Force Healing
EnergyLight- Cost
- 2 FP
- Activation
- Action
- Range
- Touch or 5 ft
- Recommended Lv
- Lv 1+
Effect
As an Action, you channel the living Force to mend wounds. Choose a creature you can touch or that is within 5 ft. The target regains hit points equal to 1d8 + your Proficiency Bonus + your Wisdom modifier.
At the Table
A blaster bolt drops your squadmate behind the crate; you crawl over, lay a hand on the wound, and spend 2 FP to channel the living Force. Roll 1d8 + your Proficiency Bonus + your Wisdom modifier and the bolt-burn knits shut, pulling them off the ground before the stormtroopers close in. No attack roll, no save to beat -- just touch (or reach within 5 ft) an ally and the hit points come back. At level 1 it's the heal you lean on, and a high WIS keeps it landing big all game.
In the Lore
Force healing is a classic Control-discipline power of the light side, drawn from a Jedi's deep connection to the living Force -- the energy of all living things. In canon and Legends alike, Jedi use it to mend their own injuries and those of others, from accelerating natural recovery to closing grievous wounds. Memorable instances include Rey channeling the Force to heal the wounded serpent (and later Kylo Ren) in The Rise of Skywalker, and Baby Yoda / Grogu soothing injuries in The Mandalorian. The deepest expressions of the art shade toward forbidden territory: Darth Plagueis's fabled mastery over life and death, recounted by Palpatine, sat at the dark edge of the same power. As a healing discipline rooted in selflessness and harmony, it has always sat far more naturally with the Jedi than the Sith.