Star Wars New Saga world illustration - Science Fiction theme
Science Fiction

Star Wars New Saga

B
BigDakZ2904

In a galaxy fractured by war, where ancient codes clash and survival is paramount.


Author's Note: i haven't worked ships in yet due to me waiting to see if their will be a ship update.
Played11 times
Cloned1 times
Created
20 days ago
Last Updated
1 days ago
VisibilityPublic
Darkshear
5

Darkshear

Conjure a spear of dark energy that can be hurled at an enemy, causing significant damage. The spear is imperceptible until it strikes, making it a stealthy and lethal attack. Those struck by the spear must make a saving throw or suffer additional necrotic damage, reflecting the dark energy's corrupting influence.

Darksight
5

Darksight

Darksight allows the caster to perceive a branching series of possible future outcomes, enabling them to influence events toward a chosen path. By embracing the forces of destruction and entropy, the caster can attempt to align reality with their desired future, though success is not guaranteed and depends on their alignment with the Dark.

Dathomirian Shadow Magic
5

Dathomirian Shadow Magic

Harness the dark side of the Force to unleash destructive energy, manipulate the dead, or create illusions that deceive your foes. This spell embodies the aggressive nature of the Nightsisters, allowing you to channel the raw power of Shadow Magic for various effects.

Force Drain
4

Force Drain

You siphon life energy from a target, weakening them physically and mentally while enhancing your own vitality. The target must make a Constitution saving throw. On a failed save, they take 4d8 necrotic damage and you regain hit points equal to half the damage dealt. On a successful save, they take half damage and you regain no hit points. If the target is reduced to 0 hit points by this spell, their life force is consumed, leaving them lifeless. You can also choose to drain Force energy from a target, rendering them unable to cast spells until the end of their next turn.

Force Storm
9

Force Storm

Unleash a violent vortex of dark energy that creates a storm capable of devastating the battlefield. The storm can displace objects, consume enemies, and even transport living beings across vast distances. However, the storm is difficult to control, and its effects can spiral out of control, posing risks to the caster and allies alike.

Shatterpoint
3

Shatterpoint

This spell allows the caster to perceive critical moments in the fabric of reality, identifying pivotal actions that can dramatically alter the course of events. By focusing their mind, the caster can gain insight into the significance of a situation, granting advantage on a single action or decision that could change the outcome of a conflict or scenario.

Force Blinding
3

Force Blinding

You unleash a burst of Force energy that overwhelms the target's optic nerves, rendering them temporarily blind. If the target is unprepared or lacks training in Force Sight, they are incapacitated for the duration of the spell. Prepared targets may resist the effect based on their training.

Similfuturus
7

Similfuturus

You create a perfect illusion of yourself or an object that is visually indistinguishable from the original. You can perceive through the senses of the doppelgänger, experiencing sight, sound, and touch as if you were the illusion. The illusion can interact with the environment, moving objects via telekinesis, but can be detected by droid sensors and will fade if you are injured or cease concentrating on it.

Force Weapon
3

Force Weapon

You imbue a conventional weapon with the power of the Force, enhancing its damage and allowing it to block energy-based attacks. For the duration of the spell, the weapon deals an additional 2d6 force damage on a hit and can deflect lightsaber strikes without taking damage. Additionally, you can channel a Force ability through the weapon, allowing you to cast a spell with a range of touch as part of the attack action.

Force Destruction
3

Force Destruction

You channel the dark side of the Force, accumulating a massive amount of energy within yourself. You then unleash this energy as a concentrated blast, capable of vaporizing anything in its immediate vicinity. All creatures within a 30-foot radius must make a Dexterity saving throw, taking 8d10 force damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the save are pushed back 20 feet. This spell is taxing and can only be used three times before requiring a long rest to recover your strength.

Nightsister Teleportation
5

Nightsister Teleportation

You vanish in a swirl of green mist, reappearing instantly at a location you can see within range. This teleportation is a manifestation of your deep connection to the spiritual energies of your environment, allowing you to evade danger or traverse distances with ease. The teleportation is accompanied by a brief ritualistic chant that enhances its effectiveness.

Force Phase
7

Force Phase

You become intangible for a short duration, allowing you to pass through solid objects and avoid physical attacks. While in this state, you can move through walls, floors, and other barriers, making it an excellent choice for infiltration and evasion. However, you must maintain concentration, as any disruption can cause you to revert to your physical form prematurely.

Hydrokinesis
3

Hydrokinesis

Harness the power of water to manipulate its form and flow. You can control water currents, create water-based attacks, or extract moisture from the environment, allowing for both offensive and defensive maneuvers.

Red Force Lightning
9

Red Force Lightning

Unleash a torrent of crackling red lightning that arcs towards your enemies, embodying the dark side's raw power. This spell channels your inner darkness, dealing devastating damage to a target and potentially stunning them with the overwhelming force of the attack.

Dathomirian Lightning
6

Dathomirian Lightning

You conjure a bolt of green-hued lightning from your hands, striking a target within range. The target must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. Additionally, the area around the target crackles with energy, causing all creatures within 10 feet to take 2d6 lightning damage if they fail a Dexterity saving throw. This spell is a manifestation of dark magick, channeling the mystical energy of the Nightsisters.

Purple Force Lightning
7

Purple Force Lightning

Unleash a torrent of crackling purple lightning at a target, dealing devastating damage and potentially incapacitating them. This dark side ability channels the user's inner rage and power, manifesting as a violent surge of energy that can also inflict ongoing torment on the victim.

Mastered Force Lightning
6

Mastered Force Lightning

Channel the dark side to unleash devastating bolts of electricity, capable of incapacitating foes or delivering lethal strikes. This spell allows the caster to control the intensity, manipulate targets, and sustain the attack over time, with variations like Force Storms or Lightning Bombs for broader impact. However, prolonged use can lead to physical exhaustion, mental fatigue, and moral corruption.

Force Rage
3

Force Rage

Force Rage is a potent Dark Side power that channels a user’s deepest emotions—fear, pain, and hatred—into a surge of physical strength and combat prowess. This spell temporarily boosts melee combat abilities, enhancing speed, strength, and ferocity, but at the cost of physical strain and mental impairment.

Deadly Sight
5

Deadly Sight

You channel your intense hatred and anger into a focused gaze, projecting a deadly energy that inflicts excruciating pain upon your enemies. All creatures within your line of sight must make a saving throw or suffer intense burning damage, potentially leading to instant death. This power can affect multiple targets simultaneously, but maintaining the gaze is physically taxing and can drain your energy significantly. Use of this ability risks further corruption by the dark side, affecting your moral standing.

Force Empathy
6

Force Empathy

You reach out through the Force to sense the emotions and motivations of a target within range. You gain insight into their emotional state, allowing you to understand their feelings and intentions. If you succeed on a Wisdom saving throw against the target's Charisma, you can also learn one hidden feeling or secret they possess. However, if you fail, you may become overwhelmed by their emotions, imposing disadvantage on your next attack roll or saving throw.

Alter Environment
8

Alter Environment

Alter Environment allows the caster to manipulate the immediate surroundings by tapping into the natural forces of the world. This spell can create dense fogs, small whirlwinds, temperature fluctuations, electrical discharges, air pressure changes, localized earthquakes, or flash floods, providing both offensive and defensive capabilities in combat.

Kyber Crystal Purification
6

Kyber Crystal Purification

This spell allows a Force-sensitive individual to purify a corrupted kyber crystal, restoring its natural attunement to the light side of the Force. By forming a deep, empathetic connection with the crystal and understanding the emotions of the dark side user who bled it, the caster can heal the crystal, turning it from red to white, symbolizing clarity and peace.

Kyber Crystal Bleeding
1

Kyber Crystal Bleeding

You channel intense negative emotions into a kyber crystal, corrupting its natural alignment and infusing it with dark side energy. This ritual transforms the crystal into a red hue, symbolizing your dominance over the Force and your rejection of Jedi principles. The process requires a deep connection to your inner turmoil, allowing you to harness the power of anger, hatred, and pain.

Shaper
2

Shaper

You channel the elemental forces of nature, manipulating earth, fire, water, or air to create powerful effects. Choose one element to shape, allowing you to either deal damage, create barriers, or alter the environment in a way that reflects the chosen element's nature. This spell embodies the harmonious relationship with nature that the Shapers of Kro Var revered, granting you a unique connection to the elemental forces around you.

Pyrokinesis
4

Pyrokinesis

Harness the power of fire, allowing the caster to generate flames from thin air or manipulate existing fires with precision. This spell can create a small fire or control larger flames, making it a versatile tool in both combat and utility situations. However, the destructive potential of fire requires careful consideration of its use, as uncontrolled flames can lead to unintended consequences.

Force Endure
3

Force Endure

This spell allows the caster to temporarily ignore the effects of critical injuries, enabling them to continue fighting despite severe wounds. By committing a spell slot, the caster can negate the effects of a critical injury for a limited duration, allowing them to maintain their combat effectiveness.

Force Bond
3

Force Bond

Establish a profound connection between two willing individuals, allowing them to communicate telepathically and share experiences across vast distances. This bond enhances coordination and can bolster the strengths of both parties, but it is such to external manipulation and emotional distress.

Morichro
5

Morichro

Morichro, also known as the Touch of Death, is a forbidden spell that allows the caster to slow or halt the vital functions of a living creature. This powerful technique can induce states ranging from suspended animation to death, making it a dangerous tool that requires careful control to prevent unintended harm.

Sith Alchemy
6

Sith Alchemy

Harness the dark side to manipulate living organisms and materials, creating powerful artifacts or enhancing existing ones. This spell allows the caster to transmute base materials into synthetic kyber crystals or dark side-infused weapons, such as Sith swords or a Force Saber Crystal. The process is painful and requires a strong connection to the dark side, channeling negative emotions into the creation. The resulting artifacts are imbued with dark energy, granting them unique properties and abilities, but at a cost to the caster's psyche.

Dark Aura
7

Dark Aura

You envelop yourself in a malevolent energy field, damaging and slowing nearby enemies. This dark aura hinders their movements, rendering them more vulnerable to your attacks and those of your allies.

Force Wayfinding
7

Force Wayfinding

This spell allows the caster to sense the presence of life on nearby planets or moons, providing guidance for navigation and exploration. The caster can determine the general location and type of life forms present, aiding in decision-making during travel.

Battle Meditation
3

Battle Meditation

You establish a mental connection with your allies, enhancing their combat effectiveness and coordination while simultaneously sowing doubt and fear among your enemies. For the duration, allies within range gain a bonus to attack rolls and saving throws, while enemies must make a Wisdom saving throw or suffer a penalty to their attack rolls and saving throws.

Force Stasis
4

Force Stasis

You create a field of telekinetic energy that immobilizes a target, rendering them motionless for a short duration. The target must succeed on a Wisdom saving throw or be unable to move or take actions until the end of their next turn. This spell can be used to disable opponents non-lethally, providing an opportunity to escape or gain the upper hand in a confrontation.

Force Deflection
6

Force Deflection

You create a shimmering barrier of energy that deflects incoming energy-based attacks, such as fireballs or lightning bolts. This barrier requires intense concentration to maintain, allowing you to redirect the energy back at your attacker or absorb it entirely, depending on your skill level.

Dark Transfer
5

Dark Transfer

You sacrifice your own life energy to heal another creature, transferring a portion of your vitality to mend their wounds. This perilous technique can save a life but at a significant cost to your own health, risking corruption from the dark side.

Force Illusion
4

Force Illusion

You create a vivid illusion that can deceive the senses of one or more creatures within range. The illusion can be visual, auditory, or tactile, allowing you to manipulate the perceptions of others without altering the physical environment. The target must succeed on a Wisdom saving throw or be affected by the illusion for the duration. The illusion can be as simple as a sound or as complex as a multi-sensory experience, tailored to your intentions.

Force Projection
9

Force Projection

You create a tangible projection of yourself at a location you can see or sense within range. This projection can interact with the environment and others, but you remain at your original location, expending significant energy to maintain the illusion. The projection lasts for up to 1 minute, and you can choose to end it early. If the projection is destroyed or you lose concentration, it dissipates immediately. This spell is taxing, and using it may lead to exhaustion or even unconsciousness.

Force Beast Tame
2

Force Beast Tame

You form a mental bond with a beast, allowing you to calm, tame, or ride it. This connection fosters empathy and mutual respect, enabling you to align your will with the creature's instincts. While primarily used for harmony, it can also be employed in combat to control aggressive beasts.

Electric Judgment
7

Electric Judgment

Electric Judgment allows the caster to emit bolts of electrical energy from their hands, incapacitating foes with a calm and focused intent. Unlike dark side techniques, this spell is rooted in the light side of the Force, aiming to subdue rather than harm.

Force Sight
3

Force Sight

Force Sight enhances a user's visual and spatial perception, allowing them to perceive their surroundings through the Force. Users can see in complete darkness, through solid objects, and even when physically blind, detecting living beings and objects by sensing their presence in the Force.

Mind Probe
5

Mind Probe

You invade the mind of a target, causing excruciating pain as you extract secrets and memories. The target must make a Wisdom saving throw or suffer psychic damage and reveal a piece of information of your choice. On a failed save, the target experiences blinding pain, convulsing as you tear through their mental defenses. If used repeatedly, this spell can lead to lasting psychological trauma, memory loss, or insanity.

Dark Side Mind Control
5

Dark Side Mind Control

You exert a powerful influence over the mind of a target, overriding their will and forcing them to obey your commands. This spell taps into the target's fears and traumas, using them as a conduit for domination. The target must succeed on a Wisdom saving throw or become your puppet, compelled to act against their will for the duration. If they fail the saving throw by 5 or more, they suffer psychic damage and may become permanently affected, losing their sense of self. You can maintain control over the target for up to 1 minute, and they can repeat the saving throw at the end of each of their turns to break free.

Force Repulse
7

Force Repulse

Unleash a devastating shockwave of raw energy that blasts enemies and objects away from you in all directions. The closer the targets are to you, the more damage they take, as the force of the blast disintegrates weaker foes and shatters environmental objects.

Sith Mind Trick
5

Sith Mind Trick

You reach into the mind of a target, overriding their will and compelling them to act against their nature or best interests. This dark manipulation instills fear and forces compliance, allowing you to extract information or control their actions for a brief period.

Jedi Mind Trick
6

Jedi Mind Trick

You subtly influence the thoughts and actions of a target, implanting a suggestion that they are compelled to follow. The target must be weak-minded or susceptible to your influence, and they may not recall the interaction afterward.

Force Sense
2

Force Sense

You tap into the Force to heighten your awareness of your surroundings, allowing you to detect the presence of other beings, sense their emotional states, and perceive disturbances in the Force. This spell grants you the ability to sense impending danger and identify the presence of dark side energies or other Force-sensitive individuals.

Iron Body
2

Iron Body

Transformation Cast Time: 1 Action Range: Self Components: V, S Duration: 10 minutes Your body becomes as strong as iron, granting you resistance to non-magical slashing, piercing, and bludgeoning damage.

Iron Stance
0

Iron Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You assume a defensive stance, reinforcing your body and mind. For the duration, you gain a +2 bonus to AC and advantage on saving throws against being pushed, grappled, or knocked prone.

Iron Will
1

Iron Will

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You steel your mind against fear, charm and sleep. For the duration, you have advantage on saving throws against being frightened, put to sleep or charm and gain temporary hit points equal to your level + your Wisdom modifier.

 Bladestorm Barrage
4

Bladestorm Barrage

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S, M (a broken arrow) Duration: Instantaneous You summon a tempest of spectral blades in a 30-foot radius, dealing 5d10 slashing damage to all creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

 Death Spiral
5

Death Spiral

Type: Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (heavy or two-handed weapon) Duration: Instantaneous Description: The Oniro becomes a cyclone of death, striking at all enemies within a 30-foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, creatures take 6d12 + Strength modifier slashing damage and are pulled 5 feet closer to the Oniro. On a success, they take half damage and are not pulled.

 Echoing Words
0

Echoing Words

Cast Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute The target gains a +4 bonus to their next Charisma check within 1 minute. If the target is making a speech or performing in front of a crowd, the bonus increases to +2. The effect ends after the target's next Charisma check or after 1 minute.You speak a phrase imbued with spiritual power, causing it to echo through the minds of those who hear it. This echo can carry the weight of your intent, making their words more persuasive or memorable. The cantrip can be used to bolster an ally's confidence, making their next statement more impactful, or to subtly influence a crowd, planting a thought that lingers in their minds. This is particularly useful in situations where words alone might tip the balance.

 Spirit Blade
3

Spirit Blade

Conjuration Casting Time: 1 bonus action Range: Touch Components: V, S, M (a blessed whetstone) Duration: 1 hour Enchants a weapon with spiritual energy for 1 hour. The weapon deals an additional 2d6 radiant damage to spirits, Yokai, and undead.

 Spirit Shroud
3

Spirit Shroud

Abjuration Casting Time: 1 action Range: Self Components: V, S, M (a piece of silk) Duration: Concentration, up to 10 minutes An ethereal shroud of warrior spirits surrounds you, granting resistance to cold and psychic damage. When you are hit by a melee attack, the attacker takes 4d8 force damage.

 Striking Cobra
1

Striking Cobra

Evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You focus your energy into a precise strike. For the duration, your melee weapon attacks deal an additional 1d6 slashing damage. On a critical hit, you can make a bonus attack as part of the same action.

 Way of the Blade
0

Way of the Blade

Transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You channel your martial prowess into your weapon, enhancing its lethality. For the duration, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that expands your critical hit range, this cantrip adds +4 to the critical range.

 Winter's Wrath
2

Winter's Wrath

Evocation Casting Time: 1 action Range: 60 feet (30-foot radius) Components: V, S, M (a snowflake preserved in glass) Duration: Concentration, up to 1 minute A howling blizzard fills a 30-foot radius centered on a point you choose. Creatures in the area must make a Constitution saving throw at the start of their turns, taking 3d10 cold damage on a failure (half on success) and gaining 1 level of exhaustion. The ground becomes icy, turning it into difficult terrain for the duration.

Aegis of the Winds
5

Aegis of the Winds

Abjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (small charm) Duration: Concentration, up to 3 minutes You summon a protective barrier of whirling winds around yourself and all your allies within range, granting them temporary hit points equal to 5d10. The barrier shines with radiant light.

Aura of Bravery
1

Aura of Bravery

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprig of sacred tree) Duration: 10 minutes Grants a target +2 to AC for 10 minutes and advantage on saving throws against possession or fear effects from spirits.

Barrier of Winds
1

Barrier of Winds

Abjuration Cast Time: 1 Action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute You summon a swirling barrier of wind around you, granting a +2 bonus to AC and forcing ranged attacks against you to be made with disadvantage.

Battle Focus
0

Battle Focus

Divination Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 10 minutes You enter a state of heightened awareness, sharpening your senses and reflexes. For the duration, you gain a +2 bonus to initiative rolls and cannot be surprised. Additionally, you have advantage on Wisdom (Perception) checks to detect hidden enemies.

Blade Cyclone
3

Blade Cyclone

Type: Evocation Cast Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Instantaneous Description: The Oniro spins with fierce intensity, becoming a whirling force of steel and fury. Each creature within a 15-foot radius must make a Dexterity saving throw. On a failed save, creatures take 4d6 + Strength modifier slashing damage, or half as much on a successful save. The user has advantage on attacks of opportunity until the start of their next turn.

Blade Ward
0

Blade Ward

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air, protecting yourself from harm. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Blazing Path
3

Blazing Path

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You strike the ground, creating a line of fiery energy that extends 30 feet. Each creature in a 30-foot-wide line must make a Dexterity saving throw or take 4d8 fire damage, taking half damage on a successful save. The path ignites flammable objects that aren’t being worn or carried.

Breeze of Tranquility
0

Breeze of Tranquility

Abjuration Cast Time: 1 Action Range: 30-foot radius Components: S, V (calming mantra) Duration: 1 minute Summon a gentle, calming breeze that provides relief from stress or fear, granting advantage on saving throws against fear effects.

Chilling Gaze
3

Chilling Gaze

Necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Your gaze strikes terror into the hearts of your enemies. Each creature within a 30-foot cone must make a Wisdom saving throw. On a failed save, the creature is paralyzed with fear and takes 6d6 psychic damage. On a successful save, the creature takes half damage and is not paralyzed.

Chilling Wind Slash
5

Chilling Wind Slash

Evocation Casting Time: 1 action Range: 30 feet (line) Components: V, S, M (a shard of ice) Duration: Instantaneous You slash your weapon, sending forth a blade of freezing wind in a 30-foot line. Creatures in the line must make a Constitution saving throw or take 6d8 cold damage and have their speed reduced to 0 until the end of their next turn. On a successful save, they take half damage and no speed reduction.

Coldsteel Wall
2

Coldsteel Wall

Abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You summon a translucent wall of icy steel, 20 feet wide and 5 feet high. Enemies passing through it take 3d8 cold damage and have disadvantage on attack rolls until the end of their next turn. You and your allies can use the icy wall as cover.

Crescent Slash
3

Crescent Slash

Evocation Casting Time: 1 action Range: 30 feet (cone) Components: V, S, M (a small curved blade) Duration: Instantaneous You unleash a wave of slashing energy in a 30-foot cone, dealing 4d10 slashing damage to creatures in the area. Creatures must succeed on a Dexterity saving throw or take full damage.

Crimson Arc
4

Crimson Arc

Type: Conjuration Cast Time: 1 action Range: 20 feet Components: V, S, M (weapon) Duration: Instantaneous Description: The Oniro sweeps their weapon in a massive arc, releasing a slashing wave that travels 20 feet in a wide arc before dissipating. All creatures in a 20-foot arc must succeed on a Dexterity saving throw or take 5d8 + Strength modifier slashing damage. If a creature is below half health, they take an additional 2d8 damage.

Crimson Strike
0

Crimson Strike

Evocation Casting Time: 1 action Range: Self Components: V, S, M (a drop of your own blood) Duration: 1 minute You draw on your own life force to empower your weapon. Your next melee weapon attack before the spell ends deals an additional 1d8 necrotic damage. If the attack hits, you regain hit points equal to half the necrotic damage dealt.

Danger Sense
0

Danger Sense

Divination Casting Time: 1 Reaction (which you take when you would make a Dexterity saving throw against a trap or effect you can see) Range: Self (60 feet radius around yourself) Components: V, S Duration: Instantaneous Description: Your senses heighten, allowing you to detect imminent threats with a supernatural instinct. You are able to recognize changes in the environement thst would normally not be there or were changed recently. When you cast this cantrip, you gain advantage on Wisdom based rolls and +4 on upcoming Intelligence (Nature) checks.

Deflect Harm
2

Deflect Harm

Abjuration Cast Time: 1 reaction Range: 60 feet Components: V, S Duration: Instantaneous When a creature within range is hit by an attack, you can reduce the damage by 2d10.

Diamond Body
4

Diamond Body

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your body becomes as hard as diamond. For the duration, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. Additionally, you have advantage on saving throws against effects that would move or grapple you.

Divine Tempest
5

Divine Tempest

Conjuration Cast Time: 1 Action Range: 60 feet Components: V, S, M (a feather and a drop of rainwater) Duration: Concentration, up to 3 minutes You summon a fierce storm of divine wind and lightning in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 5d8 lightning damage and are pushed 10 feet back by the force of the winds. On a successful save, they take half damage and aren’t pushed. While the storm persists, the area is considered difficult terrain, and ranged attacks through the area are made with disadvantage. You can move the storm up to 30 feet as a bonus action on your turn.

Doppelgänger
2

Doppelgänger

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that strikes at a target within range. The illusion deals 3d10 psychic damage and distracts the target, granting advantage to your next attack roll against them.

Dragon’s Roar
5

Dragon’s Roar

Evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a deafening roar that terrifies your enemies. All creatures within a 30-foot radius must make a Wisdom saving throw or be frightened for 1 minute. While frightened in this way, creatures are incapacitated and have their speed reduced to 0. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Dual Attack
1

Dual Attack

Evocation Casting Time: 1 bonus action Range: Self Components: V (Verbal), M (a melee weapon) Duration: Concentration, up to 1 round Description: Harnessing their mastery of precision and speed, the Samurai channels their focus into a rapid succession of strikes. Until the end of your turn, when you take the Attack action, you can make two additional melee weapon attacks as part of that action. Both attacks benefit from your normal attack bonuses and can deal additional damage based on your weapon type.

False Face
0

False Face

Transmutation Cast Time: 1 minute Range: Self Components: V, S Duration: 1 hour You can magically alter your own facial appearance, allowing you to pass as someone else. The illusion lasts for 1 hour or until dismissed. It doesn’t alter your clothes or body shape.

Flash Step
2

Flash Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round You can instantly move up to 60 feet to an unoccupied space that you can see. After using this spell, your next attack has advantage, and you cannot be targeted by attacks of opportunity until the end of your next turn.

Fleeting Vitality
2

Fleeting Vitality

Transmutation Cast Time: 1 bonus action Range: Self Components: V, S, M (a pinch of ginseng or other energizing herb) Duration: 3 minutes or 3 rounds Effect: You consume a revitalizing herb mixture that grants you a burst of energy. For the spell’s duration, you gain an extra 10 feet of movement on your turns and have advantage on saving throws against sleep, paralysis and fear. You also regain 6 used up spell slots.

Flurry of Blades
0

Flurry of Blades

Evocation Casting Time: 1 action Range: Self (5-foot radius) Components: V, S Duration: Instantaneous You channel your inner energy to unleash a flurry of 4d6 rapid strikes. Make a melee weapon attack against each creature within 5 feet of you. Each attack is made with a +1 bonus to hit. If you hit, the attack deals an additional 1d4 lightning damage. This cantrip allows you to strike multiple foes with lightning speed, overwhelming them with your precision and power.

Forceful Strike
1

Forceful Strike

Evocation Casting Time: 1 action Range: Melee Weapon Range Components: V, S Duration: Instantaneous Description: You imbue your weapon with concentrated force energy, delivering a mighty strike. On a hit, the attack deals an additional 2d8 force damage and pushes the target 10 feet back. Creatures larger than Large have advantage on their saving throw (Strength DC 14) to resist being pushed back.

Frostbound Aura
3

Frostbound Aura

Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V (Verbal), S (Somatic), M (a piece of ice or a snowflake) Duration: Concentration, up to 10 minutes Swirling mist and icy winds envelop the Samurai, creating an aura of frost and wind that chills enemies and empowers the caster. While the aura is active: All enemies within 30 feet of you take 4d10 cold damage at the start of their turn. Your movement speed increases by 10 feet. You gain a +4 bonus to initiative for the duration of the spell. The ground in the aura’s radius becomes slippery and coated in frost. Enemies treat it as difficult terrain. At Higher Levels: When cast using a spell slot of 6th level or higher, the cold damage increases by 1d10 for each slot level above 5th.

Frosted Edge
1

Frosted Edge

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 3 minutes or 3 rounds Your weapon becomes coated in frost, dealing an additional 2d8 cold damage on a hit. Attacks against enemies reduce their movement by 10 feet until the start of your next turn.

Gale Strike
1

Gale Strike

Evocation Cast Time: 1 action Range: 60 feet Duration: Instantaneous You summon a swift, cutting gust of wind that strikes a creature within range. The target must make a Dexterity saving throw or take 2d8 slashing damage. On a successful save, they take half damage. If the target is airborne, they take an additional 1d8 bludgeoning damage, and the wind causes them to be knocked prone if they fail the save. At Higher Levels: When cast using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Get Nimble
0

Get Nimble

Transmutation Cast Time: Bonus Action Range: Self Components: V, S Duration: 10 minutes You channel their energy to enhance their physical abilities. For the next 10 minutes, your jump distance is doubled, and you gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks related to climbing, swimming, and jumping. This allows you to navigate challenging terrain with ease, scaling walls or leaping great distances in a single bound.

Ghostly Visions
4

Ghostly Visions

Divination Casting Time: 1 action Range: Self (100-foot radius) Components: V, S, M (incense worth 25 gold) Duration: 10 minutes Allows you to see and communicate with spirits and Yokai within 100 feet for 10 minutes. You gain insight into their motives and can ask up to five questions.

Golden Tempest
5

Golden Tempest

Evocation Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a handful of gold coins) Duration: Instantaneous Hurl enchanted coins in a whirlwind around you, dealing 6d6 force damage to creatures in range. Targets that fail a Dexterity saving throw are also blinded until the start of your next turn. Allies in your range do not suffer any damage. They will regain 4d12 lost hit points back and +4 on their Weapon Attack for the next 3 rounds (or 3 minutes).

Gravity Surge
2

Gravity Surge

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of a shattered blade) Duration: Instantaneous Description: You summon a surge of force energy that crushes all creatures in a 20-foot radius sphere centered on a point you can see within range. Each creature must make a Strength saving throw or take 3d10 force damage and be knocked prone. On a successful save, they take half damage and remain standing.

Guardian’s Embrace
4

Guardian’s Embrace

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You create a protective barrier around an ally. Choose a creature within range. The target gains temporary hit points equal to 5d6 + your spellcasting ability modifier and has advantage on saving throws against all effects that would cause them to be incapacitated, put to sleep or stunned.

Guiding Light
1

Guiding Light

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small crystal) Duration: 1 hour You conjure a hovering light that illuminates the path ahead, dispelling darkness and revealing hidden dangers. The light casts bright light in a 30-foot radius and dim light for an additional 30 feet. It reveals hidden traps, difficult terrain, and invisible creatures within its area of effect. The light follows you or another creature you designate, moving with them for the duration.

Healing Mantra
4

Healing Mantra

Cast Time: 1 Action Range: Self (60-foot radius) Components: V, S Duration: Concentration, up to 1 minute A soothing aura of spiritual energy surrounds you. At the start of each of your turns, you and all allies within 60 feet regain hit points equal to 4d10 + your spellcasting modifier. The healing increases by 1d6 for each spell slot above 3rd.

Hexbreaker
5

Hexbreaker

Abjuration Cast Time: 1 reaction (when affected by a hex or curse) Range: 30 feet Components: V, S Duration: Instantaneous When you are the target of a hex, curse, or debilitating magical effect, you can react to shatter the binding magic. The effect is immediately dispelled, and you may choose to reverse the hex, causing the original caster to suffer the same effect if they fail a Charisma saving throw.

Inner Flame
0

Inner Flame

Transmutation Cast Time: 1 Bonus Action Range: Touch Components: S Duration: 30 minutes Warm yourself or a small object with ki energy, warding off cold and granting slight comfort or preventing frostbite.

Sheltering Wind
1

Sheltering Wind

Abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours You summon a gentle wind that shields you and your allies from harsh environmental conditions. For the duration, you and up to six allies within range are protected from extreme temperatures, have advantage on saving throws against environmental hazards, and gain a +5 bonus to Dexterity (Stealth) checks to avoid detection in natural environments.

Silent Footsteps
0

Silent Footsteps

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S, V (whispering a mantra) Duration: 10 minute Your footsteps make no sound, granting advantage on Stealth checks during the duration.

Silent Step
0

Silent Step

Transmutation Cast Time: Bonus Action Range: Self Components: S, M (a pinch of ash) Duration: 30 minutes You move silently, granting advantage on Dexterity (Stealth) checks to avoid detection while moving. The effect ends if you attack something or cast another spell.

Spectral Sting
5

Spectral Sting

Transformation Casting Time: 1 bonus action Range: Self Components: V, S, M (a shard of ice) Duration: Concentration, up to 1 minute You transform your weapon into a spectral blade of frost and force. Your attacks deal 4d10 cold and 2d10 force damage combined in a 30 feet straight line in front of you. The targets are paralyzed until the end of your next turn. The targets must succeed a Dexterity saving throw to suffer only half damage and to not suffer paralysis.

Sunfire Slash
4

Sunfire Slash

Evocation Cast Time: 1 bonus action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous Your weapon glows with radiant sunlight, unleashing a fiery wave in a 15-foot cone. Targets take 3d6 fire and 1d6 radiant damage.

Sunrise Glow
0

Sunrise Glow

Evocation Cast Time: 1 Action Range: Self Components: S Duration: 30 minutes Your body emits a warm, faint glow, lighting up a 30-foot radius around you and dispelling minor darkness or illusions. Evil yokai or darkness based animals or monsters have to roll a Constitution-saving throw of 14 or higher. If they fail, they get hit with 2d6 radiant damage.

Swift Step
0

Swift Step

Transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: 3 turns You focus your energy into your legs, increasing your speed. Your movement speed increases by 10 feet until the end of your next 3 turns. Additionally, the first opportunity attacks made against you in this upcoming 3 turns is made with disadvantage.

Talisman of Safety
0

Talisman of Safety

Abjuration Cast Time: 1 action Range: Touch Components: V, S, M (a small paper talisman) Duration: 1 hour You imbue a small talisman with protective energy. When placed on a creature, it grants a +2 bonus to AC and advantage on saving throws against yokai abilities and effects for 1 hour. This talisman vanishes after it is used or when the spell ends.

Tremor Sense
0

Tremor Sense

Divination Casting Time: 1 Bonus Action Range: Self (120 feet radius) Components: S Duration: Concentration, up to 1 Minute Description: You gain tremorsense out to 120 feet until the cantrip ends, allowing you to detect creatures and objects in contact with the ground within range.

Turtle Stance
2

Turtle Stance

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute You adopt a defensive posture. For the duration, you gain a +2 bonus to AC and can use your reaction to impose disadvantage on one attack roll made against you. This stance reflects the Samurai’s ability to defend with skill and precision.

Tyrant’s Wrath
5

Tyrant’s Wrath

Evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of royal blood) Duration: Concentration, up to 1 minute You call upon the power of a tyrant’s vengeance. Choose a point within range; a 30-foot radius of dark, crackling energy erupts. Enemies within this area must make a Constitution saving throw. On a failed save, they take 10d6 necrotic damage and are frightened for the duration. On a successful save, they take half damage and are not frightened.

Unshakable Spirit
3

Unshakable Spirit

Abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Your resolve becomes unbreakable. You gain advantage on saving throws against charm, sleep and fear effects. Additionally, you and your allies within 30 feet of you gain a +4 bonus to saving throws against fear, sleep and charm effects.

Unyielding Force
3

Unyielding Force

Evocation Casting Time: 1 bonus action Range: Self (30 feet) Components: V, S, M (a fragment of an anvil) Duration: Concentration, up to 1 minute Description: You infuse your weapon with unrelenting force, turning every swing into a devastating attack. For the duration, your weapon attacks deal an additional 4d10 force damage and ignore resistances to force damage. Additionally, when you hit with a melee weapon attack, creatures within 5 feet of your target must make a Dexterity saving throw or take half of the force damage dealt.

Vampiric Strike
2

Vampiric Strike

Casting Time: 1 Action Range: Self, up to 15 feet in a cone in front of you Components: V, S, M (weapon) Duration: 1 Turn Description: Envelop your weapon in shadow energy for a single strike, dealing an additional 3d12 necrotic damage against up to 4 targets in range. If the target fails a Constitution save, their vision is reduced until the end of their next turn. Half the damage your targets suffer you regain back as hit points. You will heal yourself.

Vengeful Strike
0

Vengeful Strike

Necromancy Casting Time: 1 reaction, which you take in response to taking damage from a creature within 5 feet of you that you can see Range: Self Components: V, S Duration: Instantaneous When an enemy lands a blow, you channel your pain into a powerful counterattack. You immediately make a melee weapon attack against the creature that harmed you. If you hit, the attack deals an additional 1d6 necrotic damage, and the creature must succeed on a Constitution saving throw or have disadvantage on its next attack roll. This cantrip turns your foe's aggression against them, ensuring they pay dearly for their strike.

Vital Breath
2

Vital Breath

Abjuration Cast Time: 1 Bonus Action Range: Self Components: V, S Duration: Instantaneous You center yourself, drawing upon your inner spiritual energy to heal your wounds. You regain hit points equal to 2d8 + your spellcasting modifier. At higher levels, the healing increases by 1d8 for each spell slot above 2nd.

Vivid Stroke
0

Vivid Stroke

Transmutation Cast Time: 1 action Range: 5 feet Duration: 10 minutes or Permanent Conjure magical paint or ink to create beautiful, realistic images on surfaces. These can be permanent or fade after a set duration, useful for artistic or illusory purposes

Wail of the Ronin
4

Wail of the Ronin

Evocation Casting Time: 1 action Range: 60 feet (radius) Components: V, S Duration: Concentration, up to 1 minute A spectral cry echoes, affecting enemies within range. They must succeed on a Wisdom saving throw or take 5d8 psychic damage and have disadvantage on attack rolls for the duration.

Wall Walk
0

Wall Walk

Transmutation Casting Time: 1 Bonus Action Range: Self Components: V, S Duration: 30 minutes, concentration You channel spritual energy into your feet, allowing you to defy gravity and walk on walls and ceilings. For the spell's duration, you can move across vertical and inverted surfaces as if they were the ground. Your speed remains unaffected. If concentration breaks, you immediately fall from any height unless supported by another surface.

Warding Flames
2

Warding Flames

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a pinch of ash) Duration: Concentration, up to 10 minutes You summon protective flames that ward off spirits and Yokai. Any Yokai or incorporeal creature within a 30-foot radius of you must succeed on a Wisdom saving throw or be repelled. Allies within the radius have advantage on saving throws against being charmed or possessed.

Water Walk
0

Water Walk

Transmutation Cast Time: 1 Bonus Action Range: Self Components: S Duration: 10 minutes Walk on water and other liquid surfaces as if it were solid ground for up to 10 minutes.

Whispering Wind
0

Whispering Wind

Transmutation Casting Time: 1 Bonus action Range: 60 feet Components: V, S Duration: Instant You summon a gentle breeze that carries your whispered message to a creature within range. The message is heard clearly by the target, regardless of other noise. The wind can also carry small objects, like a feather or a leaf, to the target. If the target is friendly, the breeze grants them 1d4 temporary hit points. The winds can also create beautiful illusions and aurora lights, for example when you tell a story to others and want to impress or distract them.

Whispers of the Wind
0

Whispers of the Wind

Divination Cast Time: 1 Bonus Action Range: 30 feet Components: S, V Duration: Concentration, up to 1 minute Hear whispered conversations or sounds carried by the wind from a specific target within range. You can hear clearly what they say when you concentrate yourself on the spoken words.

Windblade Strike
2

Windblade Strike

Evocation Cast Time: 1 Action Range: Self (30-foot line) Components: V, S Duration: Instantaneous A sharp blade of wind extends from your weapon or hand, slashing in a 30-foot line. Each creature in the line must make a Dexterity saving throw, taking 3d6 slashing damage on a failure.

Windstep
2

Windstep

Conjuration Casting Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You harness the power of the wind to teleport yourself up to 60 feet to an unoccupied space you can see. As you teleport, you momentarily transform into a gust of wind, allowing you to pass through narrow gaps or around obstacles. You reappear with no sound, leaving only a faint breeze behind.

Ki Pulse
0

Ki Pulse

Divination Cast Time: 1 Bonus Action Range: 60-foot radius Components: S Duration: Instantaneous Send out a pulse of ki energy, detecting hidden enemies, traps, or objects within range.

Kiai
0

Kiai

Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round You unleash a powerful battle cry that bolsters your fighting spirit. Until the end of your next turn, you gain advantage on your next attack roll. If the attack hits, it deals an extra 1d6 force damage as your kiai resonates through the strike.

Killing Blow
2

Killing Blow

Evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You channel your focus into a single powerful strike. Your next melee weapon attack within the duration has advantage, and on a hit, it deals an additional 2d6 force damage. If the attack reduces a creature to 0 hit points, you regain hit points equal to half the extra damage dealt. Your target have to roll a constitution saving throw to suffer only half damage.

Mental Wound
4

Mental Wound

Necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You inflict a debilitating wound on a creature. Choose one creature within range. They will feel intimidated for the next 3 turns. The target must make a Wisdom saving throw or take 6d6 psychic damage and have disadvantage on all attack rolls and ability checks for the duration.

Mind Rend
5

Mind Rend

Enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Description: You tear with your gaze into the mind of a single creature you can see within range. The target must make an Intelligence saving throw. On a failure, it takes 6d10 psychic damage and is incapacitated until the end of its next turn. On a success, it takes half damage and suffers no additional effects.

Mind Shroud
3

Mind Shroud

Abjuration Cast Time: 1 Action Range: Self (30-foot radius) Components: V, S Duration: 1 hour You shield your mind and those of your allies in a 30-foot radius around you from magical detection and telepathy, making all immune to mind-reading and divination spells for the duration.

Mindful Strike
0

Mindful Strike

Divination Cast Time: 1 Bonus Action Range: Self Components: S, V (focus mantra) Duration: 1 round or 1 minute Focus on your opponent’s movements, gaining advantage on your next defense roll or evasion against their attack.

Moment of Stillness
0

Moment of Stillness

Abjuration Cast Time: 1 Action Range: Self Components: Somatic, Verbal (silent breath technique) Duration: Instant You focus your mind on your steady breathing and heartbeat. You enter a solemn state of meditation and regenerate 4 spellslots in the process. This you can do once per day/once per longrest.

Moonlit Dance
5

Moonlit Dance

Illusion Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create an illusory duplicate of yourself that mimics your movements and attacks. For the duration, you can make a melee weapon attack as if you were in the place of the duplicate. The duplicate provides disadvantage on attack rolls against you and can absorb damage equal to half of your hit points.

Oni’s Gaze
4

Oni’s Gaze

Enchantment Cast Time: 1 action Range: 60 feet Components: V, S, M (a drop of ink) Duration: Concentration, up to 1 minute You lock eyes with a target, channeling the intimidating gaze of an Oni. The target must make a Wisdom saving throw or be frightened for the duration. Yokai and demonic creatures have disadvantage on this saving throw. While frightened, the target takes 3d6 psychic damage at the start of each of its turns.

Pathfinder’s Instinct
1

Pathfinder’s Instinct

Divination Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours You heighten your awareness of your surroundings, allowing you to navigate difficult or unfamiliar terrain with ease. For the duration, you and up to six allies within 30 feet of you cannot become lost except by magical means, and you have advantage on Wisdom (Survival) checks made to track creatures or find food and water.

Petal Dance
0

Petal Dance

Conjuration Cast Time: 1 Bonus Action Range: 30-foot radius Components: S Duration: 1 minute Summon swirling petals to distract enemies or create a visual spectacle, imposing disadvantage on an enemy’s next attack.

Phantom Edge
1

Phantom Edge

Illusion Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Description: You summon an invisible blade of psychic energy to attack a creature's mind. Choose a creature within range; it must succeed on a Wisdom saving throw or take 2d8 psychic damage and suffer disadvantage on its next attack roll.

Phase Step
2

Phase Step

Conjuration Cast Time: 1 bonus action Range: Self Components: V, S Duration: Instantaneous You teleport to an unoccupied space you can see within 30 feet.

Poison's Sting
0

Poison's Sting

Evocation Cast Time: Bonus Action Range: 30 feet Components: V, S Duration: Instantaneous You hurl a poison needle at a target, dealing 1d8 poison damage. The target must make a Constitution saving throw. On a failed save, they also have disadvantage on their next attack roll and are poisoned for the next 3 rounds. Damage increases by 1d8 at higher levels (5th, 11th, 17th).

Psychic Ward
4

Psychic Ward

Abjuration Cast Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minute You create a psychic barrier around yourself, granting advantage on Intelligence and Wisdom saving throws to you and allies within range.

Radiant Crescent
5

Radiant Crescent

Evocation Cast Time: 1 action Range: 60 feet Components: V, S, M (a small crescent moon charm) Duration: Instantaneous You conjure a sweeping crescent of radiant energy that arcs out from you toward a target or group of enemies in a 60-foot line. Each creature in the line must make a Dexterity saving throw. On a failed save, the creatures take 6d8 radiant damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. Yokai and undead have disadvantage on the saving throw.

Reed’s Resilience
0

Reed’s Resilience

Transmutation Cast Time: 1 Reaction (triggered by an effect that could knock you prone) Range: Self Components: S Duration: Instantaneous Your body bends like a reed, giving you advantage on checks to avoid being knocked prone or unbalanced.

Retreat
1

Retreat

Divination Casting Time: 1 reaction (trigger: being attacked) Range: 30 feet Components: V, S Duration: Instantaneous You foresee your opponent's strike. You gain a +2 bonus to AC against the triggering attack, and if it misses, you may immediately activate a Dash action and move 30 feet without provoking opportunity attacks in the direction of your choice.

Samurai’s Resolve
0

Samurai’s Resolve

Enchantment Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You bolster your mental and physical endurance. For the duration, you gain 2d6 temporary hit points plus your Constitution modifier. These temporary hit points remain until the spell ends or they are depleted.

Searing Strike
1

Searing Strike

Evocation Cast Time: 1 Bonus Action Range: Self Components: V Duration: Concentration, up to 1 minute Your fists or weapon become engulfed in radiant flame, dealing an additional 1d6 radiant damage and 1d6 fire damage on a hit. Increases to 2d6 for each at 5th level. Your target needs to succeed a Constitution-Saving Throw over 14 to only suffer half of the incoming damage.

Send Whisper
0

Send Whisper

Divination Cast Time: Action Range: 120 feet Components: V Duration: Instant You can send a brief, whispered message on the wind to a creature within range that you can see. The message is heard only by the intended target and can be no longer than a sentence.

sandevisten
2

sandevisten

for 1 turns you can do 2 main actions

Optical Camo
2

Optical Camo

turns invisible for 2 turns

Axolotl
0

Axolotl

gets a spellslot back after each kill for 2 turns

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

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.

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 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.

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.

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.

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.

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.

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

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.

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.

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.

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

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

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.

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.

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

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 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

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.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service