throw.
Type: Mind
Cost: 3 Force Points
Requirements:
LVL 7+
As an Action, you attempt a deeper and more forceful manipulation of a creature’s mind. Choose a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, overwhelming mental suggestion disrupts its thoughts and reflexes, and the creature becomes Stunned until the start of your next turn. On a successful save, it is unaffected and is immune to your Improved Mind Trick for 24 hours. Creatures immune to being Charmed or with an Intelligence of 4 or less automatically succeed the saving throw.
Type: Mind
Cost: 4 Force Points
Requirements:
LVL 12+
As an Action, you can fully dominate the mind of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, you control the creature for up to 3 rounds while you maintain concentration (as if concentrating on a power). While dominated in this way, the creature follows your commands to the best of its ability. At the end of each of its turns, it repeats the Wisdom saving throw, ending the effect on a success. Creatures that are immune to being Charmed or that have a higher Wisdom score than yours are unaffected by this power and become immune to your Dominate Mind for 24 hours.
Type: Mind
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, you project a wave of terror into the mind of a creature within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature becomes Frightened of you for 3 rounds. While Frightened in this way, it cannot willingly move closer to you and has disadvantage on attack rolls and ability checks. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Type: Mind
Cost: 3 Force Points
Requirements:
LVL 5+
As an Action, you extend your awareness and strengthen the resolve of your allies. Choose any number of allied creatures within 30 ft who can see or hear you. Until the end of your next turn, those allies have advantage on attack rolls and gain a bonus to their damage rolls equal to your Wisdom modifier (minimum 1). You must maintain line of sight or telepathic contact with affected allies for the benefit to continue.
Type: Mind
Cost: 2 Force Points
As a Bonus Action, you bolster your allies with courage and clarity. You and allied creatures within 15 ft gain temporary hit points equal to your Wisdom modifier + your Proficiency Bonus, and have advantage on saves against fear effects until the start of your next turn. Temporary hit points from Valor cannot stack; if you already have temporary hit points, you only keep the higher value.
Type: Mind
Cost: 2 Force Points
Requirements:
LVL 5+
As an Action, you cloud the reflexes of a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, its movement speed is halved, it has disadvantage on Dexterity saving throws, and it cannot take Reactions until the end of its next turn. On a successful save, it suffers no effect.
Type: Mind
Cost: 3 Force Points
Requirements:
LVL 7+
As an Action, you assault the mind of a creature within 30 ft with disruptive and disorienting Force energy. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it has disadvantage on all saving throws until the end of its next turn. On a successful save, it suffers no effect.
Type: Mind
Cost: 4 Force Points
Requirements:
LVL 10+
As an Action, you wrench the currents of the Force around a creature you can see within 30 ft, disrupting its ability to channel the Force. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, the creature cannot use Force powers until the end of its next turn and has disadvantage on Use the Force checks for 3 rounds. On a successful save, the creature has disadvantage on its next Force power or Use the Force check before the end of its next turn. Creatures that do not use the Force are immune to Force Suppression.
Type: Mind
Cost: 2 Force Points
As an Action, you channel the Force to steady an ally’s mind and body. Choose a creature you can see within 30 ft. You may end one condition affecting it: Charmed, Frightened, Confused, Restrained by a mental or Force effect, Blinded or Deafened by non-physical causes, or any emotion-based effect at the GM’s discretion. Harmonize does not restore hit points or cure physical injuries.
Type: Mind
Cost: 2 Force Points
As an Action, you calm one beast or wild creature within 30 ft that can see or sense you. The creature must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) or become non-hostile toward you and your allies. If the creature was already non-hostile, you instead form a temporary Force bond. While bonded, you gain advantage on Perception and Survival checks. If the bonded creature is attacked, it remains by your side for a number of rounds equal to your Proficiency Bonus, after which the bond is severed permanently.
Type: Mind
Cost: 1 Force Points
As a Bonus Action, you extend your senses into the immediate future. Before the start of your next turn, you may roll one ability check, attack roll, or saving throw with advantage. You must choose to use this benefit before you roll.
Type: Mind
Cost: 1 Force Points
As an Action, you touch an object, surface, or location and sense emotional imprints left behind. You learn one of the following: the strongest emotion recently tied to the object or place; whether violence occurred here within the last hour; or the general identity or emotional state of the most recent creature to interact with it. This effect cannot reveal precise memories or detailed images.
Type: Mind
Cost: 2 Force Points
Requirements:
LVL 7+
As an Action, you touch an object, surface, or location and draw out a stronger impression of recent events imprinted in the Force. You perceive up to three brief flashes of sensory and emotional impressions chosen by the GM, each tied to a significant event that occurred here within roughly the last 24 hours (or longer at the GM’s discretion). These flashes may reveal broad details such as the rough number of creatures present, their emotional state, a strong image, or a distinct sound or phrase. For the next 10 minutes, you have advantage on Investigation checks made to piece together what happened in this area. Using Deep Force Echo on the same object or location again before you finish a Long Rest does not reveal additional information.
Type: Mind
Cost: 1 Force Points
As a Bonus Action, you heighten your awareness through the Force. Until the end of your next turn, you automatically sense the presence and general location of creatures within 60 ft, even if they are behind cover, hidden, or invisible. This does not allow you to see through objects, remove cover bonuses, or target creatures you cannot physically draw a line of effect to. You simply know where they are within a few feet of accuracy. You cannot be surprised by creatures it can sense this way.
Type: Mind
Cost: 1 Force Points
As an Action, you focus your senses through the Force. Until the end of your next turn, you may substitute your Use the Force check for any Perception check you make. This does not reveal information that Perception could not normally uncover.
Type: Mind
Cost: 1 Force Points
As a Bonus Action, you project a simple thought, image, or brief phrase into the mind of one creature you can see within 30 ft that shares a language with you. If the creature is willing, it can silently reply in kind until the start of your next turn. If the creature is unwilling or hostile, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact. This power does not allow you to read thoughts or memories, only to send and receive intentional messages.
Type: Mind
Cost: 2 Force Points
Requirements:
LVL 5+
As an Action, you open a brief telepathic link between yourself and a small group. Choose up to a number of creatures equal to your Proficiency Bonus that you can see within 60 ft, each of which must share a language with you. For 1 minute, you and the chosen creatures can silently exchange simple thoughts, emotions, and brief phrases with one another as long as they remain within 60 ft of you. Unwilling creatures may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to resist being included. This power does not allow you to read thoughts or memories, only to send and receive intentional messages.
Type: Mind
Cost: 3 Force Points
Requirements:
LVL 12+
As an Action, you reach out with the Force to communicate mentally with a creature you are familiar with. If the creature is on the same planet, it feels your presence and may send back a brief emotional impression or a single short thought. If the creature is unwilling or hostile to you, it may make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier) to block the contact. This power does not allow you to read memories or control the creature’s thoughts.
Type: Lightsaber Form
Cost: 1 Force Points
Requirements:
Wielding a lightsaber
When you move at least 10 ft before making a lightsaber attack, you may gain Advantage on that attack. If it hits, you can immediately move 10 ft without provoking opportunity attacks.
Type: Lightsaber Form
Cost: 4 Force Points
Requirements:
Wielding a lightsaber, LVL 12+
When a melee attack hits you, you may make an immediate lightsaber counterattack with Advantage. If it hits, deal +2d8 Force damage, and the attacker is pushed back 10 ft. At level 17+, your counterattack no longer provokes reactions and deals +3d8 instead.
Type: Lightsaber Form
Cost: 2 Force Points
Requirements:
Wielding dual lightsabers, LVL 7+
While dual-wielding lightsabers, you double your DEX or STR modifier to your attack’s damage.
Type: Lightsaber Form
Cost: 3 Force Points
Requirements:
Wielding a lightsaber, LVL 12+
Before making a lightsaber attack, declare Juyo. On a hit, deal +3d6 Force damage, but take 1d6 damage yourself. If you score a critical hit, add +3d6 more Force damage. The cost of victory is the fury itself.
Type: Lightsaber Form
Cost: 2 Force Points
Requirements:
Wielding a lightsaber, LVL 7+
As a Bonus Action, mark one target within 5 ft. Until the start of your next turn, you gain +2 AC against that target and Advantage on your next attack against them.
Type: Lightsaber Form
Cost: 1 Force Points
Requirements:
Wielding a lightsaber
Your next lightsaber attack this turn deals an additional 1d4 Force damage. Until the start of your next turn, the first attack made against you is made with Disadvantage.
Type: Lightsaber Form
Cost: 2 Force Points
Requirements:
Wielding a lightsaber, LVL 10+
When you successfully Deflect a ranged energy attack, you may enhance the redirection with precise Shien technique as part of the same reaction. Choose one of the following benefits: • Increase the redirected attack’s range to 60 ft and ignore half-cover when choosing your target; • Make the redirected attack with Advantage; • After making the redirected attack, you may immediately redirect a second beam toward a different target within 30 ft; this second redirection uses the same attack roll but deals half damage. Shien does not reduce the cumulative penalty to Deflect checks and may only be used once per reaction.
Type: Lightsaber Form
Cost: 1 Force Points
Requirements:
Wielding a lightsaber
When you hit a target with a melee lightsaber attack, you may immediately make a second attack against a different creature within 5 ft. This second attack is made with Disadvantage.
Type: Lightsaber Form
Cost: 2 Force Points
Requirements:
Wielding a lightsaber, LVL 7+
As a Bonus Action, Disengage and move up to 15 ft without provoking opportunity attacks. If you end your movement adjacent to an enemy, you gain Advantage on your next attack against them.
Type: Lightsaber Form
Cost: 1 Force Points
Requirements:
Wielding a lightsaber
As an Action, enter a defensive stance until the start of your next turn. You gain +2 AC and Advantage on Dexterity saving throws against area effects such as grenades or explosives. You cannot make attacks this turn.
Type: Lightsaber Form
Cost: 3 Force Points
Requirements:
Wielding a lightsaber, LVL 12+
When you make a melee lightsaber attack, you may extinguish and reignite your blade mid-strike. On a hit, deal +2d6 Force damage, and the target has Disadvantage on its next attack. On a critical hit, triple the damage.
Type: Lightsaber Form
Cost: 5 Force Points
Requirements:
Wielding a lightsaber, LVL 12+
As an Action, make two lightsaber attacks. If both hit the same target, regain 1 Force Point and deal +2d6 Force damage per hit. If either attack is a critical hit, you instead regain 2 Force Points. While using Vaapad, you have Advantage on melee attacks against Dark Side–aligned foes.