Expanded Force/Tech Powers

by hugehuman

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Expanded Force/Tech Powers

Force Powers

At-will Powers (0 Level)
  • Battle Insight
  • Force Whisper
1st Level
  • Comprehend Speech
  • Dun Möch
  • Force Focus
  • Malacia
  • Shadow Sight
  • Sustained Lightning
  • Telemetry
2nd Level
  • Force Concealment
  • Force Lift
  • Force Vision
  • Healing Meditation
  • Probe Mind
  • Pull Earthward
3rd Level
  • Call Lightning
  • Dark Aura
  • Farseeing
  • Force Weapon
  • Master Malacia
  • Morichro
  • Psychometry
  • Tapas
  • Telekinetic Shield
4th Level
  • Battlemind
  • Improved Dark Shear
  • Mind Twist
  • Thought Shield
5th Level
  • Force Grip
  • Force Meld
  • Modify Memory
  • Reveal Shatterpoint
6th Level
  • Mind Prison
7th Level
  • Force Conflux
  • Kinetite
  • Overturn
8th Level
  • Drain Knowledge
  • Master Dark Shear
9th Level
  • Censure
  • Flow-walking
  • Lesser Thought Bomb
  • Reality Break
  • Will of the Force

Tech Powers

At-will Powers (0 Level)
  • Ferment
  • Flare Strike
  • Itemize
  • Production Values
  • Short Circuit
  • Sonic Pulse
  • Stinger
  • Wire Line
1st Level
  • Acid Wind
  • Active Camouflage
  • Buffer
  • Charged Missile
  • Copy
  • Cryogenic Wave
  • Execute Command
  • Magnify Gravity
  • Misdirection
  • Poison Food and Drink
  • Preparedness
  • Purify Food and Drink
  • Remote Access
  • Shield Tech: Sensor
  • Shield Tech: Support Package
  • Signal Flare
  • Sonic Boom
  • Spectrum Bolt
2nd Level
  • Continual Light
  • Enhance Droid
  • Fresh Seal
  • Glide
  • Ignite
  • Inverted Compass
  • Mini-Turrets
  • Null Sound Waves
  • Restore Functionality
  • Shield Tech: Alacrity
  • Shield Tech: Elemental Discharge
  • Shield Tech: Heightened Reflexes
  • Shockwave
  • Steam Blast
3rd Level
  • AI Servant
  • Autopilot Program
  • Bestow Virus
  • Destroy Tech
  • Environmental Shield
  • Explosive Cloud
  • Oil Spurt
  • Remove Virus
  • Repulsor Wave
  • Shield Tech: Combat Stimulant
  • Sonic Blast
4th Level
  • Control Light
  • Desert Refuge
  • Fabricate
  • Implosion
  • Radiation
  • Reconstructive Electromesh
  • Shield Tech: Medical Regulator
  • Shield Tech: Powered Shield
  • System Shock
5th Level
  • Contaminate Water
  • Contagion
  • Defense Matrix
  • Force Field
  • Greater Restore Functionality
  • Greater Truth Serum
  • Reprogram Droid
  • Rewrite Memory
  • Shield Tech: Steroid
  • Unity Grid
6th Level
  • Acid Blast
  • Greater Translation Program
  • Overcharge Droid
  • System Failure
  • Vortex Beam
7th Level
  • Greater Disperse Energy
  • Interdiction
  • Reverse Gravity
  • Shield Tech: Greater Steroid
  • Spectrum Spray
8th Level
  • Black Hole
  • Harmonic Dissolution
9th Level
  • Acidic Explosion
  • Greater Immolate
  • Overhaul
  • Shield Tech: Phoenix Drive
  • Spectrum Barrier

A number of these powers have been lifted from, inspired by, or tweaked from SW5e, D&D 5e, and Necromancer Games' Book of Lost Spells, which I personally recommend checking out.

Power Descriptions

Acid Blast

6th level tech power


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Duration: Instantaneous

A blast of caustic acid erupts from you. Every creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d8 acid damage, and an additional 2d8 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage, and no damage at the end of its next turn.

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the subsequent damage increases by 1d8 for each slot level above 6th.

Acid Wind

1st level tech power


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Duration: Instantaneous

You produce a breeze full of stinging acid droplets from your outstretched hand. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Acidic Explosion

9th level tech power


  • Casting Time: 1 action
  • Range: 1 mile
  • Duration: Instantaneous

You create a compressed globule of vitriol at a point you can see within range, which then bursts into a 100-foot radius sphere of caustic acid, corroding and dissolving anything in the area.

Each creature in the affected area must make a Dexterity saving throw. A target takes 6d10 + 20 acid damage on a failed save, or half damage on a successful one. Each creature must also make a Constitution saving throw; if it fails, they are incapacitated for 1d4 rounds by the burning fumes. Creatures who don’t breathe or that are immune to acid damage automatically succeed.

Active Camouflage

1st level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

You grant a creature the ability to blend in with its surroundings. The creature can make Dexterity (Stealth) checks to hide if it is prone or is lightly obscured.

AI Servant

3rd level tech power


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 8 hours

You touch one Tiny, unenhanced object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and gains little arms and legs, becoming a creature under your control until the power ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can nonverbally command the creature if it is within 120 feet of you. (If you control multiple creatures with this power, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.


Servant

Tiny construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 10 (4d4)
  • Speed 30feet, climb 30 feet

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 feet (blind beyond this radius), passive Perception 10
  • Languages

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5feet, one target. Hit 5 (1d4 + 3) kinetic damage.

Anti-Tech Barrier

5th level tech power


  • Casting Time: 1 minute
  • Range: 30 feet
  • Duration: 24 hours

You create an invisible barrier that wards one point of entry (a hallway, doorway, window or the like). The entryway can be no more than 20 feet across. You must be able to see the area affected and it must be in range. For the duration of the power, no creature with the ability to cast tech powers can pass through the portal, nor target a creature, object or area on the other side of the barrier with a tech power. You and up to three creatures you nominate when you cast the power can pass through the portal as if anti-tech barrier was not in effect.

If you cast this power on the same target every day for one year, the effect becomes permanent until dispelled.

Autopilot Program

3rd level tech power


  • Casting Time: 10 minutes
  • Range: Touch
  • Duration: 12 hours

You grant a starship or construct with the Piloted trait you touch the ability to pilot itself for the duration. While it is not piloted by a creature, it follows simple instructions you give it regarding the bearing and speed of the vessel. The target uses your bonus to Piloting checks when performing its duties. If the target takes damage, this power ends.

Battle Insight

At-will universal power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 round

You center your focus on a target within range. Through the Force, you gain a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this power hasn’t ended.

Battlemind

4th level universal power


  • Prerequisite: Battle Precognition
  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

Through the Force, you gain a limited form of telepathy that enables you to anticipate the moves of your opponents in combat. While you aren't wearing armor or wielding a shield, you gain a +2 AC bonus against melee attacks and a +3 AC bonus against ranged attacks.

This AC bonus is not applied against attacks from droids, constructs, and attackers whose thoughts cannot be read.

Bestow Virus

3rd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

You touch a droid, construct, or a creature with a tech focus, and it must succeed on an Intelligence saving throw or receive a tech-based curse for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make an Intelligence saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and powers deal an extra 1d8 lightning damage to the target.

A remove virus power ends this effect. At the GM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Overcharge Tech. If you cast this power using a tech slot of 4th Level or higher, the duration is concentration, up to 10 minutes. If you use a tech slot of 5th Level or higher, the duration is 8 hours. If you use a tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th level tech slot, the power lasts until it is dispelled. Using a tech slot of 5th Level or higher grants a duration that doesn't require concentration.

Black Hole

8th level tech power


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 1 minute

This power briefly emulates the effects of a black hole, creating a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with enhanced darkness and crushing gravitational force.

For the duration, the power's area is difficult terrain. A creature with darkvision can't see through the enhanced darkness, and unenhanced light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to sonic damage, and creatures are deafened while entirely inside it. Any creature that enters the power's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 kinetic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except enhanced items, are reduced to a pile of fine gray dust.

Buffer

1st level tech power


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

You gain 1d4 + 4 temporary hit points for the duration.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Call Lightning

3rd level light side power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

A 10-foot tall, 60-foot radius storm cloud cylinder appears, centered on a point you can see within range above you, with you as the center point. The power fails if your location can't accommodate the cloud's size or height. When you cast the power, choose a point under the cloud for lightning to strike. Each creature within 5 feet must make a Dexterity save, taking 3d10 lightning damage on a fail and half on a success. While the power persists, you can use your action to call lightning to a point in range again.

If you're outdoors and in a storm, the power gives you control of the storm rather than creating a new one. The lightning damage also increases by 1d10.

Force Potency. For each force slot used higher than 3rd level, the damage increases by 1d10.

Charged Missile

1st level tech power


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You produce a missile, which grows in power. As an action, you can fire the missile at one creature within 60 feet. Make a ranged tech attack roll. On a hit, the target takes 2d6 fire damage plus 1d6 for each round since you cast the power. Thus, the power does 2d6 damage on the round you cast it, 3d6 on the round after, etc. On each turn you do not fire the missile, you must use your action to maintain this power. The power ends if you use your action to do anything else. If the power ends before you make the attack, you must make a Dexterity saving throw or take the damage yourself. The power ends after the attack is made.

Censure

9th level universal power


  • Prerequisite: Force Breach
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You point at a creature you can see within range and temporarily cut it off from the Force. For the duration, the creature cannot cast force powers, use features that require it to spend force points, or expend a usage of Channel the Force. As an action, it can make an ability check using its forcecasting ability against your forcecasting save DC. A success ends this power’s effect.

Cold Snap

2nd level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

One creature you can see must make a Constitution saving throw. If the saving throw fails, it takes 2d10 cold damage and is incapacitated until the end of its next turn. On a successful save, it takes half damage and is not incapacitated.

Overcharge Tech. If you use a 4th-level or higher tech slot to cast cold snap, it does an additional 1d10 cold damage for every two levels above 2nd.

Comprehend Speech

1st level universal power


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear.

Confounding Battlefield

6th level tech power


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Duration: Concentration, up to 1 minute

Each Small or Medium-sized creature within 60 feet of yourself (including you) takes on the appearance of one other creature of the same size in the area. The creature each target resembles should be selected randomly. Every target affected becomes an exact illusory copy of the original, from the items it carries to the sound of its voice. A target that sees the power’s effect when it is cast can make an Intelligence saving throw. If the saving throw fails, the target can’t distinguish which creature is which by sight or sound. On a successful save, the target still sees and hears the illusion, but can tell which creature is which from subtle clues such as posture or manner of movement.

As an action, a creature can make an Intelligence (Investigation) check against your tech saving throw DC; if it succeeds, it can correctly identify each creature affected by the illusion, the same as if it made a successful saving throw. This power has no effect on constructs, creatures that have an Intelligence of 3 or lower, and creatures that don't speak any language.

Contagion

5th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 7 days

Your touch inflicts disease. Make a melee tech attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the power ends. Since this power induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Hemophilia. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Mindfire. The creature’s mind becomes scattered and forgetful. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the insanity power during combat.

Necrosis. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Contaminate Water

5th level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

You change an area of water you can see into a poisonous, toxic substance. The power affects up to ten cubes of water, each 10 feet on a side. Each creature that begins its turn in the water or that enters the water takes 5d6 poison damage and becomes poisoned for as long as it stays in the affected water; a successful Constitution saving throw negates the effect on that creature. If the affected area is part of a larger body of water, new water entering the area becomes poisonous while water leaving the area is no longer affected.

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the maximum number of 10-foot cubes of water you can affect increases by two for each slot level above 5th.

Continual Light

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Until dispelled

A light, equivalent in brightness to a glowrod, emanates from an object that you touch.

The light creates no heat. As a bonus action, you can activate or deactivate any number of continual lights you have created, that are within 200 feet of you.

Control Light

4th level tech power


  • Casting Time: 1 action
  • Range: 90 feet (30-foot-radius sphere)
  • Duration: Concentration, up to 1 minute

You control the illumination in a 30-foot-radius sphere centered on a point you can see, choosing whether it’s full darkness, dim light, or bright light. You can change the level of illumination by one level (no action required) when you cast the power and at the beginning of each of your turns.

Other forms of illumination initially function normally within the sphere, but you can change their effectiveness on your subsequent turns.

Copy

1st level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

This power creates a perfect duplicate of any written or drawn document that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text with one casting of this power. Enhanced documents, such as datacrons or blueprints, can’t be copied with this power.

Cryogenic Wave

1st level tech power


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Duration: Instantaneous

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and has its speed reduced by 10 feet until the end of its next turn. On a success, it takes half as much damage, and its speed is not reduced.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

Dark Aura

3rd level dark side power


  • PRerequisite: Darkness
  • Casting Time: 1 action
  • Range: Self (15-foot sphere)
  • Duration: Concentration, up to 1 minute

You manifest a mantle of malevolent dark side energy to a radius of 15 feet, affecting creatures besides you for the duration. A creature's speed is reduced by half in the area, and each creature who enters this aura for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 4d8 necrotic damage. On a successful save, a creatures takes half as much damage.

Force Potency. When you cast this power using a force slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Dark Transfer

At-will dark side power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Defense Matrix

5th level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 10 minutes

You create a defensive field, distorting and diffusing energy in a 5-foot-radius sphere centered on a point on the ground you can see within range. For the duration, each friendly creature in the area (including you) has advantage on saving throws against tech powers and explosives, such as grenades.

Additionally, when an affected creature succeeds on a saving throw made against a tech power or explosive that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Desert Refuge

4th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 24 hours

A willing creature you touch becomes wreathed by an aura that maintains a comfortable temperature. For the duration, the creature is considered adapted to unbearably hot or cold climates. The creature is also shielded from the effects of exposure to sun and wind, but not from objects propelled by the wind, such as sand blown by a sandstorm.

Overcharge Tech. When you cast this power with a tech slot of 5th level or higher, you can target an additional creature for each slot level above 4th.

Destroy Tech

3rd level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

Make a ranged tech attack against a creature within range. On a hit, the target takes 3d8 ion damage; in addition, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

Disrupt Droid

3rd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

One droid or construct you touch is hampered by electronic interference. The target takes 2d6 energy damage and must make a Constitution saving throw. On a successful save, the power ends. On a failed save, the target takes 2d6 energy damage at the start of each of its turns and it must subtract 1d4 from its attack rolls and ability checks for the duration of the power. The creature can repeat the saving throw at the end of each of its turns; a successful save ends the power.

Drain Knowledge

8th level dark side power


  • Prerequisite: Probe Mind
  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

You steal knowledge from a creature that you can see within range, shattering its intellect and personality in the process. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast powers, activate enhanced items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

In addition, if the target fails its save, choose one of the following benefits to gain:

  • You can recall anything the target has witnessed in its recent past, up to 7 days before the casting of this power.
  • You learn one language of your choice that the target knows.
  • You gain proficiency in a skill or tool the target has proficiency with. If you are already proficient in this skill or tool, you gain expertise instead.

At the end of every 10 days, the creature can repeat its saving throw against this power. If it succeeds on its saving throw, the power ends. When the power ends, you lose the benefits you gained. The power can also be ended by improved heal or greater heal. This power has no effect on droids or constructs.

Dun Möch

1st level dark side power


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

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.

Encrypt

At-will tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Until dispelled

You alter the data on a datapad, terminal, or other electronic device, making it unintelligible. A creature that spends at least 1 minute trying to decipher the data can make an Intelligence check against your techcasting save DC; a success indicates they decipher the data.

Enhance Droid

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

You touch a droid or construct and upgrade one of its aspects. Choose one of the following effects; the target gains that effect until the power ends.

Power Core. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the power ends.

Servomotor. The target has advantage on Strength checks, and its carrying capacity doubles.

Motivator. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Relations Protocols. The target has advantage on Charisma checks.

Databanks. The target has advantage on Intelligence checks.

Sensors. The target has advantage on Wisdom checks.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

Energized Barrier

6th level tech power


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 10 minutes

You create a vertical wall of crackling, shimmering energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 energy damage. On a successful save, the creature takes half as much damage.

Environmental Shield

3rd level tech power


  • Casting Time: 1 minute
  • Range: Self (10 feet radius hemisphere)
  • Duration: 8 hours

A 10-foot-radius dome appears around you and up to nine Medium or smaller creatures in the area. The power fails if there is a creature larger than Medium or more than nine creatures. The power ends if you leave its area. The dome is immobile. Until the power ends, you can make the inside be dimly lit or dark. The outside is opaque of any color you choose, but is transparent on the inside. Creatures and objects in the dome's area when you cast the power can move through it freely. Everything else is unable to enter. The dome's atmosphere is always comfortable and dry, no matter the outside weather. The dome disappears if it takes any damage.

Execute Command

1st level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 1 round

You dictate a one-word command to a droid or construct you can see within range. The target must succeed on an Intelligence saving throw or follow the command on its next turn. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the power ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Deactivate. The target falls prone and then ends its turn.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Halt. The target doesn't move and takes no actions. A flying target stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Overcharge Tech. When you cast this power using a tech slot of 2nd Level or higher, you can affect one additional droid or construct for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Explosive Cloud

3rd level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You create a cloud of invisible, explosive gas that spreads out into a 20-foot-radius sphere around a point you can see. If a source of heat—fire, sparks, or a blaster bolt, for example—is brought into contact with the cloud, the gas ignites. Each creature within the cloud's area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage, or half as much damage on a successful one.

The cloud of gas can be noticed only with a successful Wisdom (Perception) check against your techcasting save DC.

Fabricate

4th level tech power


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the power is commensurate with the quality of the raw materials.

Creatures or enhanced items can’t be created by this power. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s implements used to craft such objects.

Farseeing

3rd level universal power


  • Casting Time: 1 minute
  • Range: Unlimited
  • Duration: 1 round

You gain a vague, momentary impression of events happening around a particular creature in some distant place. The target must make a Wisdom saving throw, which is modified by how well you know the target. If a target knows you're casting this power, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5

On a successful save, the target isn't affected, and you can't use this power against it again for 24 hours.

On a failed save, you learn the target's current hit points, gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. You can also impart a message of 10 words or less to it.

Ferment

At-will tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

Up to one pint of liquid in a container you touch becomes alcoholic, but it looks, tastes, and smells exactly as it did before.

Flare Strike

At-will tech power


  • Casting Time: 1 action
  • Range: Varies
  • Duration: Instantaneous

As part of the action used to cast this power, you must make a melee attack with a weapon against one creature within your weapon's reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and fire spreads from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your techcasting ability modifier.

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your techcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Flow-walking

9th level universal power


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

You immerse yourself in the Force, effectively stopping the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This power ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you.

Force Concealment

2nd level universal power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 24 hours

You shroud or alter the aura of a creature or object you touch so that Force powers reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the power, choose one or both of the following effects. The effect lasts for the duration. If you cast this power on the same creature or object every day for 30 days, placing the same effect on it each time, the effect lasts until it is dispelled.

False Aura. You change the way the target appears to powers and Force-based enhanced effects, such as sense force, that detects the presence of the Force. You can make a Force-based unenhanced object or creature appear enhanced and to radiate a Force aura, or a Force-based enhanced object or creature appear unenhanced and to radiate no Force aura. When you use this effect on an object, you can make the false aura apparent to any creature that handles the item.

Cloak. You can change the way the target's affinity in the Force appears to the force sight power. For example, a Sith Lord with great power in the dark side of the Force can appear instead to have very little strength in the Force, with an affinity towards the light side.

Force Conflux

7th level universal power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the power has no effect. If both saves fail, the creatures are linked through the Force for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the linked creatures is reduced to 0 hit points, the power ends on both. If the power ends on one creature, it ends on both.

Force Field

5th level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

An shimmering energy wall appears at a point you choose. It can be in any orientation, but must be on a surface. You can form it into a dome or sphere with a 10ft radius, or you can shape a flat surface made up of ten 10ft-by-10ft panels. Each panel must be attached to another panel. The wall is always 1/4 inch thick. If the wall is in a creature's space when it appears, the creature is pushed to a side of the wall that you choose. Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by diminish tech. Disintegrate destroys the wall instantly, however.

Force Focus

1st level light side power


  • Prerequisite: Force Technique
  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You let the Force guide you, empowering your strikes. Until the power ends, your weapon attacks deal an extra 1d4 force damage on a hit.

Force Grip

5th level dark side power


  • Prerequisite: Choke
  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: Concentration, up to 1 minute

You attempt to strangle a Medium or smaller creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 6d8 force damage, and is restrained for the duration. On a successful save, it takes half as much damage, and this power ends. While restrained by this power, the target cannot breathe, causing it to suffocate, and can only speak falteringly. At the end of each of its turns, the creature can repeat the Constitution saving throw. On a failed save, it takes 2d8 force damage. On a successful save, this power ends.

You can use a bonus action while the target is restrained to move the target up to 10 feet in any direction, so long as it remains within the range of this power.

Force Potency. When you cast this power using a force slot of 6th level or higher, the initial damage increases by 1d8 for each slot level above 5th.

Force Lift

2nd level universal power


  • Prerequisite: Slow Descent
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The power can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the power's range.

When the power ends, the target floats gently to the ground if it is still afloat.

Force Listening

2nd level universal power


  • Prerequisite: Tremor
  • Casting Time: 1 action
  • Range: 100 feet
  • Duration: Concentration, up to 1 minute

You use the Force to extend your senses through the earth. For the duration, you know the location and size of all creatures moving beneath or on the ground within 100 feet of you. You can clearly hear the speech of any creature you detect in this manner.

Force Meld

5th level universal power


  • Prerequisite: Force Whisper
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Droids, constructs, and creatures with Intelligence scores of 2 or less aren’t affected by this power.

Until the power ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend beyond a single planet.

Force Vision

2nd level universal power


  • Casting Time: 1 minute
  • Range: 60 feet
  • Duration: 1 hour

You receive a vision of the future through the Force, giving you or one willing creature you can see within range a chance to change fate. When the chosen creature makes an attack roll, an ability check, or a saving throw before the power ends, it can dismiss this power on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this power on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

Force Potency. When you cast this power using a force slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Force Weapon

3rd level universal power


  • Casting Time: 1 bonus action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

You touch an unenhanced weapon with which you are proficient. While you wield it for the duration, that weapon becomes an enhanced weapon with a +1 bonus to attack rolls and damage rolls. In addition, you can use your forcecasting modifier instead of your Strength or Dexterity modifier for attacks and damage rolls when attacking with that weapon.

Force Potency. When you cast this power using a force slot of 4th level or higher, the bonus increases to +2. When you use a force slot of 6th level or higher, the bonus increases to +3.

Force Whisper

At-will universal power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 1 round

You use the Force to carry a message in your voice to another creature within range. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. An enhanced silence effect, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn’t have to follow a straight line and can travel freely around corners or through openings.

Fresh Seal

2nd level tech power


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: 7 days

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. In addition, the food can’t spoil or become poisoned while the power lasts.

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the power lasts an additional 7 days for each slot level above 2nd.

Glide

2nd level tech power


  • Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you falls
  • Range: 30 feet
  • Duration: 1 minute

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

Greater Disperse Energy

7th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 hour

You grant a willing creature you touch immunity to your choice of one of the following damage types for the duration of the power: acid, cold, fire, lightning, or sonic.

Greater Immolate

9th level tech power


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: Concentration, up to 1 minute

White-hot flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 6d10 + 20 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target takes 2d10 fire damage. These enhanced flames can't be extinguished by unenhanced means. If damage from this power kills a creature, it and everything it is wearing or carrying, except enhanced items, are reduced to ash.

Greater Restore Functionality

5th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

You undo a debilitating effect on a droid or construct you touch. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed the target.
  • One tech-based curse, including the target's attunement to a cursed item.
  • Any reduction to one of the target's ability scores.
  • One effect reducing the target's hit point maximum.

Greater Translation Program

6th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 7 days

You grant up to four willing creatures the ability to understand any language they read or hear. In addition, they gain the ability to speak that language, if they can speak normally.

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

Greater Truth Serum

5th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 10 minutes

You administer a poison to a creature you touch, compelling it to answer up to three questions truthfully. The creature must make a Constitution saving throw after each question is asked. If the saving throw fails, it must answer the question truthfully and must offer as much information as it can. If the save is successful, the creature can refuse to answer the question, but it can’t lie. The creature must be able to understand your questions.

Harmonic Dissolution

8th level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You create a 20-foot sphere of intense harmonic vibration at a point you can see within range. Each creature in the area of that sphere must make a Constitution saving throw. A creature takes 8d10 sonic damage on a failed save, or half damage on a successful one. If this damage reduces the creature to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except enhanced items, are reduced to a pile of fine gray dust.

Unenhanced objects that are not being worn or carried, as well as structures (or portions of them) that are inside the area are automatically disintegrated.

Healing Meditation

2nd level light side power


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your forcecasting ability modifier. This power has no effect on droids or constructs.

Ignite

2nd level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You send a thick orange-and-purple ray at one creature you can see within range. Make a ranged tech attack; if it hits, the creature takes 4d6 fire damage and catches fire. At the end of each of its turns, it takes 2d6 fire damage. A burning creature or an adjacent ally can spend an action to extinguish the fire.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the initial damage is increased by 1d6 for each slot level above 2nd. Damage at the end of a burning creature’s turn is unchanged.

Implosion

4th level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

A 20-foot-radius sphere of crushing gravitational force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 kinetic damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Improved Dark Shear

4th level dark side power


  • Prerequisite: Dark Shear
  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 1 minute

You create a weapon of shadowy, imperceptible Force energy, and throw it at a creature within range. Make a ranged force attack against that creature. If you are within dim light or darkness, this attack has advantage. On a hit, the creature takes 5d8 psychic damage and must make a Constitution saving throw. On a failed save, the creature is blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns; a successful save ends the blindness.

Force Potency. When you cast this power with a force slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Interdiction

7th level tech power


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: 1 minute

Select one creature within range. That creature must make an Intelligence saving throw. If the saving throw fails, it is unable to cast tech powers for the duration of the power. It can repeat the saving throw at the end of each of its turns; a successful save ends the effect.

Inverted Compass

2nd level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

Choose one droid or construct you can see. It must make an Intelligence saving throw. If the saving throw fails, then whenever the creature moves for the duration of the power, it moves in a random direction. The player or DM controlling the creature decides how far it will move before the direction is determined.

Itemize

At-will tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You instantly learn the exact quantity of one type of item within 30 feet of you. It must be a type of item that you’ve handled in the past; you can’t, for example, use itemize to find out how many BKGs are nearby if you’ve never handled such a weapon. The object being itemized must also be reasonably specific. You can learn how many apples are nearby, for example, but not how much fruit.

Kinetite

7th level dark side power


  • Prerequisite: Force Lightning
  • Casting Time: 1 action
  • Range: 400 feet
  • Duration: Instantaneous

You compress Force lightning into a disc and throw it at one creature you can see. The creature must make a Dexterity saving throw. On a failure, it takes 3d10 + 10 lightning damage, or half as much damage on a success. Then, the disc detonates with a shattering crack of thunder, which can be heard up to 1,000 feet away. The target, and each creature within 20 feet of it, must make a Constitution saving throw, which the target makes with disadvantage. On a failed save, a creature takes 3d10 + 10 sonic damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and is not deafened.

Force Potency. When you cast this power with a force slot of 8th level or higher, both damage rolls increase by 1d10 for each slot level above 7th.

Lesser Thought Bomb

9th level dark side power


  • Prerequisite: Maddening Darkness
  • Casting Time: 1 action
  • Range: 1,000 feet
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of malevolent Force energy centered on a point you can see within range. For the power's duration, the sphere and any space within 100 feet of it are difficult terrain, and unenhanced objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the power ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your forcecasting save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this power is annihilated, along with any unenhanced items it is wearing or carrying.

Magnify Gravity

1st level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the power must make a Constitution saving throw. On a failed save, a creature takes 2d8 kinetic damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your techcasting save DC to pick up or move.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Malacia

1st level universal power


  • Prerequisite: Mind Trick
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range is overcome with a sense of dizziness and nausea, as you disturb its equilibrium with the Force. The creature must make a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the power ends. This power has no effect on droids or constructs.

Master Dark Shear

8th level dark side power


  • Prerequisite: Improved Dark Shear
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You create a weapon of shadowy, imperceptible Force energy, and throw it in a 60-foot long, 5-foot wide line. Each creature in the line must make a Dexterity saving throw, with disadvantage if it is in dim light or darkness. A creature takes 6d6 necrotic damage and 6d6 psychic damage on a failed save, or half as much on a successful one. Each creature that failed the save must then make a Constitution saving throw. On a failed save, the creature is blinded. Only greater heal or a similar power can end this blindness.

Master Malacia

3rd level universal power


  • Prerequisite: Malacia
  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

Each creature in a 30 foot cube within range must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this power, the creature is incapacitated and has a speed of 0.

The power ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. This power has no effect on droids or constructs.

Mind Prison

6th level dark side power


  • Prerequisite: Mind Trap
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the power ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, a storm of flying blaster bolts, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the power’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the power ends.

Mind Twist

4th level universal power


  • Prerequisite: Force Confusion
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

Creatures of your choice within range that you can see must make a Wisdom save. It automatically succeeds if it can’t be charmed.

Until the power ends, you can use your bonus action to designate a direction horizontal to you. Each target must use its movement to move in that direction on its turn. It can take its action before it moves. After moving, it can make another Wisdom save.

A target isn't compelled to move into a deadly hazard, but is willing to provoke opportunity attacks. This power has no effect on droids or constructs.

Mini-turrets

2nd level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 8 hours

You hide up to four mini-turrets – expending one unenhanced power cell for each – placing each on a surface within range and program them to protect an area.

Until the power ends, whenever a creature other than you comes within 30 feet of a mini-turret for the first time on a turn or ends its turn there, the turret attacks it. The creature must succeed on a Dexterity saving throw or take 2d6 energy damage. The turret is then destroyed. The power ends when no mini-turrets remain.

When you cast this power, you can designate any creatures you choose, and the power ignores them.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the number of turrets you create increases by two. Each additional mini-turret requires one additional power cell.

Misdirection

1st level tech power


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 turn

You become invisible until the end of the current turn.

Modify Memory

5th level universal power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

Using the Force, you attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the power ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed huffing dioxis, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration power cast on the target restores the creature’s true memory. This power has no effect on droids or constructs.

Force Potency. If you cast this power using a force slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Morichro

3rd level light side power


  • Prerequisite: Cloud Mind
  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the power’s duration, or until you use an action to touch the target and dismiss the power, the target appears dead to all outward inspection and to powers used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the power, or becomes diseased or poisoned while under the power’s effect, the disease and poison have no effect until the power ends.

Null Sound Waves

2nd level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

You generate an energy field that absorbs sound waves. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to sonic damage, and creatures are deafened while entirely inside it.

Oil Spurt

3rd level tech power


  • Casting Time: 1 action
  • Range: 50 feet
  • Duration: 1 minute

You project a blast of oil at one creature you can see. Make a ranged tech attack against that creature. If it hits, the creature takes 2d10 kinetic damage and is knocked prone. Whether the attack hits or misses, the ground in a 15-foot square centered on the target becomes covered in oil. The area becomes difficult terrain for the duration. When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone as well.

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. If the initial target was hit by the tech attack roll, it has disadvantage on this saving throw. The fire ignites any flammable objects in the area that aren't being worn or carried.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the kinetic damage increases by 1d10 for each slot level above 3rd.

Overcharge Droid

6th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

You touch a willing droid or construct and fill it with invigorating energy. For the duration of the power, at the start of each of its turns, the target gains 10 temporary hit points and it rolls a d20; on a result of 11 or higher, it loses one level of exhaustion. The target also gains resistance to ion and lightning damage, and has advantage on saves against ion or lightning damage for the duration of the power. When this power ends, any remaining temporary hit points are lost at the end of the creature’s next long rest.

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can target one additional droid or construct for each slot level above 6th.

Overhaul

9th level tech power


  • Casting Time: 1 hour
  • Range: Touch
  • Duration: Instantaneous

You return a dead droid or construct you touch to life, provided that it has been dead no longer than 1 day. The target returns to life with all its hit points.

This power fixes all damage, and removes any tech-based curses affecting the target when it died. The power replaces any damaged or missing components and limbs.

Overturn

7th level universal power


  • Prerequisite: Mass Animation
  • Casting Time: 1 action
  • Range: 400 feet
  • Duration: Instantaneous

When you cast this power, debris is telekinetically lifted into the air, and cast back down on the area of effect, which consists of up to eight 10-by-10-foot squares. The area can be laid out as you wish, but it must be contiguous, at least 10 feet across at every point, entirely within the power’s range, and entirely within your line of sight. Each creature in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 8d8 kinetic damage, falls prone, and is restrained beneath the debris until they escape or it is cleared. A successful save means the creature takes half damage and isn’t knocked prone or restrained. A restrained creature can escape from under the debris by using an action and making a successful Strength (Athletics) check against your forcecasting save DC. The ground in the area is difficult terrain.

Force Potency. When you cast this power using a force slot of 8th level or higher, the maximum number of 10-by-10-foot squares you can affect increases by two for each slot level above 7th.

Poison Food and Drink

1st level tech power


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Instantaneous

All unenhanced food and drink within a 5-foot-radius sphere centered on a point of your choice within range becomes poisoned. Any creature consuming the food or drink must make a Constitution saving throw or become poisoned for 1 hour. To discern that the food or drink is poisoned, a wary creature can use its action to inspect it and must succeed on an Intelligence (Investigation) check against your techcasting save DC.

Probe Mind

2nd level dark side power


  • Prerequisite: Sense Emotions
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, it takes 1d4 psychic damage as you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your forcecasting ability check; if it succeeds, the power ends.

As an action on subsequent turns after probing deeper, you can again inflict 1d4 psychic damage to the target.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

You can also use this power to detect the presence of thinking creatures you can’t see. When you cast the power or as your action during the duration, you can search for thoughts within 30 feet of you. The power can penetrate barriers. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

This power has no effect on droids or constructs.

Force Potency. When you cast this power using a force slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Preparedness

1st level tech power


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Production Values

At-will tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute

You cause a minor effect within range. Choose one of the following:

  • Your natural voice booms up to three times louder than normal for 1 minute.
  • You cause unenhanced electronic lights to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create a sound within range for up to 1 minute. The sound can range in volume from a whisper to a scream.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • You create an illusory image of an object no larger than a 5 foot cube. The illusion is purely visual.

If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

A creature that witnesses the effects of this power can use its action to make an Intelligence (Investigation) check against your techcasting save DC. On a successful check, the creature discerns that the effects are illusory, and they become faint to the creature.

Pull Earthward

2nd level universal power


  • Prerequisite: Force Propel
  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the power’s duration. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the spell ends.

Purify Food and Drink

1st level tech power


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Instantaneous

All unenhanced food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Psychometry

3rd level universal power


  • Prerequisite: Telemetry
  • Casting Time: 1 minute
  • Range: Self
  • Duration: 10 minutes

For the duration, you gain the ability to "communicate" telepathically with inanimate objects you touch. You can ask up to five questions and receive answers from objects, usually in the form of a auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber, and asking how it got there, may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. Objects "questioned" in this way can only provide information relating to its past. The DM has the final say on what objects can be questioned, and to what extent.

Radiation

4th level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

When a creature moves into the power’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 poison damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

Reality Break

9th level dark side power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

You shatter the barrier to the World Between Worlds, thrusting a creature into turmoil and madness. The target must succeed on a Charisma saving throw, or it can't take reactions until the power ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Charisma saving throw, ending the power on itself on a success.

Reality Break Effects
d10 Effect
1-2 Vision from Beyond. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8dl2 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Oblivion. The target takes 10d12 necrotic damage, and it is blinded until the end of the turn.

Reconstructive Electromesh

4th level tech power


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Until dispelled

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fills a 30-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures its area.

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

A creature restrained by the mesh can use its action to make a Strength check against your techcasting save DC. If it succeeds, it is no longer restrained. The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

The mesh is crawling with imperceptibly small, harmless nano-droids that repair and maintain it for the duration. Damage to the mesh is repaired by the nano-droids, at a rate of one 5-foot cube per round. This repair occurs on initiative count 20. If the mesh is completely destroyed, the power ends.

Remote Access

1st level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 10 minutes

You can use any electronic object that you can see within range as if it were in your hands through your tech focus. This is not a telekinesis effect; rather, this power creates a wireless link between you and the device. You are able to access only functions that a creature using the device manually would be able to access. If the device is being used by another creature when you cast this power, it must succeed on an Intelligence saving throw or lose control to you. The creature can use its action on its turns to repeat the saving throw and attempt to retake control, ending this power on a success.

You can use remote access with only one device at a time.

Remove Virus

3rd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

Reprogram Droid

5th level tech power


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 30 days

You alter the protocols of a droid within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

Repulsor Wave

3rd level tech power


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Duration: Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 kinetic damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the power.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Restore Functionality

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

You touch a droid or construct and end one condition afflicting it. The condition can be blinded, deafened, paralyzed, or shocked.

Reveal Shatterpoint

5th level universal power


  • Prerequisite: Battle Precognition
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 10 minutes

You focus on a creature you can see within range, and gain uncanny insight on its defenses and capabilities through the Force. The target must make a Charisma saving throw. On a failed save, you have advantage on attack rolls against that creature, and it has disadvantage on attack rolls against you for the duration. On a successful save, you have advantage on the next attack roll you make against that creature, and it has disadvantage on its next attack roll against you. Once both attacks have been made, the power ends.

Reverse Gravity

7th level tech power


  • Casting Time: 1 action
  • Range: 100 feet
  • Duration: Concentration, up to 1 minute

Gravity is reversed in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this power. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

Rewrite Memory

5th level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You attempt to alter a droid or construct’s memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the power ends.

A modified memory doesn’t necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

A remove virus or greater restore functionality power cast on the target restores the creature’s true memory.

Shadow Sight

1st level universal power


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

You enhance your eyesight with the Force, allowing you to better see in the dark. For the duration, you have darkvision out to 60 feet.

Shield Tech: Alacrity

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature gains a +1 bonus to its Armor Class and advantage on Dexterity saving throws.

Shield Tech: Combat Stimulant

3rd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature adds 1d4 to its attack rolls and has advantage on saving throws against being frightened.

Shield Tech: Greater Steroid

7th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature has advantage on attack rolls and ability checks based on Strength or Constitution. In addition, the creature deals 1d6 additional damage with melee weapons. At the beginning of each of the creature’s rounds, it gains 10 temporary hit points. The temporary hit points vanish if the shield is relinquished or when the power ends.

When a creature wielding the shield drops to 0 hit points, it does not drop unconscious, but can keep acting normally. The creature must make death saving throws, however, and it dies if it fails three times. It can’t be stabilized while it continues fighting and casting offensive powers at 0 hit points, either by a Wisdom (Medicine) skill check or by a third successful death saving throw. If it deactivates the shield or the power ends, the creature drops to 0 hit points and all normal rules for that situation take over.

Shield Tech: Heightened Reflexes

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 8 hours

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature has advantage on initiative rolls and can’t be surprised.

Shield Tech: Medical Regulator

4th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature has advantage on Constitution saving throws and ability checks. At the beginning of each of its turns, the creature gains 10 temporary hit points. Remaining temporary hit points gained from this power are lost when the power ends.

Shield Tech: Sensor

1st level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature can add 1d6 to its Wisdom (Perception) checks.

Shield Tech: Steroid

5th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature gains a +2 bonus to AC and has advantage on attack rolls and ability checks that use Strength. The creature also does 1d6 additional damage with melee weapon attacks.

Shield Tech: Support Package

1st level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. While receiving the shield's AC bonus, a creature can add 1d4 to its saving throws.

Shield Tech: Elemental Discharge

2nd level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. Choose acid, cold, fire, lightning, sonic or poison. While receiving the shield's AC bonus, a creature can use an action to expel energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Shield Tech: Phoenix Drive

9th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: 1 hour

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. When a creature receiving the shield's AC bonus is reduced to 0 hit points, it returns to life with full hit points at the beginning of its next turn. This power then ends.

Shield Tech: Powered Shield

4th level tech power


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 10 minutes

An unenhanced light or medium shield generator that you touch gains an upgrade that affects whoever wields it. A creature receiving the shield's AC bonus gains a +4 bonus to AC until the start of its next turn whenever it takes the Dodge action.

Shockwave

2nd level tech power


  • Casting Time: 1 action
  • Range: Self (15-foot-radius sphere)
  • Duration: Instantaneous

A ripple of sonic energy expands from you to a radius of 15 feet. Each creature in the area must make a Constitution saving throw. If the saving throw fails, the creature takes 3d8 sonic damage and is pushed 10 feet away from you. On a successful save, the creature takes half damage and is not pushed.

Overcharge Tech. For each tech slot used higher than 2nd level, the damage increases by 1d8.

Short Circuit

At-will tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 1 round

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on attack rolls against you until the end of your next turn.

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Signal Flare

1st level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 10 minutes

You shoot a bright light resembling a flare to a point you can see within range. The flare gives off bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns. The source of the light is immaterial; it can’t be picked up, thrown, carried, or moved in any way after it’s initial “launch” or once it reaches the ground. It can be extinguished by the caster before the end of the power’s duration as a bonus action.

Sustained Lightning

1st level dark side power


  • Prerequisite: Shock
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You lash out against a creature within range with continual jolts of Force lightning. Make a ranged force attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The power ends if you use your action to do anything else. The power also ends if the target is ever outside the power’s range or if it has total cover from you.

Force Potency. For each Force point used higher than 1st level, the initial damage increases by 1d12.

Sonic Blast

3rd level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You create a great burst of sound emanating from a point you can see. All creatures within 20 feet of that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 sonic damage and is deafened for 1 minute. On a success, a creature takes half as much damage and is not deafened.

This power also damages objects in the area that aren't being worn or carried.

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sonic Boom

1st level tech power


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You empower a vibroweapon you are holding, allowing it to launch concussive blasts. For the duration of the power, you can use that vibroweapon to make melee attacks against creatures up to 20 feet away from you as if they were 5 feet away from you, and the attacks do sonic damage instead of their usual weapon damage type.

Sonic Pulse

At-will tech power


  • Casting Time: 1 action
  • Range: 5 feet
  • Duration: Instantaneous

You unleash a burst of sonic energy at a creature or object within range. Make a melee tech attack against the target. On a hit, the target takes 1d10 sonic damage and must make a Strength saving throw. On a failed save, the creature is pushed 5 feet away from you.

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Spectrum Barrier

9th level tech power


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: 10 minutes

A shimmering, multicolored field of energy forms a vertical opaque wall up to 90 feet long, 30 feet high, and 1 inch thick, centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the power fails, and your action and the tech slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the power can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from thermal to ultraviolet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the power. A scrambling field has no effect on it.

1. Thermal. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, unenhanced ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Corrosive. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, enhanced ranged attacks can’t pass through the wall. The layer is destroyed when it comes into contact with at least a gallon of liquid.

3. Electric. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Toxic. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. The disintegrate power can destroy this layer.

5. Nonthermal. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Carbon. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, this effect ends. If it fails its save three times, it is frozen in carbonite and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, powers can’t be cast through the wall. The layer is destroyed by bright light shed by a greater light power or a similar power of equal or higher level.

7. Ultraviolet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is stunned until the end of its next turn, when both effects end. This layer is destroyed by a diminish tech power or similar tech power of equal or higher level that can end tech powers and enhanced effects.

Spectrum Bolt

1st level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Energy
5 Ion
6 Lightning
7 Poison
8 Sonic

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Spectrum Spray

7th level tech power


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Duration: Instantaneous

Eight multicolored rays of energy flash from you. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which type of energy affects it.

1. Thermal. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2. Corrosive. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3. Electric. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Toxic. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5. Nonthermal. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6. Carbon. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the power ends. If it fails its save three times, it is frozen in carbonite and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

7. Ultraviolet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is stunned until the end of its next turn, when both effects end.

8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Steam Blast

2nd level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You expel a gust of superheated steam in a line 30 feet long and 5 feet wide, originating from you. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If this line overlaps with the area of a power such as debilitating gas that is dispersed by a strong wind, that area is dispersed.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Stinger

At-will tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: 1 round

You fire a stinging dart at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d8 poison damage, and if the target is a humanoid or beast, it can't regain hit points until the start of your next turn.

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

System Failure

6th level tech power


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You force a droid or construct you can see within range to begin to shut down. The target must make a Charisma saving throw. If the target is immune to the charmed condition, it automatically succeeds. On a failure, it falls unconscious.

While it is unconscious, the target can repeat the saving throw at the end of each of its turns, or whenever it takes damage (aside from damage dealt by this power). If the saving throw succeeds, it wakes up and the power ends. Otherwise, it takes 4d8 energy damage, remains unconscious, and the power continues. If a creature within 5 feet of the target spends an action trying to awaken it, the target has advantage on its next saving throw. If the target remains unconscious but alive for the power's full duration, it must make a Constitution saving throw at the end of its turn instead of a Charisma saving throw. If the Constitution saving throw fails, the target dies. The target instantly awakes when the power ends.

System Shock

4th level tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You disrupt the mental faculties of one droid or construct you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 6d6 energy damage and loses 2 points from its Intelligence, Wisdom, and Charisma scores. On a success, it takes half as much damage and suffers no ability score loss. Lost ability points are restored after the creature finishes a short or long rest.

Tapas

3rd level universal power


  • Prerequisite: Breath Control
  • Casting Time: 1 action
  • Range: Self
  • Duration: 24 hours

You use the force to adapt yourself to an inhospitable climate. For the duration, you are considered adapted to unbearably hot or cold climates. You are also shielded from the effects of exposure to sun and wind, but not from objects propelled by the wind, such as sand blown by a sandstorm.

Telekinetic Shield

3rd level universal power


  • Prerequisite: Animate Weapon
  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You lift three piles of debris or small objects from the ground and interpose them between you and your opponents for the duration.

While at least three piles remain, you have half cover against attacks that are aimed at you. While at least two piles remain, you have one-quarter cover against attacks that are aimed at you. The piles don’t hinder your attacks. When you cast the power, or as an action on a subsequent turn, you can direct up to two piles to attack up to two creatures you can see within 30 feet. Make a ranged force attack roll for each pile. On a hit, a creature takes 2d6 kinetic plus 1d10 force damage. The pile is destroyed whether it hits or misses.

Force Potency. If you cast this power with a force slot of 4th level or higher, the power creates one additional pile for each level above 3rd. While at least five piles remain, you have three-quarters cover against attacks that are aimed at you.

Telemetry

1st level universal power


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are.

If the item was created by a power, you learn which power created it. If you instead touch a creature throughout the casting, you learn what force powers, if any, are currently affecting it.

Thought Shield

4th level universal power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. This power has no effect on droids or constructs.

Force Potency. When you cast this power using a force slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Unity Grid

5th level tech power


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: Until dispelled

One droid or construct you touch gains resistance to kinetic and energy damage from unenhanced weapons.

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional droid or construct for each slot level above 5th.

Vortex Beam

6th level tech power


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Duration: Instantaneous

You manifest a streak of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 ion damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 kinetic damage and be pulled toward the line until the creature is in its area.

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Will of the Force

9th level light side power


  • Casting Time: 1 action
  • Range: Self
  • Duration: Instantaneous

You sublimate yourself before the will of the Force, attempting to use it to affect change in the galaxy around you.

The basic use of this power is to duplicate any other light side or universal force power of 8th level or lower. You don’t need to meet any requirements in that power; it simply takes effect. Alternatively, you can create one of the following effects of your choice:

• 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. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This power might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary enhanced item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this power to produce any effect other than duplicating another power weakens you. After enduring that stress, each time you cast a power until you finish a long rest, you take 1d10 necrotic damage per level of that power. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Additionally, there is a 33 percent chance that you are unable to cast will of the force ever again if you suffer this stress. Finally, if you are reduced to 0 hit points as a result of this necrotic damage, or at any point before you have fully recovered from the Strength reduction, you immediately die and cannot be resurrected as your body fades away, absorbed into the living Force.

Wire Line

At-will tech power


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).