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.
Type: Energy
Cost: 2 Force Points
Use the Force to reduce damage from blaster shots by half (reaction).
Type: Energy
Cost: 3 Force Points
Use the Force to completely negate damage from blaster shots (reaction).
Requirements: LVL 10+
Type: Energy
Cost: 2 Force Points
Create a protective 2×2 Force barrier for one round, reducing incoming energy damage by half.
Type: Energy
Cost: 2 Force Points
Turn invisible for 3 rounds or until you attack.
Type: Energy
Cost: 2 Force Points
Heal a creature within 5ft for 1d8 × Proficiency + WIS modifier HP.
Type: Energy
Cost: 1 Force Point
You can transfer up to half of your health to an ally who is within 10ft.
Type: Energy
Cost: 2 Force Points
You only lose half of the HP you have transferred.
Requirements: LVL 10+
Type: Energy
Cost: 4 Force Points
Release energy to deal 3d6 + Proficiency Bonus + Wisdom modifier lightning damage (DEX save).
Requirements: LVL 10+
Type: Energy
Cost: 2 Force Points
Stun a creature for 1 turn (CON save).
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+
Type: Energy
Cost: 3 Force Points
Inflict internal pain on a target, dealing 1d8 Force damage per turn (CON save).
Requirements: LVL 5+
Type: Energy
Cost: 3 Force Points
Create an illusion of yourself in another location (lasts 1 minute/3 rounds or until detected).
Type: Energy
Cost: 2 Force Points
Phase through non-energy-based objects for 1 round.
Requirements: LVL 5+
Type: Energy
Cost: 3 Force Points
Create an energy shield that grants +2 AC for 1 minute/3 rounds (or until broken).
Type: Energy
Cost: 2 Force Points
Create fire using the Force, setting flammable objects ablaze (DEX save).
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+
Type: Energy
Cost: 1 Force Point
You harmlessly absorb one Force power used against you. Use the Force vs. Use the Force.
Type: Energy
Cost: 2 Force Points
You create a 2×2 explosion, dealing 2d6 fire damage (CON save).
Requirements: LVL 5+
Type: Kinetic
Cost: 1 Force Point
Push a creature or object 10 feet (STR save).
Type: Kinetic
Cost: 1 Force Point
Pull a creature or object 10 feet towards you (STR save).
Type: Kinetic
Cost: 2 Force Points
Leap up to 30 feet as part of movement.
Type: Kinetic
Cost: 2 Force Points
Double movement speed for 1 round.
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.
Type: Kinetic
Cost: 2 Force Points
Create a ball that you can hurl at enemy targets. 2d6 + Proficiency Bonus + Wisdom modifier (DEX save).
Type: Kinetic
Cost: 2 Force Points
Throw an object or enemy at another target (damage varies, DEX save).
Type: Kinetic
Cost: 3 Force Points
Choke an enemy, dealing 2d8 + Proficiency Bonus + Wisdom modifier Force damage per turn (CON save).
Requirements: LVL 5+
Type: Kinetic
Cost: 1 Force Point
Throw and return lightsaber (range 20ft). One target.
Requirements: Wielding a Lightsaber.
Type: Kinetic
Cost: 3 Force Points
Hit multiple targets in a 20ft cone.
Requirements: Wielding a Lightsaber. LVL 5+
Type: Kinetic
Cost: 2 Force Points
Rip a weapon or object from an enemy’s grasp (STR check).
Type: Kinetic
Cost: 3 Force Points
Send a powerful shockwave, pushing enemies in a 10ft radius (STR save).
Type: Kinetic
Cost: 2 Force Points
Levitates an object or creature up to 10 feet off the ground (STR save).
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+
Type: Kinetic
Cost: 2 Force Points
Suspend an enemy in the air, preventing movement for 1 turn (WIS save).
Type: Kinetic
Cost: 4 Force Points
Slowly crush a target with the Force, dealing 2d6 damage per turn (CON save).
Requirements: LVL 10+
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.
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).
Type: Mind
Cost: 2 Force Points
Charm or Confuse an enemy for 1 turn (WIS save).
Type: Mind
Cost: 3 Force Points
Grant allies within 30 feet advantage on attacks for 3 rounds.
Requirements: LVL 5+
Type: Mind
Cost: 2 Force Points
Remove one condition (blinded, deafened, frightened, etc.) from an ally within 30ft.
Type: Mind
Cost: 3 Force Points
Corrupts a weak-minded enemy, giving disadvantage on saves for 3 rounds.
Type: Mind
Cost: 4 Force Points
Take complete control of a weak-minded target for 1 minute/3 rounds (WIS save).
Requirements: LVL 10+
Type: Mind
Cost: 3 Force Points
Disrupt an enemy’s ability to use Force powers, preventing their next use (WIS save).
Requirements: LVL 10+
Type: Mind
Cost: 1 Force Point
Gain brief visions of the near future, granting advantage on one check of your choice.
Type: Mind
Cost: 1 Force Point
Temporarily relive past events in a location, sensing echoes of strong emotions or actions.
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+
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).
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.
Type: Mind
Cost: 1 Force Point
You can calm an aggressive beast (2 Int or less).
Type: Mind
Cost: 3 Force Points
Establish telepathic connection with distant creature (varies based on DC). Only single thought.
Type: Mind
Cost: 1 Force Point
Ignore all Concealment for 1 round.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.