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Force DC: Starts at 16, increases with level:
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Level 1–5: DC 16
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Level 6–10: DC 17
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Level 11–15: DC 18
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Level 16+: DC 19
Force Attack Bonus: Proficiency Bonus + Wisdom modifier
Immunities / Advantages:
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Advantage on all saving throws vs charm, seduction, or temptation.
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At higher levels (16+), you may become fully immune to these effects.
Usage Rules
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You may use one Jedi power per round.
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Cannot use the same ability consecutively.
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Uses per short rest = 2 × Wisdom modifier (minimum 2)
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Overexertion: Exceeding your daily limit or pushing an ability’s range/strength causes psychic damage.
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Ties go to you: Any contested roll (Wisdom check vs attack roll or Strength check) that ends in a tie counts as a success for you.
1. Telekinesis
Action. Choose a creature or object within 60 ft.
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Creature: Target makes a Strength saving throw vs Force DC.
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On a fail: move up to 30 ft and restrained until the start of your next turn.
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If slammed into a solid object or creature, roll bludgeoning damage:
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Small/Medium: 1d6 per 10 ft moved (cap 3d6)
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Large: 1d8–1d10 per 10 ft moved (cap 4d10)
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Target may make Dex save vs Force DC to halve damage.
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Object (unattended): Move up to 60 ft.
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Object (carried/worn): Contest your Wisdom check vs creature’s Strength (Athletics) check.
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Tie goes to you — the object moves as intended.
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Overexertion: Moving Huge+ creatures, >1,000 lbs, or more than one target → 1d6 psychic damage per extra.
2. Force Persuasion
Action. Choose a creature within 60 ft that can hear you.
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Target makes a Wisdom saving throw vs Force DC.
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On fail: follows a simple command.
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Level 1+: Can use short phrases like:
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“This is not your path”
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“Turn around”
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“You have to leave”
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Normally lasts until the start of your next turn.
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Tie goes to you — in contested situations, assume the target obeys.
Overexertion: Affecting more than one creature → 1d4 psychic damage per extra target.
3. Force Deflection
Reaction. When you or an ally within 30 ft is hit by a ranged or melee attack:
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Roll Wisdom check contested by the attack roll.
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Tie goes to you — the attack automatically misses.
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On success: attack misses.
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Projectiles: May redirect at another target within 30 ft (make an attack roll using your Force Attack Bonus).
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Melee attacks: Blocked but cannot be redirected.
Overexertion: Deflecting multiple attacks per round → 1d6 psychic damage per extra.
4. Force Enhancement
Passive: +10 ft speed, jump distance doubled.
Bonus Action: Double speed or leap extraordinary distances until end of turn.
Overexertion: Superhuman feats (running up walls, 40 ft vertical jumps, extreme gaps) cause 1d4 psychic damage per stunt.
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DM may call for Athletics/Acrobatics checks with advantage for extreme maneuvers.
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Tie goes to you: On contested Acrobatics/Athletics checks while enhanced, if your roll ties, you succeed.
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