Force Powers, Variant (5e Other)
The Force
The Force, a mystical power coming from the weave, that gives many abilities, sometimes, people consider them... unnatural... These are a list of some of the most prominent. These spells are all of the Force Power Shool of Magic. (Charisma is replaced with whichever attribute you use for spellcasting, be it Charisma, Wisdom, or Intelligence.) (For the non-spell versions, click here)
- Battle Meditation
Casting Time: 10 Minutes
Range: 30 Feet
Duration: 8 Hours
Spell Level: 4th Level
Side of the Force: Universal
You use the Force to manipulate the outcome of coming events. For the duration, you, and up to 2 creatures of your choosing have a +1 bonus to their AC, and their attack rolls. They are also given 1d6 + your Charisma Modifier temporary hit points for the duration. For every spell slot used above 4th level, you can target another creature.
- Battle Precognition
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Spell Level: 2nd Level
Side of the Force: Light Side
You use the Force to look into the short term future, predicting what will happen. Upon activation, you gain a +2 bonus to all Saving Throws made. For every spell slot used above 2nd level, you can increase to bonus by 1.
- Choke
Casting Time: 1 Action
Range: 10 Feet
Duration: Conc. Up to 3 rounds
Spell Level: 2nd Level
Side of the Force: Dark Side
You use the Force to concentrate the air around a creature's throat. The enemy rolls a Constitution Saving Throw against your Spell Save DC, on a failure, they become incapacitated and take 1d8 + your Charisma Modifier Force damage at the end of each of your turns, on a success, nothing happens. At the end of their turn, or upon taking damage, they can reroll the Saving Throw. For every spell slot used above 2nd level, you can increase the damage by 1d8.
- Drain Life
Casting Time: 1 Action
Range: 15 Feet
Duration: Instantaneous
Spell Level: 2nd Level
Side of the Force: Dark Side
You shoot a bolt of dark force energy at a creature. The target makes a Constitution Saving Throw against your Spell Save DC, on a failure, they take 1d8 + Charisma Modifier necrotic damage, on a successful Saving Throw, the damage is halved. You heal the damage dealt. For every spell slot used above 2nd level, you can target another creature
- Fear
Casting Time: 1 Action
Range: 20 Feet
Duration: 1 Round
Spell Level: 1st Level
Side of the Force: Dark Side
You use pure dark Force energy around a creature, attempting to frightened them. The target must roll a Charisma Saving Throw against your Spell Save DC, on a failure, they are Frightened until the power ends. For every spell slot used above 1st level, you can target another creature.
- Force Cloak
Casting Time: 1 Action
Range: Touch
Duration: Conc. Up to 1 Hour
Spell Level: 2nd Level
Side of the Force: Universal
A creature you touch and everything it wears or carries becomes invisible. If the target drops an item or removes it, the item is no longer invisible, and if the target tries to attack or cast a spell, the spell ends early.
- Force Pull
Casting Time: 1 Action
Range: 30 Feet
Duration:Instantaneous
Spell Level: 1st Level
Side of the Force: Universal
You concentrate the Force into a blast pushing an enemy toward you. They must make a Strength Saving Throw against your Spell Save DC, on a failure, they take 1d6 + Charisma Modifier force damage, and are pulled toward you 5 feet, on a success, they take no damage, and stay in place. For every spell slot used above 1st level, the target takes another d6 of damage, and are pulled toward you another 5 feet.
- Force Push
Casting Time: 1 Action
Range: 30 Feet
Duration: Instantaneous
Spell Level: 1st Level
Side of the Force: Universal
You concentrate the Force into a blast in front of you, targeting one enemy. They must make a Strength Saving Throw against your Spell Save DC, on a failure, they take 1d6 + Charisma Modifier force damage, and are pushed backward 5 feet, on a success, they take no damage and stay in place. For every spell slot used above 1st level, the target takes another d6 of damage, and are pushed backward another 5 feet.
- Force Shield
Casting Time: 1 Bonus Action
Range: 5 Feet
Duration: 1 Round
Spell Level: 1st Level
Side of the Force: Light Side
You concentrate the force around you, or an allied creature creating a weak barrier against attacks. The target gets a +2 bonus AC until the end of their next turn. For every spell slot used above 1st level, you gain an extra +1 bonus to AC.
- Force Sight
Casting Time: 1 Turn
Range: Touch
Duration: 5 Hours
Spell Level: 3rd Level
Side of the Force: Universal
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has can see through both magical and non-magical darkness up to 60 feet, as well as see through invisibility.
- Force Speed
Casting Time: 1 Action
Range: 30 Feet
Duration: Conc. Up to 1 minute
Spell Level: 3rd Level
Side of the Force: Universal
Choose a willing creature you can see. Its speed is doubled, it has advantage on Dexterity saves, and it gains an additional action on each of its turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. For every spell slot used above 3rd level, you can choose another creature to activate the effect on.
- Force Weapon
Casting Time:1 Bonus Action
Range: Self
Duration: 1 Minute
Spell Level: 2nd Level
Side of the Force: Universal
You concentrate pure Force energy around a weapon that you are holding. The weapon this was cast on now deals an extra 1d4 Force Damage for the duration. For every spell slot used above 2nd level, you increase the extra damage by 1d4.
- Heal
Casting Time: 1 Action
Range:10 Feet
Duration: Instantaneous
Spell Level: 2nd Level
Side of the Force: Light Side
You concentrate the Force around a person, attempting to heal their wounds by speeding up the healing process. A target of your choice within 10 Feet of you recovers 1d12 + Charisma Modifier hit points. This can also be used to mend and heal constructs. For every spell slot used above 2nd level, the number of people affected increases by one.
- Lightning
Casting Time: 1 Action
Range: 20 Feet
Duration: Instantaneous
Spell Level: 1st Level
Side of the Force: Dark Side
You concentrate the Force into your fingertips, and shoot it out as jolts of lightning. Make an attack roll against a creature using your Spell Attack Modifier, on a hit, you deal 1d10 + Charisma Modifier Lightning damage. For every spell slot used above 1st level, you can shoot out another bolt to target another creature, or the same one again.
- Lightsaber Throw
Casting Time: 1 Action
Range: 50 Feet
Duration: Instantaneous
Spell Level: 1st Level
Side of the Force: Universal
You throw your Lightsaber at an enemy from a distance. You make an attack roll using your Force Attack Modifier, on a hit, you deal your Lightsaber's damage + 1d4 Force Damage (Note, you do not use your normal damage modifier for this attack, but your Charisma modifier, fighting styles/Lightsaber Forms still apply). At the end of your turn, the Lightsaber returns to you. For every spell slot used above 1st level, you can target another creature before your Lightsaber returns to you.
- Mind Trick
Casting Time: 1 Action
Range: 30 Feet
Duration: Conc. Up to 8 hours
Spell Level: 2nd Level
Side of the Force: Universal
You suggest an activity to a creature of your choice that you can see and that can hear and understand you. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.
The target makes a Wisdom Saving Throw against your Spell Save DC. On failure, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.
For every spell slot used above 2nd level, you can increase the DC by 1.
- Repulse
Casting Time: 1 Action
Range: 10 Feet
Duration: Instantaneous
Spell Level: 2nd Level
Side of the Force: Universal
You use the force around you, to push every creature in a 10 foot radius away from you. All creatures in a 10-foot radius must roll a Strength Saving Throw against your Spell Save DC, on a failure, they take 1d4 + your Charisma Modifier Force damage and are pushed back 5 feet. On a successful saving throw, the damage is halved, and they are not pushed back. For every spell slot used above 2nd level, the damage is increased by 1d4, and the creatures are pushed an additional 5 feet.
- Stasis
Casting Time: 1 Action
Range: 15 Feet
Duration: Conc. Up to 1 round
Spell Level: 2nd Level
Side of the Force: Light Side
You use the force to manipulate a creature's body, paralyzing them for a short time. Your target must roll a Strength Saving Throw against your Spell Save DC, on a failure, they are Paralyzed until the end of your next turn, if they succeed, their speed is halved until the end of your next turn. For every spell slot used above 2nd level, you can target another creature.
- Telekinesis
Casting Time: 1 action each movement
Range: 50 Feet
Duration: Conc. Up to 1 minute
Spell Level: Cantrip
Side of the Force: Universal
You concentrate the Force in your hands to manipulate the movement of an object. You can lift an object of at most 10 pounds, and move it 5 feet using your action. (You can use these objects as weapons, if it isn't a weapon, it deals 1 + your Charisma modifier, or, if it is a weapon, it deals the normal damage of the weapon, except, it adds your Charisma modifier to damage) At 5th level, the weight limit becomes another 10 pounds, and you can move it another 5 feet, at 11th level, 15 pounds, and another 5 feet, at 17th level, 20 pounds, and another 5 feet. If you are using this to retrieve your Lightsaber, it comes back to you immediately.
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