Base Class: Warlock
The Force is a mysterious energy field created by life that binds the galaxy together. Harnessing the power of the Force gives the Fighter and others sensitive to this spiritual energy extraordinary abilities, such as levitating objects, tricking minds, and seeing things before they happen. While the Force can grant users powerful abilities, it also directs their actions. And it has a will of its own, which both scholars and mystics have spent millennia seeking to understand its nature and its purpose.
Force Skills
When you choose this archetype at 3rd level, you gain proficiency in the Athletics, Acrobatics, Persuasion, Insight, Sleight of Hand or Stealth skills. Your proficiency bonus is doubled for that chosen proficiency you picked.
Force Psionics
Starting at 1st level, your strong connection to the force allows you to alter, communicate or damage the mind of other creatures. You gain 2 psionic talents, you also gain a psionic discipline. The Talents are:
Mind Thrust:
As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mind Meld:
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.
This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.
The Discipline is:
Mastery of Force:
As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Choose one object you can see within 60 feet of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
| Force Points Spent | Maximum Weight | Bludgeoning Damage |
|---|---|---|
| 2 | 25 lbs. | 2d6 |
| 3 | 50 lbs. | 4d6 |
| 5 | 250 lbs. | 6d6 |
| 6 | 500 lbs. | 7d6 |
| 7 | 1,000 lbs. | 8d6 |
As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.
The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend Force Points to boost your check, abiding by your psi limit. You gain a +1 bonus per Force Point spent.
While a target is grappled in this manner, you create one of the following effects as an action:
The target takes 1d6 bludgeoning damage per Force Point spent.
You move the target up to 5 feet per Force Point spent. You can move it in the air and hold it there. It falls if the grapple ends.
The Force
when you choose this archetype you choose 10 force powers from the force power list. You can choose an additional 5 force powers at levels 6/10/14
At 1st level, you are capable of wielding the force in various ways, most notably force powers.
Force Points: You have a number of force points according to the table. You regain all used force points after a long rest or a short rest. Force points are used for your force powers and maneuvers. At no time can you use a number of force points greater than your warlock level at one time.
Force Power Ability: Wisdom is your force power ability for your Jedi powers and maneuvers, since you use the force for your powers. You use your Wisdom whenever a power or maneuver refers to your force power ability.
Force Powers Known: In addition to the powers listed below, you know a number of powers according to your Jedi level as listed on the Jedi Table. Whenever your level increases in this class, you may exchange any number of force powers you know for different ones.
Force Telekinesis:
You gain the ability to move or manipulate creatures or objects by thought. As an action, you use 2 force points to cast Force Telekinesis you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect both Creatures and Objects.
Creature. You can try to move a Large or smaller creature. Make an ability check with your force power ability contested by the creature's Strength check. If you win the contest, you move the creature up to 10 feet in any direction, including upward but not beyond 60 feet. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. This requires concentration and can only last up to 1 minute.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 200 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your Force Power ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Force Push: A power every way of the force practitioner knows, you use the force to push an object or person away. As an action, you can use 1 force point to cause the shove effect on a creature that is within 30 feet of you to be involuntarily moved in a the direction directly away from you. On a failed Strength saving throw, a creature is pushed away from you by 10 feet or knocked prone. You may spend additional force points on this power, increasing the range or distance pushed by 10 feet for every 1 point used up to a max of 3 force points. Additionally, you may use 5 force points instead of 1 to effect all creatures within 30 feet of you with the same effect.
Mind Tricks: Another common power for a Inquisitor is influencing others. As an action, you can use 2 force points to cast suggestion as the spell except as noted; range is 10 feet, duration is 1 minute, and no components are required.
Telekinetic Deflection
Starting at 1st level, you can use your reaction to deflect or telekinetically catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Warlock level.
If you reduce the damage to 0, you can telekinetically catch the missile as long as it doesn't weight more than 50 pounds and you have at least one hand free. If you catch a missile in this way, you can spend 1 force point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a force weapon for the attack
Force Point Increase
At 6th level, you have a number of force points equal to two times your level. In addition, the die type for your powers increases from d4 to d6 and you add your Wisdom modifier to the damage. Additionally you gain the class feature, Natural Speaker. At level 7, you have advantage on a roll attached to charisma every long rest. At level 10, you have advantage twice a long rest. At level 15, you have advantage four times a long rest.
Insistent Force Powers
Starting at 10th level, your Force powers have increased in damage turning them from a d6 to a d8.
Additionally, whenever the Inquisitor is hit while wielding a Force weapon, they may take a reaction to reduce the damage of incoming lightning, radiant, and force based attacks whether their spells or attacks from melee/ranged weapons. To reduce damage in this way the practitioner must have force points and once the practitioner chooses to use their reaction to reduce the damage, they will automatically use as many force points as it takes to reduce the damage. If the damage is reduced to 0, the practitioner can deflect only a projectile or spell that can cause these types of damages. Another limitation to the deflection of the spell or projectile is that it must be a target spell or an area of effect spell that is a line no wider than 5 feet. This deflection does not work on spheres, cones, cubes, cylinders and radius. The deflection causes the same damage it was initially rolled and can only be deflected in the direction from where the spell or attack came from. Any saving throws the spell or attack causes are still in effect, so creatures being affected by the deflection must make the saving throw even if they already made the saving throw initially.
Damage threshold for each force point is 1d10 + Wisdom modifier. I.E. the practitioner has a Wisdom modifier of +3, a lighting bolt is cast towards the practitioner, the practitioner chooses to use their reaction to reduce the damage. total damage rolled for the lighting bolt is max of 8d6 which is 48, the practitioner also rolls max on the 1d8 + Wisdom modifier per point, if they have 5 points remaining they would be able to reduce by a maximum of 55, if max damage is not assumed in the reduction but is for the lighting bolt, in this example: the Force Practitioner rolls 2, 1, 5, 4 and 3, after adding each Wisdom Modifier the total would be 30 and the practitioner would need to continue rolling until they are out of force points or until they would reduce the damage to 0. Each roll is done separately until the damage is either reduced to 0 or there are no remaining force points to use whichever comes first.
Tenacious Force Use
At 14th level, opponents have disadvantage on saving throws against your force powers. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
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