Wizard
Base Class: Wizard

Small, fortified compounds can be found across the world where Force-Sensitives train their abilities and meditate on the mysteries of the Force. Almost all aspirants enter at a young age, when they first become aware of their affinity for the special magic that Force-Sensitives wield, and they develop their abilities as they age. Very rarely does a Force-Sensitive become aware of their powers later in life. Many Force-Sensitive sects treat the Force with a reverence normally reserved for gods, or seek to protect it as with druids and nature. For many Force-Sensitives, balance is more important than good or evil. The membership of such orders are invariably ascetic and disinclined to concern themselves with the petty politics of ephemeral nations, save where the consequences of inaction would threaten the natural order. By contrast, there are a few Force-Sensitive orders that reject such concepts as balance and neutrality, and instead believe hold that the Force is a tool to deliver justice, or even vengeance. Those that follow this philosophy are sometimes called evil, and have a tragic history of falling into depravity. Force-Sensitives usually become adventurers as part of their training to ascend to full–fledged membership of their order, or because they have been dispatched on an important mission. A Force-Sensitive who is sent to investigate dark omens or disturbances in the Force has great latitude in the execution of their task, and may spend years untangling various mysteries and threats that arise from their original purpose.

The Force

At 2nd level, your training allows you to harness the mystical energy of The Force. Your access to this energy is represented by a number of Force points. Your Force-Sensitive level determines the number of points you have, as shown in the Force Points column. You can spend spell slots to exchange for Force points, you can use these points to fuel various Force Abilities. You can learn Force abilities from scrolls similar to how you learn spells via scrolls. Your Force Ability options are detailed at the end of the Force-Sensitive class description. All Force Abilities that allow you to cast a spell require a somatic component that is as simple as a hand gesture. All spells that do not have a component, add a somatic component. As a wizard studying the school of the force, only spells that deal Force, Lightning, Necrotic, and Psychic damage can benefit from casting a spell without material components. All spells that cause the following conditions also benefit from casting a spell without material components: Charmed, Frightened, Unconscious, Stunned, Restrained, Paralyzed, Prone, and Grappled, all other spells will follow normal spell cost requirements. Additionally, you do not require an arcane focus to cast these force abilities.

 Powers and Force Points
| Exchange spell slots | Exchange amount of Force Points |
|:----:|:-----------------:|
| 1st | 2 |

| 2nd | 3 |

| 3rd | 4 |

| 4th | 5 |

| 5th | 6 | 

| 6th | 7 | 

| 7th | 8 | 

| 8th | 9 | 

| 9th | 10 |

Some of your Force powers require your target to make a saving throw to resist the power’s effects. The saving throw DC is calculated as follows:

Force Spell attack modifier = your proficiency bonus + your Intelligence modifier

Force Save DC = 8 + your proficiency bonus + your Intelligence modifier

Mighty Force

Your force powers batter and blast your enemies with the strength of a hurricane. When you use a force ability that casts a spell of 1st level or higher that deals force damage, one creature of your choice damaged by that power must make a Strength saving throw against your universal force save DC or be knocked prone. Additionally, When you use a force ability that casts a spell of 1st level or higher that deals lightning damage, one creature of your choice damaged by that power must make a Constitution saving throw against your universal force save DC or be stunned until the start of their next turn.

This feature can affect additional creatures when you reach higher levels: two creatures at 11th level and three creatures at 17th level.

Interconnectedness

When you cast a 5th level or lower force power that deals damage or restores hit points and targets only one creature, the power can instead target two creatures within range and within 5 feet of each other.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

The Force Unleashed

As an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Previous Versions

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