Star Wars! Risky Business! world illustration - Sci-fi Fantasy  theme
Sci-fi Fantasy

Star Wars! Risky Business!

R
Rathatri

"Galaxy in turmoil. Hero or Villian, play and navigate chaos. Choices echo across the Outer Rim."

Played778 times
Cloned64 times
Created
184 days ago
Last Updated
1 days ago
VisibilityPublic
Sever Force
3

Sever Force

You attempt to interrupt a creature in the process of casting a force power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your forcecasting ability. The DC equals 10 + the power’s level. On a success, the creature’s power fails and has no effect

Force Leap
0

Force Leap

Using the Force to augment the strength in your legs, you leap up to 30 feet to an unoccupied space you can see, provided you have a direct path to the space.

Insanity
5

Insanity

This power assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 30-foot-radius sphere centered on you must succeed on a Wisdom saving throw when you cast this power or be affected by it. An affected target can’t take reactions and must roll a d8 at the start of each of its turns to determine its behavior for that turn. This power has no effect on constructs or droids

Beast Trick
1

Beast Trick

This power lets you distract a beast. Choose a beast that you can see within range. If the beast’s Intelligence is 4 or higher, the power fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the power’s duration. If you or one of your companions harms the target, the power ends

Will of the Force
9

Will of the Force

You summon one object to you of up to 250,000 cr in value that isn’t an enhanced item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the improved restoration power. You grant up to ten creatures that you can see resistance to a damage type you choose. You grant up to ten creatures you can see immunity to a single power or other specific enhanced effect for 8 hours. For instance, you could make yourself and all your companions immune to the Manifestation of Abeloth’s Will ability. You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, will of the force could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save.

Raise Ancestors
0

Raise Ancestors

Can raise the dead of any Dathomir ancestors and bind them as a familiar to fight for the PC. Uses Dark Magica to summon an undead familiar

Telekinetic Wavw
6

Telekinetic Wavw

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

Force Barrier
1

Force Barrier

This power bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Calm Emotions
3

Calm Emotions

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this power ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a power or if it witnesses any of its friends being harmed.

Stasis
2

Stasis

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the power ends on the target. This power has no effect on droids or constructs.

Seethe
0

Seethe

You seethe with anger, letting the dark side of the Force flow through and empower you. As part of the action to cast this power, you spend one of your Hit Dice to recover hit points.

Saber Strike
2

Saber Strike

You move in a burst of speed to deliver a deadly blow. When you cast this power, you must be wielding a melee weapon with which you are proficient, otherwise, the power fails. As part of the action used to cast this power, you move in a straight line to an unoccupied space within the power’s range and strike a creature within your weapon’s range. Opportunity attacks provoked by this movement have disadvantage. The creature must make a Dexterity saving throw. On a failed save, it takes damage equal to three rolls of the weapon’s damage dice + 4d4 force damage, or half as much damage on a successful one.

Saber Throw
0

Saber Throw

As a part of the action used to cast this power, you must make a ranged force attack with a lightweapon or vibroweapon against one target within the power’s range, otherwise the power fails. On a hit, the target takes 1d8 damage of the same type as the weapon’s damage. The weapon then immediately returns to your hand. This power can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.

Dark Side Tendrils
2

Dark Side Tendrils

You summon a 20-foot-radius sphere of inky blackness at a point within range. No light, enhanced or otherwise, can illuminate the area, creatures fully within the area are blinded, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 necrotic damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 poison damage as tendrils of dark energy caress it.

Force Horror
4

Force Horror

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. This power has no effect on constructs or droids. While frightened by this power, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the power ends for that creature.

Force Heal
2

Force Heal

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 30-70 hit points, scaled by level. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

Force Persuasion
0

Force Persuasion

Influence a creature of lesser level into listening to your commands, can be disobeyed if the target is of strong will or higher level.

Dun Mőch
0

Dun Mőch

You attempt to manipulate a creature into fighting you. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your demands. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this power doesn’t restrict the target’s movement for that turn. The power ends if you attack any other creature, if you cast a power that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful power on it, or if you end your turn more than 30 feet away from the target. This power has no effect on droids or constructs

Force Crush
7

Force Crush

You make a crushing gesture at a creature within range. The target must make a Constitution saving throw. On a failed save target takes 10d8 force damage and is paralyzed until the end of your next turn. On a successful save, the target takes half as much damage and is not paralyzed. You can use a bonus action while the target is paralyzed to move the target up to 10 feet in any direction

Force Scream
3

Force Scream

You emit a scream imbued with the power of the Force. Each creature you choose within 15 feet of you must succeed on a Constitution saving throw. On a failed save, a creature take 4d6 psychic damage, 4d6 sonic damage, and is deafened until the end of its next turn. On a successful save, it takes half as much damage and isn’t deafened.

Force Push/Pull
1

Force Push/Pull

You gain the minor ability to move or manipulate creatures and objects with the Force. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see. You use the Force to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw.

Force lightning
4

Force lightning

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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