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    Force DC: Starts at 16, increases with level:

    • Level 1–5: DC 16

    • Level 6–10: DC 17

    • Level 11–15: DC 18

    • Level 16+: DC 19

    Force Attack Bonus: Proficiency Bonus + Wisdom modifier

    Immunities / Advantages:

    • Advantage on all saving throws vs charm, seduction, or temptation.

    • At higher levels (16+), you may become fully immune to these effects.


    Usage Rules

    • You may use one Jedi power per round.

    • Cannot use the same ability consecutively.

    • Uses per short rest = 2 × Wisdom modifier (minimum 2)

    • Overexertion: Exceeding your daily limit or pushing an ability’s range/strength causes psychic damage.

    • 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.

    • Creature: Target makes a Strength saving throw vs Force DC.

      • On a fail: move up to 30 ft and restrained until the start of your next turn.

      • If slammed into a solid object or creature, roll bludgeoning damage:

        • Small/Medium: 1d6 per 10 ft moved (cap 3d6)

        • Large: 1d8–1d10 per 10 ft moved (cap 4d10)

        • Target may make Dex save vs Force DC to halve damage.

    • Object (unattended): Move up to 60 ft.

    • Object (carried/worn): Contest your Wisdom check vs creature’s Strength (Athletics) check.

      • Tie goes to you — the object moves as intended.

    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.

    • Target makes a Wisdom saving throw vs Force DC.

    • On fail: follows a simple command.

      • Level 1+: Can use short phrases like:

        • “This is not your path”

        • “Turn around”

        • “You have to leave”

      • Normally lasts until the start of your next turn.

    • 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:

    • Roll Wisdom check contested by the attack roll.

      • Tie goes to you — the attack automatically misses.

    • On success: attack misses.

    • Projectiles: May redirect at another target within 30 ft (make an attack roll using your Force Attack Bonus).

    • 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.

    • DM may call for Athletics/Acrobatics checks with advantage for extreme maneuvers.

    • Tie goes to you: On contested Acrobatics/Athletics checks while enhanced, if your roll ties, you succeed.

 

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