From 18a28217c166c1c7605b35fbfaccb23fd100bd17 Mon Sep 17 00:00:00 2001 From: Professor Bunbury <69010799+professorbunbury@users.noreply.github.com> Date: Thu, 29 Oct 2020 20:30:50 -0400 Subject: [PATCH] 0.7.x Updates for Archetypes, Backgrounds, Classes, Lightsaber Forms, and Species Tons of updates to relect recent changes to PHB and EC source materials. AC minimum for "Hide" species trait currently does not working using DAE. --- lang/en.json | 3 + module/actor/sheets/character.js | 13 +- module/config.js | 1 + module/item/entity.js | 4 + module/item/sheet.js | 4 + packs/Icons/Classes/scholar_01.webp | Bin 14058 -> 25130 bytes packs/Icons/Lightsaber Forms/Ataru Form.webp | Bin 0 -> 7096 bytes .../Icons/Lightsaber Forms/Jar'Kai Form.webp | Bin 0 -> 7298 bytes .../Lightsaber Forms/Juyo-Vapaad Form.webp | Bin 0 -> 7164 bytes .../Icons/Lightsaber Forms/Makashi Form.webp | Bin 0 -> 5498 bytes packs/Icons/Lightsaber Forms/Niman Form.webp | Bin 0 -> 7144 bytes .../Lightsaber Forms/Shien-Djem So Form.webp | Bin 0 -> 6854 bytes .../Icons/Lightsaber Forms/Shii-Cho Form.webp | Bin 0 -> 5230 bytes packs/Icons/Lightsaber Forms/Sokan Form.webp | Bin 0 -> 7452 bytes packs/Icons/Lightsaber Forms/Soresu Form.webp | Bin 0 -> 5880 bytes .../Icons/Lightsaber Forms/Trakata Form.webp | Bin 0 -> 7616 bytes .../Lightsaber Forms/Ysannanite Form.webp | Bin 0 -> 5816 bytes packs/Icons/Species/Abednedo.webp | Bin 5048 -> 0 bytes packs/Icons/Species/Adarian.webp | Bin 8378 -> 0 bytes packs/Icons/Species/Advozse.webp | Bin 6422 -> 0 bytes packs/Icons/Species/Amani.webp | Bin 6576 -> 0 bytes packs/Icons/Species/Amaran.webp | Bin 5064 -> 0 bytes packs/Icons/Species/Anomid.webp | Bin 5336 -> 0 bytes packs/Icons/Species/Anx.webp | Bin 5094 -> 0 bytes packs/Icons/Species/Anzat.webp | Bin 5440 -> 0 bytes packs/Icons/Species/Artiodac.webp | Bin 6584 -> 0 bytes packs/Icons/Species/Aruzan.webp | Bin 6136 -> 0 bytes packs/Icons/Species/Asogian.webp | Bin 5290 -> 0 bytes packs/Icons/Species/Bardottan.webp | Bin 4804 -> 0 bytes packs/Icons/Species/Bartokk.webp | Bin 8666 -> 0 bytes packs/Icons/Species/Bimm.webp | Bin 15624 -> 0 bytes packs/Icons/Species/Blarina.webp | Bin 5692 -> 0 bytes packs/Icons/Species/Bravaisian.webp | Bin 6482 -> 0 bytes packs/Icons/Species/Caamasi.webp | Bin 5356 -> 0 bytes packs/Icons/Species/Calibop.webp | Bin 5412 -> 0 bytes packs/Icons/Species/Caphex.webp | Bin 14104 -> 0 bytes packs/Icons/Species/Chev.webp | Bin 4306 -> 0 bytes packs/Icons/Species/Chistori.webp | Bin 6882 -> 0 bytes packs/Icons/Species/Columi.webp | Bin 6324 -> 0 bytes packs/Icons/Species/Cosian.webp | Bin 4634 -> 0 bytes packs/Icons/Species/Coway.webp | Bin 7022 -> 0 bytes packs/Icons/Species/Cragmoloid.webp | Bin 5946 -> 0 bytes packs/Icons/Species/Crolute.webp | Bin 14454 -> 0 bytes packs/Icons/Species/Culisetto.webp | Bin 5120 -> 0 bytes packs/Icons/Species/Cyclorrian.webp | Bin 7112 -> 0 bytes packs/Icons/Species/Diathim.webp | Bin 3356 -> 0 bytes packs/Icons/Species/Dowutin.webp | Bin 5434 -> 0 bytes packs/Icons/Species/Drabatan.webp | Bin 17364 -> 0 bytes packs/Icons/Species/Drall.webp | Bin 6180 -> 0 bytes packs/Icons/Species/Dressellian.webp | Bin 3966 -> 0 bytes packs/Icons/Species/Duinuogwuin.webp | Bin 13182 -> 0 bytes packs/Icons/Species/Ebranite.webp | Bin 18996 -> 0 bytes packs/Icons/Species/Ebruchi.webp | Bin 21514 -> 0 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packs/Icons/Species/Hysalrian.webp | Bin 20300 -> 0 bytes packs/Icons/Species/Iakaru.webp | Bin 5232 -> 0 bytes packs/Icons/Species/Iotran.webp | Bin 15366 -> 0 bytes packs/Icons/Species/Ishi Tib.webp | Bin 5406 -> 0 bytes packs/Icons/Species/Jablogian.webp | Bin 14868 -> 0 bytes packs/Icons/Species/Kalleran.webp | Bin 6378 -> 0 bytes packs/Icons/Species/Kerkoiden.webp | Bin 21314 -> 0 bytes packs/Icons/Species/Khil.webp | Bin 4084 -> 0 bytes packs/Icons/Species/Kiffar.webp | Bin 6402 -> 0 bytes packs/Icons/Species/Kilmaulsi.webp | Bin 5876 -> 0 bytes packs/Icons/Species/Kindalo.webp | Bin 27852 -> 0 bytes packs/Icons/Species/Kitonak.webp | Bin 5976 -> 0 bytes packs/Icons/Species/Kobok.webp | Bin 5234 -> 0 bytes packs/Icons/Species/Krevaaki.webp | Bin 7442 -> 0 bytes packs/Icons/Species/Krish.webp | Bin 21764 -> 0 bytes packs/Icons/Species/Lamproid.webp | Bin 4844 -> 0 bytes packs/Icons/Species/Latero.webp | Bin 22698 -> 0 bytes packs/Icons/Species/Lugubraa.webp | Bin 6018 -> 0 bytes packs/Icons/Species/Lutrillian.webp | Bin 7412 -> 0 bytes packs/Icons/Species/Maelibus.webp | Bin 20200 -> 0 bytes packs/Icons/Species/Melanoleucan.webp | Bin 17594 -> 0 bytes packs/Icons/Species/Melitto.webp | Bin 5934 -> 0 bytes packs/Icons/Species/Mikkian.webp | Bin 7216 -> 0 bytes packs/Icons/Species/Morseerian.webp | Bin 4772 -> 0 bytes packs/Icons/Species/Mrlssi.webp | Bin 26528 -> 0 bytes packs/Icons/Species/Myneyrsh.webp | Bin 31770 -> 0 bytes packs/Icons/Species/Nagai.webp | Bin 6850 -> 0 bytes packs/Icons/Species/Narquois.webp | Bin 6960 -> 0 bytes packs/Icons/Species/Nazzar.webp | Bin 6366 -> 0 bytes packs/Icons/Species/Neelabi.webp | Bin 22826 -> 0 bytes packs/Icons/Species/Nelvaanian.webp | Bin 6190 -> 0 bytes packs/Icons/Species/Neti.webp | Bin 7650 -> 0 bytes packs/Icons/Species/Nikto.webp | Bin 7010 -> 0 bytes packs/Icons/Species/Nimbanel.webp | Bin 5398 -> 0 bytes packs/Icons/Species/Nosaurian.webp | Bin 5024 -> 0 bytes packs/Icons/Species/Omwati.webp | Bin 5184 -> 0 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bytes packs/Icons/Species/Talpini.webp | Bin 6344 -> 0 bytes packs/Icons/Species/Tarc.webp | Bin 4876 -> 0 bytes packs/Icons/Species/Taung.webp | Bin 7358 -> 0 bytes packs/Icons/Species/Tchuukthai.webp | Bin 21328 -> 0 bytes packs/Icons/Species/Teedo.webp | Bin 5236 -> 0 bytes packs/Icons/Species/Teek.webp | Bin 6256 -> 0 bytes packs/Icons/Species/Temolak.webp | Bin 19488 -> 0 bytes packs/Icons/Species/Terrelian.webp | Bin 21810 -> 0 bytes packs/Icons/Species/Thakwaash.webp | Bin 6280 -> 0 bytes packs/Icons/Species/Theelin.webp | Bin 21948 -> 0 bytes packs/Icons/Species/Tintinna.webp | Bin 8162 -> 0 bytes packs/Icons/Species/Tiss'shar.webp | Bin 7662 -> 0 bytes packs/Icons/Species/Tof.webp | Bin 7004 -> 0 bytes packs/Icons/Species/Tognath.webp | Bin 6098 -> 0 bytes packs/Icons/Species/Toong.webp | Bin 3926 -> 0 bytes packs/Icons/Species/Trianii.webp | Bin 6958 -> 0 bytes packs/Icons/Species/Tridactyl.webp | Bin 22052 -> 0 bytes packs/Icons/Species/Troig.webp | Bin 6490 -> 0 bytes packs/Icons/Species/Tynnan.webp | Bin 6056 -> 0 bytes packs/Icons/Species/Ubese.webp | Bin 4908 -> 0 bytes packs/Icons/Species/Utai.webp | Bin 5662 -> 0 bytes packs/Icons/Species/Vaathkree.webp | Bin 5630 -> 0 bytes packs/Icons/Species/Vagaari.webp | Bin 7612 -> 0 bytes packs/Icons/Species/Vahla.webp | Bin 5916 -> 0 bytes packs/Icons/Species/Viraanntesse.webp | Bin 24964 -> 0 bytes packs/Icons/Species/Vodran.webp | Bin 4950 -> 0 bytes packs/Icons/Species/Vratix.webp | Bin 7074 -> 0 bytes packs/Icons/Species/Vulptereen.webp | Bin 6346 -> 0 bytes packs/Icons/Species/Vuvrian.webp | Bin 6144 -> 0 bytes packs/Icons/Species/Whiphid.webp | Bin 7384 -> 0 bytes packs/Icons/Species/Wroonian.webp | Bin 7316 -> 0 bytes packs/Icons/Species/Xamster.webp | Bin 3356 -> 0 bytes packs/Icons/Species/Xexto.webp | Bin 6404 -> 0 bytes packs/Icons/Species/Yam'rii.webp | Bin 4694 -> 0 bytes packs/Icons/Species/Yarkora.webp | Bin 7172 -> 0 bytes packs/Icons/Species/Yinchorri.webp | Bin 4966 -> 0 bytes packs/Icons/Species/Yuzzum.webp | Bin 4450 -> 0 bytes packs/Icons/Species/Zilkin.webp | Bin 4094 -> 0 bytes packs/packs/archetypes.db | 251 ++++++++++-------- packs/packs/classes.db | 23 +- packs/packs/lightsaberforms.db | 11 + packs/packs/species.db | 211 +++++++-------- sw5e.css | 25 +- system.json | 10 +- template.json | 15 +- ui/jedi-order.svg | 1 + 189 files changed, 340 insertions(+), 232 deletions(-) create mode 100644 packs/Icons/Lightsaber Forms/Ataru Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Jar'Kai Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Juyo-Vapaad Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Makashi Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Niman Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Shien-Djem So Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Shii-Cho Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Sokan Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Soresu Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Trakata Form.webp create mode 100644 packs/Icons/Lightsaber Forms/Ysannanite Form.webp delete mode 100644 packs/Icons/Species/Abednedo.webp delete mode 100644 packs/Icons/Species/Adarian.webp delete mode 100644 packs/Icons/Species/Advozse.webp delete mode 100644 packs/Icons/Species/Amani.webp delete mode 100644 packs/Icons/Species/Amaran.webp delete mode 100644 packs/Icons/Species/Anomid.webp delete mode 100644 packs/Icons/Species/Anx.webp delete mode 100644 packs/Icons/Species/Anzat.webp delete mode 100644 packs/Icons/Species/Artiodac.webp delete mode 100644 packs/Icons/Species/Aruzan.webp delete mode 100644 packs/Icons/Species/Asogian.webp delete mode 100644 packs/Icons/Species/Bardottan.webp delete mode 100644 packs/Icons/Species/Bartokk.webp delete mode 100644 packs/Icons/Species/Bimm.webp delete mode 100644 packs/Icons/Species/Blarina.webp delete mode 100644 packs/Icons/Species/Bravaisian.webp delete mode 100644 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packs/Icons/Species/Vahla.webp delete mode 100644 packs/Icons/Species/Viraanntesse.webp delete mode 100644 packs/Icons/Species/Vodran.webp delete mode 100644 packs/Icons/Species/Vratix.webp delete mode 100644 packs/Icons/Species/Vulptereen.webp delete mode 100644 packs/Icons/Species/Vuvrian.webp delete mode 100644 packs/Icons/Species/Whiphid.webp delete mode 100644 packs/Icons/Species/Wroonian.webp delete mode 100644 packs/Icons/Species/Xamster.webp delete mode 100644 packs/Icons/Species/Xexto.webp delete mode 100644 packs/Icons/Species/Yam'rii.webp delete mode 100644 packs/Icons/Species/Yarkora.webp delete mode 100644 packs/Icons/Species/Yinchorri.webp delete mode 100644 packs/Icons/Species/Yuzzum.webp delete mode 100644 packs/Icons/Species/Zilkin.webp create mode 100644 packs/packs/lightsaberforms.db create mode 100644 ui/jedi-order.svg diff --git a/lang/en.json b/lang/en.json index 55629375..13d613f4 100644 --- a/lang/en.json +++ b/lang/en.json @@ -276,6 +276,8 @@ "SW5E.ItemTypeContainerPl": "Containers", "SW5E.ItemTypeEquipment": "Equipment", "SW5E.ItemTypeEquipmentPl": "Equipment", +"SW5E.ItemTypeLightsaberForm": "Lightsaber Form", +"SW5E.ItemTypeLightsaberFormPl": "Lightsaber Forms", "SW5E.ItemTypeLoot": "Loot", "SW5E.ItemTypeLootPl": "Loot", "SW5E.ItemTypeSpecies": "Species", @@ -396,6 +398,7 @@ "SW5E.LairAct": "Uses Lair Action", "SW5E.LairActionLabel": "Lair Action", "SW5E.Languages": "Languages", +"SW5E.LanguagesAbyssin": "Abyssin", "SW5E.LanguagesAleena": "Aleena", "SW5E.LanguagesAntarian": "Antarian", "SW5E.LanguagesAnzellan": "Anzellan", diff --git a/module/actor/sheets/character.js b/module/actor/sheets/character.js index 5a97b562..76e813d6 100644 --- a/module/actor/sheets/character.js +++ b/module/actor/sheets/character.js @@ -70,7 +70,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { }; // Partition items by category - let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds] = data.items.reduce((arr, item) => { + let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, lightsaberforms] = data.items.reduce((arr, item) => { // Item details item.img = item.img || DEFAULT_TOKEN; @@ -93,9 +93,10 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { else if ( item.type === "archetype" ) arr[5].push(item); else if ( item.type === "classfeature" ) arr[6].push(item); else if ( item.type === "background" ) arr[7].push(item); + else if ( item.type === "lightsaberform" ) arr[8].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); return arr; - }, [[], [], [], [], [], [], [], []]); + }, [[], [], [], [], [], [], [], [], []]); // Apply active item filters items = this._filterItems(items, this._filters.inventory); @@ -119,10 +120,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { // Organize Features const features = { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, - classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: false, dataset: {type: "classfeature"}, isClassfeature: true}, + classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: false, dataset: {type: "classfeature"}, isClassfeature: true }, archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, - species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true}, - background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true}, + species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, + background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, + lightsaberform: { label: "SW5E.ItemTypeLightsaberForm", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true }, active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} } }; @@ -136,6 +138,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e { features.archetype.items = archetypes; features.species.items = species; features.background.items = backgrounds; + features.lightsaberform.items = lightsaberforms; // Assign and return data.inventory = Object.values(inventory); diff --git a/module/config.js b/module/config.js index 29421fa6..9e5e5a98 100644 --- a/module/config.js +++ b/module/config.js @@ -683,6 +683,7 @@ SW5E.conditionTypes = { // Languages SW5E.languages = { + "abyssin": "SW5E.LanguagesAbyssin", "aleena": "SW5E.LanguagesAleena", "antarian": "SW5E.LanguagesAntarian", "anzellan": "SW5E.LanguagesAnzellan", diff --git a/module/item/entity.js b/module/item/entity.js index c97c9086..13ff436a 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -196,6 +196,10 @@ export default class Item5e extends Item { else if ( itemData.type === "classfeature" ) { } + // Lightsaber Form Items + else if ( itemData.type === "lightsaberform" ) { + + } // Equipment Items else if ( itemData.type === "equipment" ) { diff --git a/module/item/sheet.js b/module/item/sheet.js index 54f62e3e..264652c0 100644 --- a/module/item/sheet.js +++ b/module/item/sheet.js @@ -191,6 +191,10 @@ export default class ItemSheet5e extends ItemSheet { } + else if ( item.type === "lightsaberform" ) { + + } + // Action type if ( item.data.actionType ) { props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]); diff --git a/packs/Icons/Classes/scholar_01.webp b/packs/Icons/Classes/scholar_01.webp index 2a08e620d53b6a0adc7912fb1a2cf90a26ab59b5..13b4deb18edde5970268817c03401e6e98cc5c02 100644 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Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Echani Order

\n

Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

\n

Path of the Echani

\n

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n

Echani Weapons

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n

Agile Parry

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

\n

Echani's Shot

\n

You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

\n

One with the Blade

\n

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n

Enhanced Echani Weapons

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Deft Strike

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n

Sharpen the Blade

\n

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

\n

Unerring Accuracy

\n

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Echani%20Order.webp"} -{"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Visions of the Past

\n

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Seer.webp"} -{"_id":"174qCi5FWBd5LDP0","name":"Illusionist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Illusionist Technique

\n

Throughout the galaxy you may find various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.

\n

Holographic Decoy

\n

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Mark of the Illusionist

\n

Also at 3rd level, the target of your Ranger's Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger's Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature's dimensions fall within the power's capacity restrictions.

\n

Charged Illusions

\n

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

\n

Quick Escape

\n

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

Improved Decoys

\n

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Illusionist%20Technique.webp"} -{"_id":"2Cloz2rrPw76ACn0","name":"Armormech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armormech Engineering

Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in armormech's tools, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech's tools, the rate at which you craft doubles.

Modified Armor

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.

Your modified armor is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.

Damage Absorption

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

Armormech's Celerity

Beginning at 6th level, when you take the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Casting Celerity

At 14th level, when you use your action to a cast a tech power, you can use your Armormech's Celerity feature.

Suit Reliability

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit.

Armormech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Absorption Shield

Prerequisite: Physical Shield You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Accelerated Movement

Prerequisite: Armor You reduce the weight of your modified armor's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor's weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

Adaptable Armor

Prerequisite: Armor You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

Advanced Power Fist

Prerequisite: 11th level, Armor Prerequisite: Prototype Power Fist You further modify your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

Artificially Intelligent

Prerequisite: 7th level, Armor You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Bonded Plates

Prerequisite: 5th level You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

Collapsible Suit

Prerequisite: 5th level, Armor Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3

its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

Darkvision Visor

Prerequisite: Armor While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Enhanced Endurance

Prerequisite: Armor When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Electroshock Shield

Prerequisite: Shield Generator You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

Flight

Prerequisite: 9th level, Armor You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

Grappling Harpoon

Prerequisite: Armor Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

Heavy Suit

Prerequisite: 5th level, Armor You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Infiltration Suit

Prerequisite: Armor You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast infiltrate targeting yourself.

The cloaking device regains all expended charges after a long rest.

Magnetized Shield

Prerequisite: Physical Shield You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

Overload Shield

Prerequisite: Shield Generator You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Power Fist

Prerequisite: Armor You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d4 kinetic damage.

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

Prototype Power Fist

Prerequisite: 7th level, Armor Prerequisite: Power Fist You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property.

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

Reinforced Underlay

Prerequisite: 5th level You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

Resistance

Prerequisite: Armor You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

Sealed Suit

Prerequisite: 5th level, Armor As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.

Sentient Armor

Prerequisite: 13th level Prerequisite: Artificially Intelligent Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

Shield Amplifier

Prerequisite: Shield Generator You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Shield Anchor

Prerequisite: Physical Shield You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

Tech Blast

Prerequisite: Armor You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

Weapon Integration Armoring

Prerequisite: Armor You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"armor","mode":"+","targetSpecific":false,"id":1,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armormech%20Engineering.webp"} -{"_id":"3GmBJl9h0FpyIKFg","name":"Path of Aggression","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Aggression

\n

From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.

\n

Voltaic Slash

\n

Starting when you choose this calling at 3rd level, you learn the lightning charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Thunderous Momentum

\n

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.

\n

Entropic Rush

\n

At 7th level, you've learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

Living Current

\n

By 13th level, you've learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Retaliatory Strike

\n

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Aggression.webp"} -{"_id":"3yOiMsM439IfwEBm","name":"Form VII: Juyo/Vapaad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VII: Juyo/Vapaad

\n

Form VII, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vapaad Form channel their emotions into their fighting, making heavy, sweeping strikes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting Fighting Style options for Juyo, or Brawling, Equilibrium, or Sentinel Fighting Style options for Vapaad, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Vornskr

\n

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n

Snap Aggression

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n

Assertive Defense

\n

When you reduce the damage dealt by a force power to 0 using the saber reflect power, and you're wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n

Fury

\n

At 7th level, you gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n

Relentless

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n

Punishing Charge

\n

When a creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n

Vengeance

\n

Starting at 15th level, you gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n

Devastating Critical

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon's damage roll equal to your guardian level.

\n

Their Power, My Strength

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Master of Ferocity

\n

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to all damage.
  • \n
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • \n
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juyo%20Vapaad%20Form.webp"} -{"_id":"4afEpKVpPAUq3lMe","name":"Path of the Forceblade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Forceblade

\n

Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.

\n

Phasethrow

\n

Starting when you choose this calling at 3rd level, you learn the saber throw force power. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use your Kinetic Combat feature when you cast it as your action. Finally, once per turn, when you hit a creature within 30 feet of you with the saber throw force power, you can spend 1 force point to teleport to an unoccupied space within 5 feet of the creature.

\n

Forceblade Bond

\n

Also at 3rd level, you learn how to bond with a lightweapon or vibroweapon through the Force, making it part of you.

\n

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

\n
    \n
  • You can't be disarmed of that weapon unless you are incapacitated.
  • \n
  • If the weapon is within 60 feet of you and you can see it, you can summon that weapon as a bonus action on your turn, causing it to travel instantly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
  • \n
  • You can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls.
  • \n
\n

You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.

\n

Twin Saber Throw

\n

At 7th level, when you cast saber throw while wielding your forceblade, you add half your forcecasting ability modifier (rounded down) to the damage rolls, and you can att-ack the same target multiple times. Additionally, when you make your Kinetic Combat attack, if you spent a force point to teleport to within 5 feet of the target, you make the attack roll with advantage.

\n

Disruptive Throw

\n

By 13th level, when you are the target of a ranged attack, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage equal to your Kinetic Combat Damage Die and you impose disadvantage on the triggering attack roll.

\n

Forceblade Mastery

\n

At 18th level, you've mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier + any bonuses to the weapon's attack rolls). On a failed save, it takes damage equal to your Kinetic Combat Damage Die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

\n

Additionally, when you do so, you can use your Kinetic Combat feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Forceblade.webp"} -{"_id":"4zUolY92dTrk3e5B","name":"Frenzied Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Frenzied Approach

\n

For some berserkers, rage is a means to an end—that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Frenzy

\n

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

\n

Maniacal Rage

\n

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

\n

Mindless Rage

\n

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

\n

Intimidating Presence

\n

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On sub-sequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

\n

Retaliation

\n

At 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Frenzied%20Approach.webp"} -{"_id":"5ZfztAWnxh7mqTL7","name":"Crimson Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Crimson Order

\n

Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.

\n

Crimson Armaments

\n

Beginning when you choose this order at 3rd level, you've learned to perform your martial arts while armored. You gain proficiency in all armor, and you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor but not wielding a shield.

\n

Additionally, you've learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

\n

Divert Strike

\n

Also at 3rd level, you can use your reaction to divert an attack when you or a friendly creature within 5 feet of you are hit by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Crimson Squall

\n

At 6th level, you've learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

\n

Vigilant Sentinel

\n

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

\n

Sovereign Protector

\n

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat, tapping into a degree of the force. As a bonus action, you can gain the following effects for 1 minute.

\n
    \n
  • Your speed is doubled.
  • \n
  • Your AC increases by 2.
  • \n
  • You have advantage on Dexterity saving throws.
  • \n
  • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Crimson%20Order.webp"} -{"_id":"6HRxOPMOmOiKmuIG","name":"Adept Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Adept Specialist

\n

Those fighters who choose to become Adept Specialists tap into a latent Force-sensitivity to augment their martial prowess, blending the two to accelerate their bodies and blows. An adept speeds across the battlefield, attacking opponents in a flurry of blows before dashing off again.

\n

Forcecasting

\n

When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

Growing Momentum

\n

Also at 3rd level, you can cast the burst of speed force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Whirling Weapons

\n

Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

\n

Adept Specialist Forcecasting

\n

Focused Breathing

\n

At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

\n

Unstoppable Force

\n

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the freedom of movement force power until the end of your next turn.

\n

Instant Acceleration

\n

At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

\n

The Adept Specialist

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LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Adept%20Specialist.webp"} -{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.

\n

Force Deflection

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At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

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You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Power Surge

\n

Starting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

\n

Enduring Focus

\n

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

\n

Conflux

\n

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

\n

Tutaminis Mastery

\n

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp"} -{"_id":"7OqolLOiiu5K59rD","name":"Blademaster Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Blademaster Specialist

\n

Those fighters who choose to become Blademaster Specialists hone their focus to a blade's edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.

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Unarmored Defense

\n

When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

\n

Adaptive Fighting

\n

Also at 3rd level, you've learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

\n

You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Change Up

\n

You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can't take a Fighting Style option more than once.

\n

Draw

\n

When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to make your weapon attacks with the weapon(s) score a critical hit on a roll of 19 or 20 until the start of your next turn.

\n

Stow

\n

When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.

\n

Dervish

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

\n

Resilient Fighting

\n

At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

\n

Adrenaline Rush

\n

Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

\n

Bladestorm

\n

At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Two-Weapon Fighting.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp"} -{"_id":"9AQImD6JBpd9c1UK","name":"Path of the Corsair","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Corsair

\n

There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.

\n

Scavenger's Reach

\n

Starting when you choose this calling at 3rd level, you learn the force disarm force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

Corsair Weapons

\n

Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. If that weapon is a blaster, you can use it to make Kinetic Combat attacks as long as the target of the attack is within the weapon's normal range.

\n

Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

\n

Force-Empowered Detonators

\n

At 7th level, you learn to infuse a number of small detonators with the Force. Over the course of a short or long rest, you can create a number of detonators equal to your Wisdom or Charisma modifier (your choice, minimum of one). Your detonators can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

As a bonus action on each of your turns, you can throw one of your detonators at a point within range. Your detonators have a range equal to 30 feet + your Wisdom or Charisma modifier x 5. Make a universal ranged force attack. On a hit, the detonator adheres to the target, and if the target is a Large or smaller creature, it is pushed back 5 feet. On a miss, it falls to the ground. Hit or miss, the detonator then explodes. The target and each creature within 5 feet must make a Dexterity saving throw against your universal force save DC. If the detonator adhered to a target, the creature has disadvantage on the saving throw. A creature takes force damage equal to your Kinetic Combat Damage Die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one.

\n

Energized Kinetics

\n

By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage equal to your Kinetic Combat Damage Die. The damage type is force, lightning, necrotic, or psychic (your choice).

\n

Disorienting Detonations

\n

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: affliction, force blind/deafen, stun, or stun droid. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Corsair.webp"} -{"_id":"9Hva27QHj2ruQXTA","name":"Form IV: Ataru","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IV: Ataru

\n

Form IV, also know as Aggression Form, is a kinetically active form that relies on speed, acrobatics, and power. Those guardians who focus on Ataru Form utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Great Weapon Fighting, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Hawk-Bat

\n

Also at 3rd level, as a bonus action, you you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the force jump power at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Retreating Leap

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n

Hawk-Bat Swoop

\n

At 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

\n

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

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Whirlwind Attack

\n

At 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

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Master of Aggression

\n

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
  • \n
  • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ataru%20Form.webp"} -{"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp"} -{"_id":"BEMJgPn6JKghk2zh","name":"Inquisitor Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Inquisitor Technique

\n

Across history, there have been those who live to hunt those who wield the Force, be they Jedi or Sith. Followers of the Inquisitor Technique combine technology with force techniques to track down and eliminate force-wielders. For those practitioners of the Force, they are the greatest adversary.

\n

Whispers of the Force

\n

When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout class table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout class table.

\n

You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

\n

Mark of the Inquisitor

\n

Also at 3rd level, when the target of your Ranger's Quarry feature is within 15 feet of you, you gain the following benefits:

\n
    \n
  • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
  • \n
  • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
  • \n
\n

At 11th level, the radius of this feature increases to 30 feet.

\n

Sense Force

\n

Beginning at 7th level, you can use your action to gain the benefits of the force sight force power until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Force Resistance

\n

Starting at 11th level, while the target of your Ranger's Quarry feature is within 30 feet of you, you gain the following benefits:

\n
    \n
  • You have advantage on saving throws against force powers they cast.
  • \n
  • You have resistance to damage dealt by force powers they cast.
  • \n
\n

Inquisitor's Wrath

\n

At 15th level, you can cast the force suppression and sever force force powers at 3rd level against the target of your Ranger's Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Inquisitor%20Technique.webp"} -{"_id":"BtUr8K0noVfAE11J","name":"Path of Tenacity","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Tenacity

\n

The tenacious are ever mindful that the Force ebbs and flows and use this knowledge to great advantage. Those sentinels who follow the Path of Tenacity use their connection to the Force to draw the opposition's attention while also warding off their attacks, serving as an effective bulwark against even the most implacable of foes.

\n

Protector

\n

Starting when you choose this calling at 3rd level, you learn the saber ward force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

\n

Kinetic Ward

\n

Also at 3rd level, you can use your reaction to deflect a strike when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level.

\n

If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

\n

Kinetic Bulwark

\n

At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

Indomitable

\n

By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your saber ward force power, they also gain the benefit of this feature.

\n

Kinetic Bastion

\n

At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Tenacity.webp"} -{"name":"Totem Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Totem Specialist

\n

Those fighters who become Totem Specialists tap into a primal attunement to the Force, applying tribal ceremony to create powerful talismans that enhance their abilities.

\n

Bonus Proficiencies

\n

You gain proficiency with your choice of artist's implements or jeweler's implements.

\n

Totem Creation

\n

When you choose this specialty at 3rd level, you've learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under \"Totems\" below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or weanng the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect Once you've invoked a totem in this way, you cant do so again until you complete a short or long rest.

\n

Totem Options

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n

Totem of the Acklay

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2 This increase can cause your score to exceed 20.

\n

Totem of the Hawk

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its rum within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way. the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze Once you invoke the totem, you cant do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n

Totem of the Loth-Wolf

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This ability can transfer the attack regardless of the attack's range.

\n

Totem of the Rancor

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n

Totem of the Sarlacc

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n

Totem of the Vornskr

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can't be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n

Totemic Might

\n

Also at 3rd level, you can channel the power of your Force awareness temporarily As a bonus action, you can gam the following benefits for 1 minute You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Guardian Spirit

\n

Beginning at 7th level, you learn to invoke your totems to protect your allies When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

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Primal Avatar

\n

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

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Spirit Guide

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Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

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Blessing of the Tree of Light

\n

At 18th level, you learn how to share your totem's power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you The chosen creature also gains the benefits o f your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.oDxtC4DxzCWQ5Naq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Totem%20Specialist.webp","effects":[],"_id":"CRRgJPKHIHD72CEt"} -{"_id":"ECxUMB1p8nu6WAGL","name":"Form III: Soresu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form III: Soresu

\n

Form III, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Shielding, or Sentinel Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Mynock

\n

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the saber ward power. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the saber reflect force power. You can only take one reaction per turn.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

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Lastly at 3rd level, you gain the following Channel the Force option.

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Advancing Defender

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When you cast the saber reflect power, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

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Circle of Shelter

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At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you're wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

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You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

\n

Stand Against the Tide

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Beginning at 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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Master of Resilience

\n

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the saber reflect force power, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Soresu%20Form.webp"} -{"_id":"EEBl6B5YPcztiGRm","name":"Slayer Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Slayer Technique

\n

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

\n

Mark of the Slayer

\n

Also at 3rd level, you immediately learn if the target of your Ranger's Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger's Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger's Quarry Damage Die. The damage is of the same type as the weapon's damage.

\n

Supernatural Defense

\n

Beginning at 7th level, whenever the target of your Ranger's Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger's Quarry Damage Die, adding it to the roll.

\n

Nemesis

\n

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this saving throw, ending the effect on a success.

\n

Slayer's Counter

\n

At 15th level, if the target of your Ranger's Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack's normal effects.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slayer%20Technique.webp"} -{"_id":"EOnRnPaACPP1vRTQ","name":"Mastermind Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mastermind Technique

\n

Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.

\n

Instinctive Combatant

\n

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

\n

Mark of the Meticulous

\n

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger's Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger's Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger's Quarry damage die of the same type as the tech power's damage.

\n

Adaptive Techie

\n

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

Emergency Planning

\n

Starting at 11th level, you've learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

\n

Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

\n

A creature can have only one Emergency Planning die at a time.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Exploit Weakness

\n

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger's Quarry makes against an effect you control before the end of your next turn. Once you've done so, you must complete a short or long rest before you can do so again.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mastermind%20Technique.webp"} -{"_id":"EipqN28Px01dBfmH","name":"Stalker Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Stalker Technique

\n

Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.

\n

Accomplished Ambusher

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When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

\n

Mark of the Stalker

\n

Also at 3rd level, while you are hidden from the target of your Ranger's Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target's Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

\n

Concealment

\n

Beginning at 7th level, you've become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature's speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

\n

Stalker's Flurry

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Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

\n

Stalker's Dodge

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At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Stalker%20Technique.webp"} -{"_id":"F3eJbFw1kKde9Zg9","name":"Artificer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Artificer Engineering

Those engineers who choose the Artificer Engineering discipline focus on building and modifying lightsabers, while tapping into the latent presence of the Force in these lightsaber crystals.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in artificer's tools, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer's tools, the rate at which you craft doubles.

Modified Lightsaber

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the lightsaber in order to modify it. You must have the lightsaber, materials, and artificer's tools in order to perform this modification.

Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

Force Resonance

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber's damage.

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

Kyber Knowledge

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer class table.

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

Disruptive Resonance

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

Resonating Recovery

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

Artificer Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Additonal Beam Port

You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

Adegan Crystal

Prerequisite: 5th level You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Advanced Blastsaber

Prerequisite: 15th level Prerequisite: Prototype Blastsaber You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier's radius are disabled until rebooted.

Advanced Brightsaber

Prerequisite: 15th level Prerequisite: Prototype Brightsaber You further fine tune your brightsaber. While activated, your modified lightsaber's bright light now automatically dispels illusions and can detect invisibility, as with truesight.

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

Advanced Disruptorsaber

Prerequisite: 15th level Prerequisite: Prototype Disruptorsaber You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

Barrier

Prerequisite: 5th level On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

Beam Gem Lens

Prerequisite: 5th level You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

Biometric Safety Measures

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

Blastsaber Conversion

Incompatible with other conversions You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Brightsaber Conversion

Incompatible with other conversions You modify your lightweapon, giving it a brigher glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Burn Through

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

Comfortable Handle

You make minor modifications to the ergonomics of your modified saber's hilt. Your modified lightsaber gains the finesse property.

Crossguard

You add an energy guard at the base of your modified lightsaber's blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

Disruptorsaber Conversion

Incompatible with other conversions You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Extended Beam

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

Greatsaber Array

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it's damage die increases to 1d12.

Intense Beam

Prerequisite: 11th level Prerequisite: Burn Through Your modified lightsaber now scores a critical hit on a roll of 19 or 20.

Magnetic-Lock Grip

You insert a series of magnetically charged grips into your modified lightsaber's hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

Prototype Blastsaber

Prerequisite: 7th level Prerequisite: Blastsaber Conversion You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

Prototype Brightsaber

Prerequisite: 7th level Prerequisite: Brightsaber Conversion You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

Prototype Disruptorsaber

Prerequisite: 7th level Prerequisite: Disruptorsaber Conversion You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

Returning Weapon

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arti","mode":"+","targetSpecific":false,"id":1,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightsabers","mode":"+","targetSpecific":false,"id":2,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artificer%20Engineering.webp"} -{"_id":"FLN1Vqb53UECBMVu","name":"Way of the Sage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Sage

\n

The rejuvenating power of the Force is incredible, and the consular is the master of this usage. Those consulars who follow the Way of the Sage assist with an array of healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an unfailing warden to those in need.

\n

Disciple of Life

\n

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

\n

Preserve Life

\n

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Blessed Healer

\n

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level.

\n

Blessed by the Force

\n

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Supreme Healing

\n

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Sage.webp"} -{"_id":"Fo2ZNwCWXfWuDJji","name":"Marauder Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Marauder Approach

\n

Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it’s clutches. Even those who do not are always temped by the voices of fury barely contained within.

\n

Forcecasting

\n

When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n
\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n
\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n

Furious Force

\n

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

\n
Marauder Approach Forcecasting
\n

Reckless Power

\n

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

\n

Powerful Presence

\n

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Force Storm

\n

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

\n

The Marauder Approach

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Marauder%20Approach.webp"} -{"_id":"G1F7NBAvLma5Aot4","name":"Lethality Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Lethality Practice

\n

Those operatives who choose the Lethality Practice use disguises to get close to their enemies, then leverage the toxic power of poisons to debilitate them and capitalize on their weaknesses.

\n

Bonus Proficiencies

\n

When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

\n

Assassinate

\n

Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Lethal Strikes

\n

Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

\n

Some of your lethal strikes require your target to mak ea saving throw to resist the lethal strike's effects. The saving throw DC is calculated as follows:

\n

Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Priming Attack

\n

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

\n

Target Assessment

\n

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

\n
    \n
  • Highest ability score
  • \n
  • Lowest ability score
  • \n
  • Strongest saving throw
  • \n
  • Weakest saving throw
  • \n
\n

Vulnerable Strike

\n

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

\n

Poisoner

\n

Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

\n

Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner's kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you've used this feature, you must complete a long rest before you can use it again.

\n

Impostor

\n

Starting at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person's behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

\n

Death Strike

\n

At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Lethality%20Practice.webp"} -{"_id":"HAbjFjbdRHO3mBss","name":"Gunslinger Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Gunslinger Practice

\n

Those operatives who choose the Gunslinger Practice are the masters of the trick shot. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies vulnerabilities to take advantage of every opportunity.

\n

Dive For Cover

\n

When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

\n

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Trick Shooter

\n

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

\n

Some of your trick shots require your target to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:

\n

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Blinding Shot

\n

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

\n

Brutal Shot

\n

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

\n

Hampering Shot

\n

You attempt to hobble the enemy's movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Spinning Flourish

\n

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner. As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

\n

Ricochet Shot

\n

Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

\n

Quickdraw

\n

At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren't surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gunslinger%20Practice.webp"} -{"_id":"Iu4lcoPb7S2tLZ8w","name":"Teräs Käsi Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Teräs Käsi Order

\n

Monks of the Teräs Käsi Order are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate focus to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

\n

Open Hand Technique

\n

Beginning when you choose this order at 3rd level, you can manipulate your enemy's focus when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

\n
    \n
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • \n
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • \n
  • It can't take reactions until the end of your next turn.
  • \n
\n

Wholeness of Body

\n

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Tranquility

\n

Starting at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary force power that lasts until the start of your next long rest (the power can end early as normal). The saving throw DC for the power equals your focus save DC.

\n

Quivering Palm

\n

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 focus points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same planet. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

\n

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly (no action required).

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} -{"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Experimental Engineering

\n

Those engineers who choose the Experimental Engineering discipline create and use untested combinations, resulting in powerful—and often unpredictable—effects.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in a set of tools of your choice. Additionally, when you engage in crafting with tinker's tools, the rate at which you craft doubles.

\n

Modified Tinkercannon

\n

Also at 3rd level, you learn to enhance your tinker's tools with unproven science, modifying them into a backpack with a cannon. Over the course of a long rest, you can expend 500 cr worth of materials to modify your tinker's tools. You must have materials and tinker's tools in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinker's tools, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Experimental Engineering Surge table to create a random effect.

\n

Additionally, your tinker's tools come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer class table. Each time you trigger an Experimental Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n

Unstable Volley

\n

Lastly at 3rd level, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located with-in 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on each of your turns, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dext-erity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

\n

Creative Destruction

\n

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Experimental Engineering Surge table.

\n

Experimental Overrides

\n

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Experimental Engineering Surge table and use one of your overrides, you can choose either total.

\n

Engineering Bombardment

\n

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

\n

Experimental Engineering Surge

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Unstable%20Engineering.webp"} -{"_id":"KXH9dZsv2CAXAa6X","name":"Disabling Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Disabling Practice

\n

Those operatives who choose the Disabling Practice utilize a variety of pushes, pulls, weight shifts, and joint locks to immobilize their opponent. They use these techniques to manipulate their opponent, moving them across the battlefield before incapacitating them.

\n

Clinch Strike

\n

When you choose this practice at 3rd level, you learn how to discourage, debilitate, and harm your enemies. You gain the following benefits while you aren't wearing medium or heavy armor or a medium or heavy shield:

\n
    \n
  • Your unarmed strikes use a d4 for damage.
  • \n
  • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don't need advantage on your unarmed attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • \n
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
  • \n
\n

Skilled Grappler

\n

Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

\n

Some of your grappling techniques require your target to make a saving throw to resist the grappling technique's effects. The saving throw DC is calculated as follows:

\n

Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier.

\n

Constrict

\n

You attempt to choke the target into unconscious-ness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

\n

If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

\n

Disarm

\n

You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

\n

Hip Toss

\n

You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

\n

Human Shield

\n

Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

\n

Kiss the Wall

\n

Starting at 13th level, you can use your surroundings to further punish the target of your grapple. When you roll a 1 or 2 on a Sneak Attack damage die for an unarmed attack you make against a creature grappled by you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Neck Snap

\n

At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can't be reduced in any way.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Disabling%20Practice.webp"} -{"_id":"Ls55Gc4qha7Muacz","name":"Hunter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Hunter Technique

\n

Some scouts seek to master weapons to better protect civilization from the terrors of their enemies. Followers of the Hunter Technique learn specialized fighting techniques for use against the most dire threats, from an onslaught of soldiers to towering walkers.

\n

Hunter's Prey

\n

When you choose this technique at 3rd level, you gain one of the following features of your choice.

\n

Colossus Slayer

\n

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon's damage.

\n

Giant Killer

\n

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

\n

Horde Breaker

\n

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

\n

Mark of the Hunter

\n

Also at 3rd level, when you use your Ranger's Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger's Quarry each round, roll your Ranger's Quarry Damage Die and add it to the roll.

\n

Defensive Tactics

\n

Beginning at 7th level, you gain one of the following features of your choice.

\n

Escape the Horde

\n

Opportunity attacks against you are made with disadvantage.

\n

Multiattack Defense

\n

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

\n

Steel Will

\n

You have advantage on saving throws against being frightened.

\n

Multiattack

\n

Starting at 11th level, you gain one of the following features of your choice.

\n

Volley

\n

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

\n

Whirlwind Attack

\n

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

\n

Superior Hunter's Defense

\n

At 15th level, you gain one of the following features of your choice.

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Evasion

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When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

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Stand Against the Tide

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When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

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Uncanny Dodge

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When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Hunter%20Technique.webp"} -{"_id":"Lz0gdQ5ou3k5E7Fo","name":"Way of Confluence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Confluence

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The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.

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Manipulate Life Force

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Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Empowered Connection

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At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn't already include that modifier.

\n

Life Eternal

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Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

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Interconnectedness

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At 14th level, 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.

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You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

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Dynamic Attachment

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Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Confluence.webp"} -{"_id":"Mbe9qsurpJ0mb4F2","name":"Armstech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armstech Engineering

Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in armstech's tools, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech's tools, the rate at which you craft doubles.

Modified Weaponry

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and armstech's tools in order to perform this modification.

Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer class table.

Close Call

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

Armstech's Strike

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon's damage.

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

Targeting Matrix

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Armstech's Salvo

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

Armstech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Accuracy Focus

Prerequisite: 5th level, Blaster You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Amplifying Barrel

Prerequisite: 5th level, Blaster You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Bayonet

Prerequisite: Blaster You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

Burst Core

Prerequisite: Blaster Your weapon gains the burst property, with a burst number equal to its reload number.

Booming Strikes

Prerequisite: 7th level You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

Celerity Oscillator

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can't make opportunity attacks against you for the rest of your turn.

Collapsible Frame

Prerequisite: Vibroweapon You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

Contoured Grip

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Expanded Magazine

Prerequisite: Blaster Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can't use this feature again until you reload the weapon with an action.

Flashlight

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

Harpoon Reel

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

Imbue Weapon

Prerequisite: 9th level You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power's normal effects.

Improved Burst Core

Prerequisite: 9th level Prerequisite: Burst Core Your weapon's burst number is reduced to half its reload number.

Integrated Magazine

Prerequisite: Expanded Magazine Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can't use this feature again until you reload the weapon with an action.

Jagged Oscillator

Prerequisite: Vibroweapon When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

Keen Oscillator

Prerequisite: 5th level Prerequisite: Jagged Oscillator Your weapon now scores a critical hit on a roll of 19 or 20.

Neutronium Edge

Prerequisite: 5th level, Vibroweapon You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

Overcharge Weapon

Prerequisite: 11th level Prerequisite: Booming Strikes You gain the ability to channel your tech power to enhance your weapon's damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

Power Loop

Prerequisite: 7th level When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

Once you've used this feature, you must complete a long rest before you can use it again.

Recoil Dampener

Prerequisite: Blaster with the strength property You install a recoil dampener in your modified blaster, removing the strength property from it.

Returning Weapon Guard

Prerequisite: Vibroweapon You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

Screening Weapon

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

Siege Weapon

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

Shock Absorber

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power's extra damage applies to both melee and ranged weapon attacks.

Shock Harpoon

Prerequisite: 9th level Prerequisite: Harpoon Reel After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target as if you were standing in the

target's space. If the power requires a saving throw, the target has disadvantage.

Once you've used this feature, you can't use it again until you recover the harpoon.

Shocking Oscillator

Prerequisite: 9th level, Vibroweapon When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

Once you've used this feature, you must complete a long rest before you can use it again.

Snap Fire

Prerequisite: 9th level, Blaster You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

Stabilizer Cell

Prerequisite: Vibroweapon with the dexterity property You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

Staggering Oscillator

Prerequisite: Vibroweapon When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Tracker

Prerequisite: 5th level You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

The tracker regains all expended charges after a long rest.

Truelight

Prerequisite: 11th level Prerequisite: Flashlight When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

Venomous Oscillator

Prerequisite: 9th level, Vibroweapon As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

Once you've used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arms","mode":"+","targetSpecific":false,"id":1,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armstech%20Engineering.webp"} -{"_id":"MorU2Jy5yx77N9QO","name":"Kage Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kage Order

\n

Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, and learn to fight using their intuition rather than relying on sight.

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Intuitive Sight

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Beginning when you choose this order at 3rd level, you can no longer have disadvantage on attack rolls against targets within 10 feet of you due to not being able to see them. Additionally, you have advantage on Dexterity (Stealth) checks that rely on sound.

\n

Conjure Darkness

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Also at 3rd level, you learn to create a number of small explosive devices that create darkness. Over the course of a short or long rest, you can create a number of devices equal to your Wisdom or Charisma modifier (your choice). Your devices can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your devices. Your devices have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The devices create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

\n

Disruptive Shock

\n

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

\n

One With Darkness

\n

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invis-ible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

\n

Opportunist

\n

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kage%20Order.webp"} -{"_id":"N7iKTQc98TGrsg1t","name":"Augmented Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Augmented Approach

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

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When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

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Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

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While raging you have resistance to all damage except psychic damage.

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Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack.

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This unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

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Pressurised Limbs

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While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Twitchlock Actuators

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

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Support Enhancement

\n

At 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.

\n

Body Sculpting

\n

You gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.

\n

Holdout Cavity

\n

You have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.

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Krykna Anchors

\n

You gain a climbing speed equal to your movement speed.

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Panspectral Optics

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You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

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Support Structure

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Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.

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More Machine than Man

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Starting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.

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Final Enhancement

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At 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech’s tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.

\n

Holoskin Emitters

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While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

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Hydraulic Overrides

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While you’re raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

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Integrated Boosters

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While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

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Ysalamir Capacitor Mesh

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When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"icons/svg/mystery-man.svg"} -{"_id":"OPVska67MO0Zauct","name":"Trickster Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Trickster Order

\n

Monks of the Trickster Order embody the archetypal role of the \"trickster\"—one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.

\n

Bonus Proficiencies

\n

When you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn't already include that modifier.

\n

Bumbling Technique

\n

Also at 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, creatures you hit can't make opportunity attacks against you, and your walking speed increases by 10 feet until the end of your turn.

\n

Clumsy Sway

\n

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n

Luck of the Fool

\n

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

\n

Comic Frenzy

\n

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trickster%20Order.webp"} -{"_id":"OZ0ln6ZxQgdEUxoy","name":"Tactician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Tactician Pursuit

\n

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

\n

Battle Proficiencies

\n

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

\n

Tactical Mastery

\n

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Bolster

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

\n

Commander's Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack's damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

\n

Scholar's Parry

\n

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

\n

Targeted Attack

\n

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fire as One

\n

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

\n

Battlefield Survey

\n

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

\n

All-Out Attack

\n

Once you've reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

Once you use this feature, you cannot use it again until you finish a short or long rest.

\n

Discoveries (Tactician)

\n

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Commander's Armor

\n

Prerequisite: 5th level

\n

You gain proficiency in medium armor.

\n

Contingency Plan

\n

Prerequisite: 9th level

\n

When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Firing Command

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n

Observant Leader

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n

Studied Commander

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n

Tactical Retreat

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n

Unbound Commander

\n

Prerequisite: 12th level

\n

You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactician%20Pursuit.webp"} -{"_id":"PCwepUZqHYlxr4T3","name":"Addicted Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Addicted Approach

\n

For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.

\n

Slythmonger Savvy

\n

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

\n

Freedom Through Slavery

\n

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

\n

Release the Beast

\n

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

\n

Seeing Sound

\n

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

\n

Fuel the Rampage

\n

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Addicted%20Approach.webp"} -{"_id":"PI1B9vYofzCXU9so","name":"Doctor Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Doctor Pursuit

\n

Doctors study the medical, anatomical, and biological sciences. Those scholars who choose the Doctor Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.

\n

Medical Practitioner

\n

When you choose this pursuit at 3rd level, you gain proficiency with biochemist's kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

\n

Remote Healer

\n

Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver's range becomes 30 feet.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Adrenaline Hit

\n

You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

\n

Emergency Prescription

\n

As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

\n

Enhancement Injection

\n

As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

\n

Neuroblock

\n

When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature's next attack has disadvantage and it cannot regain hit points until the start of your next turn.

\n

Reassure

\n

As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

\n

Remove Toxins

\n

As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Smelling Salts

\n

As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

\n

Transfusion

\n

Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

\n

You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

\n

Weak Point Strike

\n

When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

\n

Field Surgeon

\n

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

\n

Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you've used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

\n

Resuscitate

\n

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

\n

Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Panacea

\n

Once you've reached 17th level, you've developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

\n

The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can't create another until you finish a long rest.

\n

Discoveries (Physician)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Advanced Remote Healer

\n

Prerequisite: 12th level, Physician Pursuit The range of your Remote Healer feature increases to 60 feet.

\n

Experimental Treatments

\n

Prerequisite: Physician Pursuit
Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

\n

From the Brink

\n

Prerequisite: 7th level, Physician Pursuit If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

\n

Health Advisor

\n

Prerequisite: Physician Pursuit Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

\n

Patient Protector

\n

Prerequisite: 5th level, Physician Pursuit When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

\n

Surgical Precision

\n

Prerequisite: 5th Level, Physician Pursuit When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

\n

Tend the Wounded

\n

Prerequisite: Physician Pursuit If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d6 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

\n

Side Effects

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature's legs become swollen. Their move speed becomes at most half their normal movement speed.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature's body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature's eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature's skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature's skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature's body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven't eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature's movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Doctor%20Pursuit.webp"} -{"_id":"PoyYtrej7B5BZRRG","name":"Jal Shey Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Jal Shey Order

\n

Monks of the Jal Shey order, driven by the pursuit of knowledge, maintain one of the most well-respected and heavily guarded repositories of history and knowledge across the galaxy: the Archives of the Jal Shey. Here, young folk of all species seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Jal Shey monk is to give one's self to the quest for unveiling the deepest mysteries of the galaxy, to bring light to the secrets of the dark, and guard the most powerful and dangerous of truths.

\n

Mystical Erudition

\n

Beginning when you choose this order at 3rd level, you've undergone extensive training in lore from the Jal Shey's collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology.

\n

You learn an additional language and an additional skill proficiency from the above list at 11th and 17th level.

\n

Extract Aspects

\n

Also at 3rd level, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn learn certain information about its capabilities. The GM tells you if the creature has two of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
\n

Extort Truth

\n

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

\n

Preternatural Counter

\n

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

\n

Mind of Mercury

\n

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

\n

Debilitating Barrage

\n

At 17th level, you've gained the knowledge to temporarily inhibit a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jal%20Shey%20Order.webp"} -{"_id":"QRwypM2cIYxW0NVN","name":"Juggernaut Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Juggernaut Approach

\n

Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.

\n

Armored Brute

\n

When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

\n

When you reach 5th level, you can gain the benefits of your Fast Movement feature while wearing heavy armor.

\n

Unstoppable Force

\n

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

\n

Raging Bulwark

\n

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

\n

Overwhelming Cleave

\n

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

Relentless Assault

\n

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juggernaut%20Approach.webp"} -{"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Scrapper%20Practice.webp"} -{"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.

\n

Improved Combat Superiority

\n

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n

Additional Maneuvers

\n

You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n

Additional Superiority Dice

\n

You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n

Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.

\n

Student of War

\n

Also at 3rd level, you gain proficiency with one type of artisan's tools of your choice.

\n

Know Your Enemy

\n

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n

Signature Maneuver

\n

At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.

\n

Tactical Specialist Combat Superiority

\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

\n

Greater Signature Maneuver

\n

At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.

\n

The Tactical Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelCombat SuperioritySuperiority DiceManeuvers Known
3rdd622
4thd622
5thd622
6thd622
7thd833
8thd833
9thd833
10thd833
11thd1034
12thd1034
13thd1034
14thd1034
15thd1245
16thd1245
17thd1245
18thd1245
19thd1245
20thd1245
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactical%20Specialist.webp"} -{"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

Those engineers who choose the Gadgeteer discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in gadgeteer's implements. Additionally, when you engage in crafting with gadgeteer's implements, the rate at which you craft doubles.

\n

Gadgeteer Harness

\n

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified gadgeteer harness. You must have gadgeteer's implements and materials in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Projected Barrier

\n

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

Environmental Barrier

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Physical Barrier

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Versatile Direction

\n

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Reinforced Barriers

\n

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power's level, or 1 hit point for an at-will power. This can't increase a barrier's hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

\n

Adaptive Barrier

\n

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier's chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

\n

Gadgeteer Contraptions

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

While wearing your gadgeteer harness you have immunity to lightning damage.

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

\n

Climbing Gloves

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision Goggles

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

Your jet pack now lasts up to 10 minutes when activated.

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

\n

Grounding System

\n

While wearing your gadgeteer harness you are immune to the shocked condition.

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Jet Pack

\n

You integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The jet pack lasts for 1 minute before deactivating. Once the jets have been activated, they can't be activated again until you finish a short or long rest.

\n

Mechanical Arm

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n

Mimicker

\n

Prerequisite: 9th level

\n

You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

\n

Miniaturized Hydraulics

\n

Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

\n

Oil Spill

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

While wearing your gadgeteer harness you have resistance to lightning damage.

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

While your jet pack is activated, your flying speed is now 45 feet.

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n

Recycled Adrenals

\n

You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you've used this adrenal, you can't use it again until you finish a short or long rest.

\n

Recycled Explosives

\n

You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you've used this explosive, you can't use it again until you finish a short or long rest.

\n

Recycled Stimpacs

\n

You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you've used this stimpac, you can't use it again until you finish a short or long rest.

\n

Sentry Turret

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can't be activated again until you finish a short or long rest.

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you've used this feature, you can't use it again until you recover the harpoon.

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

\n

Once the belt has been activated, it can't be activated again until you finish a short or long rest.

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Weapon Integration

\n

You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

\n

Wrist-Mounted Grappling Hook

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gadgeteer%20Engineering.webp"} -{"_id":"TgUiU6MrAP7Xyj3H","name":"Sawbones Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sawbones Practice

\n

Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.

\n

General Practice

\n

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Debilitating Strike

\n

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n

Bleeding Wound

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target's turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can't be reduced in any way.

\n

Crippling Pain

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n

Hampering Shot

\n

You attempt to hamper the target's movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Swift Surgery

\n

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

\n

Dosage Control

\n

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM's discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

\n

Self-Sustain

\n

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you've used this feature, you can't use it again until you finish a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sawbones%20Practice.webp"} -{"_id":"UZCwqqLLp7IBjqku","name":"Politician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Politician Pursuit

\n

Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.

\n

Silver Tongue

\n

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

\n

Motivating Diplomat

\n

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Call to Arms

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

\n

Call the Guards

\n

When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally's attack roll.

\n

Charge

\n

As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

\n

Encouraging Speech

\n

You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

\n

Incite

\n

On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

\n

Overwhelming Presence

\n

As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

\n

Self-Preservation

\n

As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

\n

Steady the Nerves

\n

As an action, you can expend one superiority die to strengthen your allies' defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

\n

Tyrannical Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack's damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

\n

The target automatically succeeds if it is immuned to charm, it doesn't understand your language, or if your command is directly harmful to it.

\n

Force of Personality

\n

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn't met before the effect ends, the activity isn't performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Reassemble

\n

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Beguiling Presence

\n

Once you've reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

\n

Discoveries (Politician)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Charming Feint

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n

Demanding Leader

\n

Prerequisite: 5th level

\n

The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n

Dominating Presence

\n

Prerequisite: 15th level

\n

As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Influencer

\n

Prerequisite: 5th level

\n

The range on the your Motivating Diplomat feature is increased to 15 feet.

\n

Reliable Words

\n

Prerequisite: 9th level

\n

When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n

Social Opportunist

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn't already include your proficiency bonus.

\n

Tyrant's Ferocity

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Politician%20Pursuit.webp"} -{"_id":"UsIUJiNPmFWbEgjK","name":"Audiotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Audiotech Engineering

Those engineers who choose the Audiotech Engineering focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments of your choice, as well as the Performance skill. Additionally, you can use Intelligence instead of Charisma when you make a Performance check while wielding your modified instrument.

Modified Instrument

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify a single instrument. You must have the instrument, materials, and tinker's tools in order to perform this modification.

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Potent Amplitude

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

Song of Battle

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

Song of Support

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

Song of Disruption

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

Concussive Blast

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

Smooth Rhythm

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

Legendary Coda

Starting at 18th level, you've gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

Once you've used this feature, you must complete a long rest before you can use it again.

Battle Crescendo

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned. On a success, it takes half damage and isn't stunned. If a creature is killed by this power, its head explodes.

Support Crescendo

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

Disruption Crescendo

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

Audiotech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Advanced Battle Enhancement

Prerequisite: 15th level Prerequisite: Prototype Battle Enhancement While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

Advanced Disruption Enhancement

Prerequisite: 15th level Prerequisite: Prototype Disruption Enhancement While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

Advanced Support Enhancement

Prerequisite: 15th level Prerequisite: Prototype Support Enhancement While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

Battle Song Enhancement

Prerequisite: 5th level While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

Disruption Song Enhancement

Prerequisite: 5th level While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

Enthralling Performance

Prerequisite: 13th level Prerequisite: Hypnotic Melody For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

Once you've used this feature, you must complete a long rest before you can use it again.

Finding My Way

Prerequisite: Rush While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Hypnotic Melody

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

Once you've used this feature, you can't use it again until you finish a short or long rest.

Inaudible Casting

Prerequisite: 7th level Prerequisite: Simple Melodies When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

Long Range Noise

Prerequisite: 13th level The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

Magnifying Device

Prerequisite: 5th level You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Overwhelming Soundwaves

Prerequisite: 15th level While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

Prototype Battle Enhancement

Prerequisite: 9th level Prerequisite: Battle Song Enhancement While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

Prototype Disruption Enhancement

Prerequisite: 9th level Prerequisite: Disruption Song Enhancement While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Prototype Support Enhancement

Prerequisite: 9th level Prerequisite: Support Song Enhancement While playing your Song of Support, when you use your Song of Support's Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

Restful Melody

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.

Rush

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

Sharp Noise

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

This feature's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shock Mount

Prerequisite: 5th level You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

Simple Melodies

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Sonar Pulse

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

Once you've used this feature, you can't use it again until you finish a short or long rest.

Song Flow

Prerequisite: 11th level While playing an enhanced song, you can use your bonus action to change from one song to another.

Support Song Enhancement

Prerequisite: 5th level While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

Weapon Integration

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":2,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":3,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":4,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"aud","mode":"+","targetSpecific":false,"id":5,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Audiotech%20Engineering.webp"} -{"_id":"V4vCxmTwJFxi0HGM","name":"Demolitions Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Demolitions Specialist

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Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.

\n

Bonus Proficiencies

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When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

\n

Explosive Charge

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Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

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Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creat-ure within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier + any bonuses to ranged weapon attack rolls). A creature takes 2d4 + your Intelligence modifier kin-etic damage on a failed save, or half as much on a successful one.

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The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

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Cause and Effect

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Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

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Volatile Reflexes

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At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

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Backup Plans

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Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

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Bombard

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At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Demolitions%20Specialist.webp"} -{"_id":"VRfBQKAhumWExGiy","name":"Path of Witchcraft","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Witchcraft

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The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.

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Wild Power

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Starting when you choose this calling at 3rd level, you learn the enfeeble force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

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Beast Companion

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Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

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Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

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If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

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Your beast gains a variety of benefits while it is bonded to you:

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  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
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  • Your beast's level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
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  • Your beast has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
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Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

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  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
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  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
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This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

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Nature's Vigor

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At 7th level, you've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

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  • You ignore difficult terrain caused by nature.
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  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
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  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
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Once you've used this feature, you must complete a short or long rest before you can use it again.

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Beastwarden

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By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

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  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
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  • If you have darkvision and your beast doesn't, your beast gains it with the same radius. If your beast has darkvision and you don't, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
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  • If you have advantage on Perception checks and your beast doesn't, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don't, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
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This radius increases to 30 feet at 18th level.

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Stormcaller

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At 18th level, you've learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

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  • You gain a flying speed equal to your walking speed.
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  • You have resistance to energy, lightning, and necrotic damage.
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  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
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This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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Generating Your Beast

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Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

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Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

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Beast Features

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All beasts share the following traits.

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Hit Points

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  • Hit Dice: 1d4 per beast companion level
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  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
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  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
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Proficiencies

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  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
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  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
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  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
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Features

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  • Armor Class: 10 + your beast's Dexterity modifier
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  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
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  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
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  • Size: Tiny
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  • Speed: 20 ft.
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  • Type: Beast
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Bestial Traits

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The traits are presented in alphabetical order.

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Aerial

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Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

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Amphibious

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Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

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Burrower

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Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

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Charger

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If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

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Climber

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Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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Darkvision

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Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

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Evasive

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Your beast companion can take the Disengage action as a bonus action.

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Force Adept

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Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

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Force Resistance

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Your beast companion has advantage on saving throws against force powers.

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Force-Sensitive

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Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

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Grappler

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When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

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Heavy Hide

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Your beast companion's armor class becomes 14.

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Keen Hearing

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Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

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Keen Sight

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Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

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Keen Smell

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Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

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Light Hide

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Your beast companion's armor class becomes 11 + its Dexterity modifier.

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Medium Hide

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Your beast companion's armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

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Natural Camouflage

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When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

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Nimble Weapon

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Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

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Pack Tactics

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Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

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Pouncer

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If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

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Powerful Build

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Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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Rampager

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If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

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Ranged Weapon

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Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

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Reach Weapon

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Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

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Size: Huge

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Prerequisite: Size Large
Your beast companion's size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

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Size: Large

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Prerequisite: Size Medium
Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

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Size: Medium

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Prerequisite: Size Small
Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

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Size: Small

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Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

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Sturdy-Legged

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Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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Swift

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Your beast companion can take the Dash action as a bonus action.

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Tremorsense

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Your beast companion gains tremorsense out to 30 feet.

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Venomous Weapon

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When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft.webp"} -{"_id":"VXmVX5a3ac4kKAIT","name":"Ysannanite Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Ysannanite Form

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Ysannanite Form, also know as the Unorthodox Form, pairs the use of lightsaber with blasters, seamlessly blending the two weapons to perform impressive feats. Those guardians who focus on the Ysannanite Form are able to cut enemies down as efficiently with blaster as with blade.

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Bonus Proficiencies

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You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

\n

Fighting Style

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When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Yerdua

\n

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of+1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Force-Empowered Shots

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Improved Force-Empowered Shots

\n

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon's damage.

\n

Phasestorm

\n

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn't already include that modifier.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of the Unorthodox

\n

At 20th level, you've mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die. you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.a7mbZGcgMqyXAhyy"}},"img":"systems/sw5e/packs/Icons/Archetypes/Ysannanite%20Form.webp","effects":[]} -{"_id":"Vtk1Pw4AILqZk27u","name":"Kyuzo Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kyuzo Order

\n

Monks of the Kyuzo Order turn weapon throwing into a true art form. Inspired by the skill of native kyuzo wielding their war helmets as both shield and weapon, these monks utilize any thrown object they can find to defend themselves and others while they attack enemies from angles both surprising and devastating.

\n

Flurry of Throws

\n

When you choose this order at 3rd level, you've reached new heights at throwing weapons. When you take the Attack action and attack with a weapon with the thrown property, you can use your bonus action to make an additional attack with a weapon with the thrown property, or you can spend 1 focus point to make two attacks with weapons with the thrown property as a bonus action. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n

Intercept

\n

Also at 3rd level, you've learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with the thrown property with which you are proficient, and a creature within your weapon's normal range is hit by a ranged weapon attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

\n

Scattering Stance

\n

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

\n

Curved Throw

\n

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

\n

Relentless Assault

\n

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kyuzo%20Order.webp"} -{"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

Once you use this feature, you can't use it again until you finish a short or long rest.

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast cloud mind, dominate mind, mass coerce mind or dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

Once you've used this feature, you can't use it again until you complete a long rest.

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp"} -{"_id":"X3FsoSbXFXkvJvZO","name":"Path of Shadows","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Shadows

\n

In darkness, there is protection. Those sentinels who follow the Path of Shadows utilize a calculated plan, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.

\n

Dead Silence

\n

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, their voice does not produce sound until the end of your next turn.

\n

Cloak of Shadows

\n

Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

\n

Shadow Strike

\n

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

Shadow Step

\n

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

\n

Shadow's Wrath

\n

At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not auto-matically reveal your presence. Make a Dexterity (Stealth) check against your target's Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Shadows.webp"} -{"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Brawling Approach

\n

Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.

\n

Fists of Fury

\n

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. You gain the following benefits:

\n
    \n
  • You are proficient with improvised weapons.
  • \n
  • Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • When you attempt to shove or grapple a creature, or make an attack against a creature with an unarmed strike or an improvised weapon wielded in one hand on your turn, you can use your bonus action to make an additional attack, grapple, or shove against the same creature.
  • \n
\n

Reckless Strikes

\n

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n
\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n
\n

Bracing Strike

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

Punishing Strike

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

Staggering Strike

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

\n

Shattering Strikes

\n

At 6th level, you rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
\n

Stop Hitting Each Other

\n

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

\n

Enforcer

\n

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, you score a critical hit on a roll of 19 or 20. Additionally, on a hit, you deal the maximum instead of rolling.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Brawling%20Approach.webp"} -{"_id":"Y1JjyA1CuOSRCjAb","name":"Way of Endurance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Endurance

\n

The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.

\n

Upheld by the Force

\n

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Retaliation Strike

\n

At 6th level, you learn to turn an opponent's aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon's damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Boundless Vitality

\n

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Unrelenting Resilience

\n

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

The Force Unleashed

\n

Starting at 18th level, 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 universal force 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.

\n

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.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Endurance.webp"} -{"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sharpshooter Practice

\n

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

\n

Assume the Position

\n

Beginning at 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

\n

Place Shot

\n

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

Some of your placed shots require your target to make a saving throw to resist the placed shot's effects. The saving throw DC is calculated as follows:

\n

Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Disarming Shot

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. The object lands at its feet.

\n

Penetrating Shot

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

The damage is of the same type dealt by the original attack.

\n

Suppressive Shot

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n

Head Shot

\n

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Distracting Shot

\n

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

\n

Double Tap

\n

At 17th level, you've learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sharpshooter%20Practice.webp"} -{"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Deadeye Technique

\n

Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.

\n

Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.

\n

Focused Superiority

\n

When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under \"Maneuvers\" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Technique Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Crippling Shot

\n

When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

\n

Daring Escape

\n

You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

\n

Covering Fire

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Disarming Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Penetrating Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), it takes damage equal to the number you roll on your superiority die.

\n

The damage is of the same type dealt by the original attack.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Return Fire

\n

When a creature misses you with a ranged attack, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

\n

Mark of the Deadeye

\n

Also at 3rd level, the range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your ranged weapons double.

\n

Cover to Cover

\n

Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

\n

Deadeye Technique Focused Superiority

\n

Shoot First

\n

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

\n

Overwatch

\n

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

\n

If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

\n

The Deadeye Technique

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LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd622
4thd622
5thd622
6thd622
7thd833
8thd833
9thd833
10thd833
11thd1034
12thd1034
13thd1034
14thd1034
15thd1245
16thd1245
17thd1245
18thd1245
19thd1245
20thd1245
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Deadeye%20Technique.webp"} -{"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Astrotech Engineering

Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in astrotech's tools. Additionally, when you engage in crafting with astrotech's tools, the rate at which you craft doubles.

Droid Companion

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized droid companion.

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

Your droid gains a variety of benefits while it is interfaced with you:

  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
  • Your droid's level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
  • Your droid has the proficiency bonus of a player character of the same level.
  • Whenever you gain the Ability Score Improvement feature in this class, your droid's abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
  • Your droid is a valid target of the tracker droid interface tech power.

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Potent Integration

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

Coordinated Attack

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

Droid Defense

At 14th level, while your droid can see you, it has advantage on all saving throws.

Superior Droid Defense

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Generating Your Droid

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class II, III, and IV droids are all appropriate options, with their statistics listed below.

Once you've selected your type of droid class, you assign your droid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

Droid Features

All droids share the following features.

Resistances and Vulnerabilities

  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Traits

  • Creature Type: Droid
  • Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech's tools. Your droid must be proficient in armor in order to have it integrated.

Class I Droid

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

As a class I droid, your droid companion has the following features.

Hit Points

  • Hit Dice: 1d8 per class I droid level
  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class I droid level after 1st

Proficiencies

  • Armor: Light armor plating
  • Weapons: Simple blasters, simple vibroweapons
  • Tools: None
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • Saving Throws: Wisdom, Intelligence
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice

Features

  • Size: Medium
  • Speed: 25 ft.

Class II Droid

Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

As a class II droid, your droid companion has the following features.

Hit Points

  • Hit Dice: 1d6 per class II droid level
  • Hit Points at 1st Level: 6 + your droid's Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your droid's Constitution modifier per class II droid level after 1st

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • Tools: Your choice of demolition's kit, security kit, or slicer's kit
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • Saving Throws: Dexterity, Intelligence
  • Skills: Two of your choice

Features

  • Size: Small
  • Speed: 25 ft.

Class III Droid

Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

As a class III droid, your droid companion has the following features.

Hit Points

  • Hit Dice: 1d8 per class III droid level
  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class III droid level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple blasters, simple vibroweapons
  • Tools: None
  • Languages: Class III droids can speak and understand all registered languages
  • Saving Throws: Wisdom, Charisma
  • Skills: None

Features

  • Size: Medium
  • Speed: 25 ft.

Class IV Droid

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

As a class IV droid, your droid companion has the following features.

Hit Points

  • Hit Dice: 1d8 per class IV droid level
  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class IV droid level after 1st

Proficiencies

  • Armor: All armor
  • Weapons: All blasters, All vibroweapons
  • Tools: None
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • Saving Throws: Strength, Dexterity
  • Skills: None

Features

  • Size: Medium
  • Speed: 30 ft.

Class V Droid

Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.

As a class V droid, your droid companion has the following features.

Hit Points

  • Hit Dice: 1d8 per class V droid level
  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class V droid level after 1st

Proficiencies

  • Armor: Light armor, medium armor
  • Weapons: All vibroweapons, simple blasters
  • Tools: One set of artisan's tools
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • Saving Throws: Strength, Constitution
  • Skills: Athletics

Features

  • Size: Medium
  • Speed: 30 ft.

Astrotech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Advanced Power Core

Prerequisite: 7th level, d10 Hit Die You greatly improve the power core of your droid. Its Hit Die becomes a d12.

Alarm Protocol

You install an alarm module in your droid, granting the following benefits:

  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
  • You and your droid can't be surprised while your droid is conscious.

Analysis Protocol

Prerequisite: 7th level, Class I Droid Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid's turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
  • When it analyzes a friendly creature, the target can end your droid's Analysis Protocol on them (no action required) to add half your droid's Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.

Arm Cannons

You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

Back-Up Protocol

Prerequisite: 7th level You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

Celerity Augment

You augment your droid to move a little faster. Your droid's speed increases by 5 feet.

You can choose this modification twice.

Charisma Chip

Prerequisite: Class III Droid You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can't use it again until it finishes a short or long rest.

Durability Module

You enhance your droid's durability, granting the following benefits:

  • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid's Constitution modifier (minimum of 2).
  • Your droid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.

Emergency Mode

Prerequisite: 15th level Prerequisite: Back-Up Protocol You modify your droid's back-up protocol. When your droid's back-up protocol is initiated, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

Energy Shield

You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

Expertise Protocol

Prerequisite: 5th level You install a protocol in your droid that grants it expertise in a tool or skill. Choose a tool or skill that your droid is proficient in. Your droid gains expertise in it.

False Combustion

Prerequisite: Class II Droid You install a panic protocol in your droid. As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, your droid appears to be destroyed to all outward inspection. A creature can use its action to inspect the droid and make an Intelligence (Investigation) check against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier). If it succeeds, it becomes aware that your droid is still functioning.

Fighting Style Protocol

Your droid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6. Your droid can't take a Fighting Style option more than once, even if it later gets to choose again.

Flamethrower

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

Four-Armed Combatant

Prerequisite: Class IV Droid You install two additional arms to improve your droid's combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

Heavy Plating

Prerequisite: Medium Armor proficiency Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.

Light Plating

Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid's speed increases by 5 feet while light armor is integrated.

Martial Protocol

Prerequisite: 7th level, Class IV Droid Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your droid's proficiency bonus + your droid's Strength or Dexterity modifier (your choice).
  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.

Medium Plating

Prerequisite: Light Armor proficiency Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

Memory Protocol

Prerequisite: Class I Droid Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

Observant Protocol

Prerequisite: 7th level Prerequisite: Alarm Protocol You modify the alarm module in your droid, granting the following benefits:

  • If your droid can see a creature's mouth while it is speaking a language it understands, your droid can interpret what it's saying by reading its lips.
  • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Performance Protocol

Prerequisite: 7th level, Class III Droid You modify your droid's charisma chip, granting the following benefits:

  • Your droid has advantage on Charisma (Performance) checks.
  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid's next turn, the ally can add the droid's Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.

Powerful Droid

Prerequisite: Class V Droid Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Powerful Grip

Prerequisite: 7th level, Class V Droid When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

Premium Power Core

You improve the power core of your droid. Its Hit Die becomes a d8.

Proficiency Protocol

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

Prototype Power Core

Prerequisite: d8 Hit Die You further improve the power core of your droid. Its Hit Die becomes a d10.

Repulsor Coil

Prerequisite: 7th level, Class II Droid You install repulsor coils in your droid's legs. Your droid gains a flying speed equal to its walking speed.

Sensor Augmentation

You augment your droid with an advanced sensor, granting the following benefits:

  • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • Your droid has advantage on saving throws made to avoid or resist traps.
  • Your droid has resistance to the damage dealt by traps.
  • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.

Stun Ray

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

Techcasting Protocol

Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid's techcasting ability for these powers. It does not require use of a wristpad for these powers.

Toughness Module

Prerequisite: 11th level Prerequisite: Durability Module You modify the durability module in your droid, granting the following benefit:

  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
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Cyclone Approach

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The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

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Dual Wielder

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When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

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Double Swing

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Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

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Twisting Winds

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At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

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Mighty Leap

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Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

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Tornado

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At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

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You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

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Zoologist Pursuit

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Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.

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Wilderness Expert

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When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

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Beast Companion

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Also at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.

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Choose your beast, which is detailed at the end of this pursuit. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

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If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

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Your beast gains a variety of benefits while it is bonded to you:

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  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
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  • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
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  • Your beast has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
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  • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
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Additional Maneuvers

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Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

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Loyal Bond

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Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

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Go Get 'Em

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While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

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Pin Down

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When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast's Strength (Athletics) check.

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Primal Endurance

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As an action, you can expend a superiority die to improve your beast's defense. Roll the die and add it to your beast's AC until the beginning of your next turn.

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Sic 'Em

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As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

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Spine-Chilling Howls

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As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

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Wild Senses

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Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

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Vicious Hunting

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Beginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

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Creature Comprehension

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Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

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Feral Ferocity

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Once you've reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

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  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
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  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
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  • When your hits with an attack, it deals bonus damage equal to your Intelligence modifier.
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  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Discoveries (Zoologist)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Advantageous Companion

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn't already and becomes immune to this feature for 24 hours.

\n

Holocam Attachment

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n

Protective Friend

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n

Generating Your Beast

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you've selected your type of beast, you assign your beast companion's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

Features

\n
    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n

Amphibious

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n

Burrower

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n

Charger

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n

Climber

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

\n

Evasive

\n

Your beast companion can take the Disengage action as a bonus action.

\n

Force Adept

\n

Prerequisite: Force Sensitive Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Force Resistance

\n

Your beast companion has advantage on saving throws against force powers.

\n

Force Sensitive

\n

Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Grappler

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Light Hide

\n

Your beast companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Natural Camouflage

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n

Nimble Weapon

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n

Pack Tactics

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

\n

Pouncer

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n

Powerful Build

\n

Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

\n

Rampager

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast and take a bonus action to move up to half its speed and make a melee attack.

\n

Ranged Weapon

\n

Your beast companion has a natural ranged weapon, such as a spitter or or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal kinetic damage equal to its natural weapon damage die.

\n

Reach Weapon

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Size: Huge

\n

Prerequisite: Size Large

\n

Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n

Size: Large

\n

Prerequisite: Size Medium Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and it's walking speed increases to 35.

\n

Size: Medium

\n

Prerequisite: Size Small Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n

Size: Small

\n

Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and it's walking speed increases to 25.

\n

Sturdy-Legged

\n

Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n

Swift

\n

Your beast companion can take the Dash action as a bonus action.

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Zoologist%20Pursuit.webp"} -{"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

\n

Form I, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Two-Weapon Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Sarlaac

\n

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Disarming Slash

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Unpredictable Motion

\n

Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

\n

Sarlaac Sweep

\n

Starting at 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

\n

Master of Determination

\n

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Attack rolls made against you can't have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shii-Cho%20Form.webp"} -{"_id":"cjI8o9tAfKsuSGAP","name":"Bloodstorm Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Bloodstorm Approach

\n

The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.

\n

Furious Throw

\n

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class abilities and feats, such as your Berserker Rage and Reckless Attack abilities.

\n

Returning Attacks

\n

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

\n

Throw Anything

\n

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

\n

Fling People

\n

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

Throw Friend

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

Throw Foe

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

\n

Raging Whirlwind

\n

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bloodstorm%20Approach.webp"} -{"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

Those fighters who choose to become Enhancement Specialists learn to apply their technological prowess to their blasters. With their deep understanding of both their weapon and how to manipulate its ammunition on the fly, they can often turn the tides of a battle with a single shot.

\n

Studied Shooter

\n

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

\n

Special Ammunition

\n

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

Ammunition Enhancements

\n

You know two ammunition enhancements of your choice, which are detailed under \"Ammunition Enhancements\" below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

Amplified Shots

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn't involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

Saving Throws

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, its speed is reduced by 10 feet, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n

Coercing Shot

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Explosive Shot

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n

Hallucinogen Shot

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n

Piercing Shot

\n

You enhance your shot with armor-piercing properties. When you use this option, you don't make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon's type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n

Quell Shot

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Seeking Shot

\n

You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n

Enhanced Shot

\n

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Redirected Shot

\n

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n

Ever-Ready Shot

\n

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Enhancement%20Specialist.webp"} -{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable -- if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp"} -{"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

Flow-Walking

\n

Also at 3rd level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Aing-Tii Order Forcecasting

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Focused Flurry

\n

At 6th level, when you use your action to cast an at-will force power, you can use your Martial Arts and Focus features.

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

\n

The Aing-Tii Order

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp"} -{"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp"} -{"_id":"hJfD06NmantavchV","name":"Bulwark Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Bulwark Technique

\n

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Personal Barrier

\n

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
\n

Mark of the Bulwark

\n

Also at 3rd level, when the target of your Ranger's Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger's Quarry Damage Die.

\n

Projected Barrier

\n

Beginning at 7th level, you've learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier's hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier's hit points are reduced to 0, any Projected Barrier features immediately end.

\n

Projected Sphere

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

Projected Maelstrom

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature's damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n

Projected Wave

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren't pushed.

\n

This feature's damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n

Regenerative Shielding

\n

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

\n

Adaptive Barrier

\n

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bulwark%20Technique.webp"} -{"_id":"hlZPMF7NjGemaw66","name":"Ballistic Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Ballistic Approach

\n

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn't a last resort: it's the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

\n

Firestorm

\n

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
\n

Explosive

\n

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks while within 30 feet of your target. You may only apply your rage damage to one target when you use the burst property.
  • \n
\n

Rampage

\n

At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

\n

Down, Not Out

\n

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

\n

Brawn

\n

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ballistic%20Approach.webp"} -{"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Shield Specialist Techcasting

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

\n

The Shield Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp"} -{"_id":"i0AaMWBnSREQdQsg","name":"Form V: Shien/Djem So","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form V: Shien/Djem So

\n

Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Sentinel, or Shielding Fighting Style options for Shien, or Dueling, Great Weapon Fighting, or Versatile Fighting Fighting Style options for Djem So, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Krayt Dragon

\n

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n

Blade Barrier

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n

Falling Avalanche

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Determination

\n

At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n

Aggressive Negotiations

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn't already include that modifier.

\n

Reliable Vigor

\n

If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.

\n

Presence

\n

Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n

Precise Reflection

\n

When you hit with an attack made by the saber reflect power, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Brutal Strikes

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n

Master of Perseverance

\n

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shien%20Djem%20So%20Form.webp"} -{"_id":"igjYYoVyL95UNC0c","name":"Nightsister Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Nightsister Order

\n

Monks of the Nightsister Order utilize an innate Force-sensitivity to commune with death. They learn to channel this power to drain the life of their foes to prolong their own existence. Males who join this order are called Nightbrothers.

\n

Ichor Lightning

\n

Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged force attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is necrotic, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

\n

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 focus point to make the special attack twice as a bonus action.

\n

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

\n

Dark Magick

\n

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

Mastery of Death

\n

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

\n

Spirit Blade Assault

\n

At 17th level, as an action, you conjure a blade of negative energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Nightsister%20Order.webp"} -{"_id":"jEXfkSLXZvy0BQG7","name":"Industrial Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Industrial Approach

\n

While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.

\n

Techcasting

\n

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Industrious Tech

\n

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

\n

Explosive Resilience

\n

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n

Painkiller

\n

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

\n

Final Countdown

\n

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

\n

Industrial Approach Techcasting

\n

The Industrial Approach

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Industrial%20Approach.webp"} -{"_id":"jTIquPrCJE4cdUTt","name":"Chef Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Chef Pursuit

\n

Without it empires fall, armies dissolve into nothingness, and species are forgotten with the passage of time. A favored tool of assassins, crime lords, and moguls: food. Those scholars who choose the Chef Pursuit know the importance and power that food carries.

\n

Culinary Knowledge

\n

When you choose this pursuit at 3rd level, you gain proficiency with chef's kits and your choice of Nature or Survival skills.

\n

Emergency Supplements

\n

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you've chosen it.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

You may only perform one maneuver that is used during a long or short rest at a time.

\n

Allergens

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Brain Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they're depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Debilitants

\n

As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Energizers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Enhancers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

\n

Health Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

\n

Muscle Relaxants

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Supplements

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

\n

Vitamins

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

\n

Balanced Diet

\n

Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

\n

Comfort Food

\n

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Heroes' Feast

\n

Once you've reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n
    \n
  • It is cured of all poisons and disease, and becomes immune to poison and disease.
  • \n
  • It makes Wisdom saving throws to avoid being frightened with advantage.
  • \n
  • Its hit point maximum and current hit points increase by 2d10.
  • \n
\n

These benefits last until the end of the creature's next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

\n

Discoveries (Chef)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Alternative Fuel

\n

Any of your chef features, maneuvers, or discoveries can now effect droids and constructs.

\n

Banquet

\n

Prerequisite: 17th level, Full Course

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

\n

Filling Meal

\n

Prerequisite: 7th level

\n

Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

\n

Full Course

\n

Prerequisite: 12th level, Filling Meal

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

\n

On the Rocks

\n

Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

\n

Secret Ingredient

\n

If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

\n

Spice of Life

\n

Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Chef%20Pursuit.webp"} -{"_id":"kqAxtz1x4ydhppPG","name":"Way of Balance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Balance

\n

There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.

\n

Force Barrier

\n

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can't create it again until you finish a long rest.

\n

Projected Barrier

\n

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

\n

At-Will Barrier

\n

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

\n

Improved Suppression

\n

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in sever force and force suppression), you add your proficiency bonus to that ability check.

\n

Force Resistance

\n

Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Balance.webp"} -{"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

\n
    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Pintsized Arms

\n

Prerequisite: Size Tiny Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

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The Saboteur Practice

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LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp"} -{"_id":"lGoI3XalF3gv8el4","name":"Gambler Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Gambler Pursuit

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Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.

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Gambler's Aptitude

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When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

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Risk versus Reward

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Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

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This die increases when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

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Additional Maneuvers

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Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

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All In

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When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

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Blind Luck

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When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check's DC, you pass the check instead.

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Double Bluff

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If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

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The Idiot's Array

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When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

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Played Their Hand

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When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker's Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

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Pure Sabacc

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When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon's damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

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Raise the Stakes

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When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy's attack roll, but add the result to their damage roll on a hit.

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Take a Chance

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Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

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Tiebreaker

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When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

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Lucky Number 7

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Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the Scholar class table.

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When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

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Tell Me the Odds

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Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

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This die increases when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

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Borrowed Luck

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Once you've reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

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While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

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Discoveries (Gambler)

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When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

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Ace Up Your Sleeve

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Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

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Against the House

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Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

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Ante Up

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When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

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Calculated Bluff

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When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

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Cold Read

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Prerequisite: 5th level

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As an action, you may make a Wisdom (Insight) check contested by a target's Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

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Feeling the Pressure

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Prerequisite: 13th level

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Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

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The Magic Number

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Prerequisite: 7th level

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Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gambler%20Pursuit.webp"} -{"_id":"m0oQQxDCTO6nqWnz","name":"Cybertech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Cybertech Engineering

Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

Bonus Proficiencies

When you choose this discipline at 3rd level, you gain proficiency in cybertech's tools. additionally, when you engage in crafting with cybertech's tools, the rate at which you craft doubles.

Cybertech Contraptions

Also at 3rd level, you learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify your wristpad. You must have a wristpad, materials, and cybertech's tools in order to perform this modification.

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Potent Techcasting

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

Adaptable Applications

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

Combat Contrivances

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

Perfected Purposing

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Cybertech Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Advanced Biotic Amplifier

Prerequisite: 15th level Prerequisite: Prototype Biotic Amplifier You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can't exceed the number of hit points regained.

Advanced Corrosive Amplifier

Prerequisite: 15th level Prerequisite: Prototype Corrosive Amplifier You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

Advanced Cryo Amplifier

Prerequisite: 15th level Prerequisite: Prototype Cryo Amplifier You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

Advanced Explosive Amplifier

Prerequisite: 15th level Prerequisite: Prototype Explosive Amplifier You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

Arakyd Vector

Prerequisite: 5th level You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Augmented Explosive

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you've activated an explosive, it can't be activated again until you finish a short or long rest.

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

Belasco Dynamics

Prerequisite: 5th level You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

Biotic Amplifier

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can't exceed the number of hit points restored.

You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

Climbing Gloves

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Corrosive Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Cryo Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Darkvision Goggles

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Explosive Amplifier

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Imaging Amplifier

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack's target to a duplicate.

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Jet Boots

Prerequisite: 7th level You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can't be activated again until you finish a short or long rest.

Mechanical Arm

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

You can choose this modification twice.

Prototype Biotic Amplifier

Prerequisite: 7th level Prerequisite: Biotic Amplifier You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can't exceed the number of hit points regained.

Prototype Corrosive Amplifier

Prerequisite: 7th level Prerequisite: Corrosive Amplifier You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

Prototype Cryo Amplifier

Prerequisite: 7th level Prerequisite: Cryo Amplifier You fine tune your Cryo Amplifier. When you activate this amplifier, the creature's speed is reduced by 10 feet until the end of your next turn. If the tech power already reduces the creature's speed, that amount is instead increased by 5 feet.

Prototype Explosive Amplifier

Prerequisite: 7th level Prerequisite: Explosive Amplifier You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

Powered Grappling Hook

Prerequisite: 9th level Prerequisite: Wrist-Mounted Grappling Hook While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

Sentry Turret

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and its speed is reduced by 5 until the end of your next turn.

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can't be activated again until you finish a short or long rest.

Truesight Goggles

Prerequisite: 11th level Prerequisite: Darkvision Goggles You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Wrist-Mounted Grappling Hook

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cybertech%20Engineering.webp"} -{"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

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Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.

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Rock Steady

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When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

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My Little Friend Says Hello There

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Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn't already include that modifier.

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Maximum Output

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Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.

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Straight Through

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At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

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Overwhelm

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Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

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Pure Performance

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At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can't suffer from disadvantage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp"} -{"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Geneticist Pursuit

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Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.

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Genesplicer's Methods

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When you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.

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Mutagenic Analysis

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Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

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Additional Maneuvers

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Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

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Acid Burst

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When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

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Charging Attack

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If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

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Electrical Discharge

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When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

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Rampage

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When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

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Unrelenting Grasp

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When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

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Venomous Slash

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When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

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Mutagenic Transformation

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Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

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  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
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  • Your Strength score becomes equal to your Intelligence score.
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  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn't already include that modifier.
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You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

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Geneticist's Resilience

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Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

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Chimeric Adaptation

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Once you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

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Aspect of the Terentatek

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You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

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Aspect of the Rancor

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You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.

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Aspect of the Varactyl

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You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.

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Discoveries (Geneticist)

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When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

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Adapted Hide

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When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

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Atmospheric Adaptation

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You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

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Enhanced Musculature

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You count as one size larger when determining your carrying capacity and the weight you can push, drag, or

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lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

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Icarian Mutation

\n

You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n

Mutagenic Hardiness

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n

Predatory Senses

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n

Underground Adaptation

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

\n

Unnatural Weaponry

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Geneticist%20Pursuit.webp"} -{"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp"} -{"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Slicer Pursuit Techcasting

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

The Slicer Pursuit

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd421st
4th421st
5th531st
6th531st
7th642nd
8th642nd
9th752nd
10th752nd
11th862nd
12th862nd
13th973rd
14th973rd
15th1083rd
16th1083rd
17th1194th
18th1194th
19th12104th
20th12104th
"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp"} -{"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Performance Practice

\n

Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.

\n

Artful Dancer

\n

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.

\n

Dazzling Steps

\n

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:

\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Defensive Step

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n

Mobile Step

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

Offensive Step

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.

\n

Flexible Body

\n

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

\n

Dance of Death

\n

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Dance

\n

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Performance%20Practice.webp"} -{"_id":"pSIVnxwvRlyNoFM4","name":"Warchief Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Warchief Approach

\n

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

\n

Savage Diplomat

\n

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

\n

Commanding Rage

\n

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

\n

Inspiring Presence

\n

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

\n

Raid Planning

\n

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

\n

War Chant

\n

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Warchief%20Approach.webp"} -{"_id":"pnWaHtbho4xgFpIU","name":"Path of Etherealness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Etherealness

\n

In the distant reaches of the galaxy obscure knowledge and forgotten secrets of the Force can sometimes be found. While other Force-sensitives may find themselves touched by this secret knowledge of the Force, those sentinels who follow the Path of Etherealness instead find themselves grabbed. Held onto by mysterious aspects of the Force that refuse to let go, these sentinels find themselves able to manipulate the universe around them.

\n

Aberrant Resilience

\n

Starting when you choose this calling at 3rd level, you learn the resistance force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it, and the power's d4 increases to d6 at 5th level, d8 at 11th level, and d10 at 17th level.

\n

Force-Empowered Kinesis

\n

Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self feature, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can't be reduced or negated in any way.

\n

Out of Touch

\n

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Event Cascade

\n

By 13th level, you have advantage on attack rolls you make against creatures if you haven't dealt damage to them or affected them with a force power since the start of your previous turn.

\n

Aberrant Self

\n

At 18th level, you no longer suffer the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Etherealness.webp"} -{"_id":"pr7Xe82MOaof0IXj","name":"Form X: Jar'Kai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form X: Jar'Kai

\n

Form X, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar'Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Sentinel, or Two-Weapon Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Acklay

\n

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn't already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Twin Strike

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n

Eye of the Storm

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Rising Whirlwind

\n

Starting at 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw. A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding two light- or vibro-weapons, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn't already include that modifier.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Domination

\n

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jar%27Kai%20Form.webp"} -{"_id":"q208WP2Lacp7dG6v","name":"Way of Manipulation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Manipulation

\n

The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.

\n

Saber Storm

\n

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a melee weapon you wield, or one melee weapon within 5 feet that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +l).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Deceptive Strike

\n

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

\n

Guarding Weapon

\n

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot's level.

\n

Isolate

\n

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

\n

Sapping Storm

\n

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Manipulation.webp"} -{"_id":"q4cqalPyT4rkroVr","name":"Precision Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Precision Approach

\n

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

\n

Careful Steps

\n

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth.

\n

Focused Rage

\n

Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

\n

Exact Awareness

\n

At 6th level, you gain proficiency in Dexterity saving throws.

\n

Battle Anticipation

\n

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Additionally, while raging, melee weapon attacks using Dexterity score a critical hit on a roll of 19 or 20.

\n

Calm Within the Storm

\n

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Precision%20Approach.webp"} -{"_id":"qlg4myujDRxt6FXB","name":"Path of Communion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Communion

\n

Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.

\n

Mystical Connection

\n

Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Symbiote Spirit

\n

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can't attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit's vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

Generating Your Spirit

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Invasive Presence

\n

At 7th level, your spirit can invade another creature's being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Ethereal Vision

\n

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit's senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

Assuming Direct Control

\n

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Communion.webp"} -{"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic 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.

\n

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

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp"} -{"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Equilibrium, or Sentinel Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Makashi Riposte

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Makashi%20Form.webp"} -{"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Explorer Pursuit

\n

The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

\n

Focused Navigator

\n

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

\n

Surveyed Area

\n

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

\n

Additional Maneuvers

\n

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Effective Flanking

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n

Encouraging Pace

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n

No Escape

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

\n

Precise Movements

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n

Snare Traps

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n

Superior Counterattack

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n

Wrestle and Drag

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n

Field Advantage

\n

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

\n

Unstoppable Adventurer

\n

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

\n

Survey Master

\n

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

\n

Discoveries (Explorer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Cover Adept

\n

Prerequisite: 12th level

\n

You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n

Dungeon Explorer

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n

Galactic Explorer

\n

Prerequisite: 9th level

\n

When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n

Grappling Hunter

\n

Prerequisite: 5th level

\n

Attack rolls that you make against creatures that you are grappling have advantage.

\n

High Ground

\n

Prerequisite: 5th level

\n

Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n

No Stone Left Unturned

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n

Versatile Explorer

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Explorer%20Pursuit.webp"} -{"_id":"sgoAH5OjfxsXf2fp","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Artillerist Technique

\n

While some scouts choose to foray alone, others like to have support. Follower of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise

\n

Bonus Proficiencies

\n

You gain proficiency in artillerist's kits.

\n

Turret Companion

\n

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n
    \n
  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
  • \n
  • Your turret's level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your turret has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your turret's abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • When you would make a weapon attack, you can let your turret attack instead.
  • \n
\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn't occur until the start of your next turn.

\n

Mark of the Artillerist

\n

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Battlefront

\n

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Crisis Management

\n

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

\n

Double Up

\n

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Generating Your Turret

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret's Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret's Constitution modifier
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  • Hit Points at Higher Levels: 1d6 (or 4) + your turret's Constitution modifier per turret level after 1st
  • \n
\n

Resistances and Vulnerabilities

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    \n
  • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
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  • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Features

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    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret's vibroweapon deals 1d8 kinetic damage on a hit. Your turret's blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can't reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret's speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

Turret Upgrades

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If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

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Augmenting Barrier

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Prerequisite: 5th level

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As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Autoreload

\n

You can preload your turret's blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you've expended the preloaded ammunition, you can't reload your turret's blaster in this way again until you reload it with an action.

\n

Climbing Turret

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Your turret gains a climbing speed equal to its deployed walking speed.

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Cloaking Barrier

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Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Deployment Accelerator

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Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

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Disguised Turret

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Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n

Hovering Turret

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

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Integrated Grenade Launcher

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You integrate a grenade launcher into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Rocket Launcher

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You integrate a rocket launcher into your turret.

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You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Longbow

\n

Your turret's blaster's range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret's space, and the range increases to 150 feet.

\n

Phalanx Barrier

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Prerequisite: 5th level

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As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Ram Attachment

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You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n

Recurring Action

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Prerequisite: 9th level

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Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

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Rejuvenating Barrier

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Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

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This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

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Sentry

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You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret's proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

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Size: Large

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Prerequisite: Size: Medium

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Your turret's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n

Size: Medium

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Your turret's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

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Suppressing Fire

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Prerequisite: 11th level

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When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature's speed is reduce by half until the start of your next turn.

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Turret Coverage

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As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret's cover, your turret instead takes the damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp"} -{"_id":"t5LS6epj3270S38n","name":"Form VIII: Sokan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VIII: Sokan

\n

Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents' footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Defense, Equilibrium, or Shielding Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Varactyl

\n

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove or to avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

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Lastly at 3rd level, you gain the following Channel the Force option.

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High Ground Defense

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When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n

Unwavering Self

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Beginning at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

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Once you've used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.

\n

Unhindered Charge

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Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

\n

Master of Persistence

\n

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

This effect ends early if you are incap-acitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sokan%20Form.webp"} -{"_id":"tND6Q1akd5unb3jf","name":"Path of Synthesis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Synthesis

\n

There is power in diversification unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.

\n

Techcasting Secrets

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Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.

\n

Synthetic Understanding

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Also at 3rd level, you've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

\n

Force-Empowered Tech

\n

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Disruption Pulse

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As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n

Forced Override

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When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n

Techcasting Insight

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As an action, you can attempt to determine another creature's experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target's Intelligence (Technology) check. If you succeed, you immediately learn the target's techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n

Improved Force-Empowered Tech

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By 13th level, you've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n

Harmonic Synthesis

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n

Conservation of Energy

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When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n

Reflective Shield

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At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Synthesis.webp"} -{"_id":"taNiZralaSUdH6a2","name":"Matukai Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Matukai Order

\n

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.

\n

Force-Enhanced Strikes

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Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.

\n

The force damage increases to 2d6 when you reach 11th level in this class.

\n

Instinctive Leap

\n

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

\n

Absorb Damage

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Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Control the Field

\n

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Matukai%20Order.webp"} -{"_id":"uKs4nEUZxYJ6iAd7","name":"Acquisitions Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Acquisitions Practice

\n

Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.

\n

Fast and Agile

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When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

\n

Deft Hands

\n

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver's effects. The saving throw DC is as follows:

\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Hinder

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n

Pilfer

\n

You attempt to pick your target's pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n

Tumble

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n

Supreme Sneak

\n

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren't incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

Improved Aerial Agility

\n

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n
    \n
  • When you move, you can instead take 3 short movements by flying.
  • \n
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
  • \n
\n

Thief's Reflexes

\n

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Acquisitions%20Practice.webp"} -{"_id":"uV3tG38Fo7JAXF0W","name":"Mounted Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Mounted Specialist

\n

Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

\n

Born to the Saddle

\n

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

\n

Unwavering Mark

\n

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n

Warding Maneuver

\n

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

\n

Hold the Line

\n

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

\n

Ferocious Charger

\n

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

\n

Vigilant Defender

\n

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mounted%20Specialist.webp"} -{"_id":"ucmQpCjxdEN6tpxD","name":"Form IX: Trakàta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IX: Tràkata

\n

Form IX, also known as Deception Form, capitalizes on a lightweapon's ability to quickly be toggled on and off. Those guardians who focus on Tràkata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Dueling, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Monkey-Lizard

\n

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Unbalancing Block

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n

Duplicitous Force

\n

Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Pass the Blade

\n

Starting at 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

\n

Master of Deception

\n

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Your attack rolls can't suffer from disadvantage.
  • \n
  • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
  • \n
  • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trakata%20Form.webp"} -{"_id":"uqpzyWm3JoIJlHrb","name":"Biochem Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biochem Engineering

Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.

Bonus Proficiencies

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist's kits, and poisoner's kits. additionally, when you engage in crafting with biochemist's kits and poisoner's kits, the rate at which you craft doubles.

Modified Biochemist's Pack

Also at 3rd level, you learn to modify and combine your biochemist's kit and poisoner's kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified biochemist's pack. You must have a biochemist's kit, a poisoner's kit, and materials in order to perform this modification.

Your biochemist's pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist's pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

Your modified biochemist's pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

Corrosive Mixture

Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Invigorating Mixture

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Noxious Mixture

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Biochemist's Touch

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

Potent Mixtures

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

Epicenter

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Masterful Mixtures

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

Biochem Modifications

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

Biochemist's Amplifer

Prerequisite: 5th level You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

Biochemist's Inhibitor

Prerequisite: 5th level You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

Chemical Counteragents

You may choose one type of damage that benefits from your Biochemist's Touch and Potent Mixtures features. While wearing your modified biochemist's pack you have resistance to that type of damage.

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

Countertoxin

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Detachable Distribution System

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can't use it again until you recover it as an action.

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Drone Distribution System

You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Combustibles

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Cryogenics

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, its speed is reduced by 10 feet until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Chemicals: Restorative

Prerequisite: 5th level You add additional chemicals to your modified biochemist's pack. When you restore hit points with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Expanded Mixtures: Adhesive

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature's speed is reduced to 0 until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

Expanded Mixtures: Blinding

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

Expanded Mixtures: Hallucinogenic

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

This feature has no effect on droids or constructs.

Explosive Distribution System

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Injection Apparatus

You install a wrist mounted injection apparatus into your modified biochemist's pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can't use it while the hand is full.

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

Inoculation

You gain immunity to the poisoned and diseased conditions.

Integrated EVA Functionality

You make several additions to your modified biochemist's pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist's pack.

Kolto Aerosol

Prerequisite: 9th level You add a special dispersal system to your modified biochemist's pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

Long-Range Distribution System

You upgrade your distributor, improving the range. When you use your action to activate your distributor, you can choose to increase the range to 60 feet.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

Luminous Gel

You've added a light-emitting gel to your modified biochemist's pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

Oil Spill

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Persistent Chemicals

Prerequisite: 7th level Whenever you use your Biochemist's Touch feature, you may select one creature that was damaged. At the start of each of that creature's turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

Once you've used this feature, you must complete a short or long rest before you can use it again.

Piercing Gel

Prerequisite: 11th level Prerequisite: Luminous Gel Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

Self-Injection Module

You install a special kolto injector into your modified biochemist's pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

Smart Dispersal System

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

Spray Distribution System

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Biochem%20Engineering.webp"} -{"_id":"vWCA4gae11g8s1xq","name":"Assault Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Assault Specialist

\n

Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.

\n

Brute Force

\n

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

\n

Remarkable Athlete

\n

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

\n

Brutish Durability

\n

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

\n

Additional Fighting Style

\n

At 10th level, you can choose a second Fighting Style option.

\n

Devastating Critical

\n

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your fighter level.

\n

Survivor

\n

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

\n

The Assault Specialist

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelBonus Damage
3rd1d4
10th1d6
16th1d8
20th1d10
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Assault%20Specialist.webp"} -{"_id":"w1XQ5LzJNpk6PT0F","name":"Form VI: Niman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VI: Niman

\n

Form VI, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.

\n

Fighting Style

\n

When you choose this form as your focus at 3rd level, you adopt a style of fighting as your specialty. Choose one from the Equilibrium, Two-Weapon Fighting, or Versatile Fighting Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

The Way of the Rancor

\n

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Telekinetic Slash

\n

When you deal damage with an at-will force power, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Enlightenment

\n

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Redirect

\n

Starting at 15th level, when you would be affected by a force power that requires a Dexterity saving throw or attack roll and would effect only you, you may redirect that power to another target within 30 feet. If the power required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your force save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Moderation

\n

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
  • \n
  • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power's range.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Niman%20Form.webp"} -{"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

Mark of the Predator

\n

Also at 3rd level, if the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
  • \n
\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

At 15th level, when you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Tech-caster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp"} -{"_id":"xIgy4jaHPhmry1Ub","name":"Path of Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Focus

\n

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.

\n

Focused Burst

\n

Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

Blade Dance

\n

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

Blade Storm

\n

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon's damage die

\n

Focused Flow

\n

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

Master Strike

\n

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Focus.webp"} -{"_id":"xUUk8lINd1wpQrIh","name":"Beguiler Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Beguiler Practice

\n

Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.

\n

Forcecasting

\n

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n

Fascinating Display

\n

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Mesmerizing Presence

\n

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

\n

Enthralling Vigor

\n

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Distracting Countenance

\n

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your prof-iciency bonus + your Charisma modifier). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you've used this feature, you must com-plete a short or long rest before you can use it again.

\n
Beguiler Practice Forcecasting
\n

The Beguiler Practice

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th541st
5th651st
6th761st
7th872nd
8th982nd
9th1092nd
10th11102nd
11th12112nd
12th13122nd
13th14133rd
14th15143rd
15th16153rd
16th17163rd
17th18174th
18th18184th
19th19194th
20th19204th
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Beguiler%20Practice.webp"} -{"_id":"zxnST2OeLGmt8buI","name":"Praetorian Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Praetorian Specialist

\n

Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy's elite. They are engines of destruction and resilience, able to fight on to their last breath.

\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n

Fighting Spirit

\n

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

\n

Resilient Retainer

\n

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n

Tireless Spirit

\n

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

\n

Rapid Strike

\n

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

\n

Strength Before Death

\n

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Praetorian%20Specialist.webp"} +{"_id":"0s8yk4E0Kneqe4zt","name":"Echani Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Echani Order

\n

Monks of the Echani Order train relentlessly both with and without their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

\n

Path of the Echani

\n

Beginning when you choose this order at 3rd level, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits.

\n

Echani Weapons

\n

Choose two types of weapons to be your Echani weapons: one vibroweapon and one blaster. Each of these weapons can be any simple or martial weapon that lacks the special property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your Echani weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be an Echani weapon for you, following the criteria above.

\n

Agile Parry

\n

If you make an unarmed strike as part of the Attack action on your turn and are holding an Echani weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.

\n

Echani's Shot

\n

You can use a bonus action on your turn to make your ranged attacks with an Echani weapon more deadly. When you do so, any target you hit with a ranged attack using an Echani weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.

\n

One with the Blade

\n

At 6th level, you extend your focus into your Echani weapons, granting you the following benefits.

\n

Enhanced Echani Weapons

\n

Your attacks with your Echani weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Deft Strike

\n

When you hit a target with an Echani weapon, you can spend 1 focus point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

\n

Sharpen the Blade

\n

Starting at 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 focus points to grant one Echani weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on an enhanced weapon that already has a bonus to attack and damage rolls.

\n

Unerring Accuracy

\n

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Echani%20Order.webp","effects":[]} +{"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Visions of the Past

\n

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Seer.webp","effects":[]} +{"_id":"174qCi5FWBd5LDP0","name":"Illusionist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Illusionist Technique

\n

Throughout the galaxy you may find various infiltrators and agents who make ample use of holographic technology to get themselves in and out of danger. Followers of the Illusionist Technique make use of this holographic technology to give themselves an illusory edge in combat.

\n

Holographic Decoy

\n

When you choose this technique at 3rd level, as an action, you can create a perfect illusion of yourself that lasts for 10 minutes, or until you lose your concentration (as if you were concentrating on a power). The decoy appears in an unoccupied space that you can see within 30 feet of you. The decoy is purely visual. If anything passes through it, it is revealed to be an illusion. For the duration, you can cast tech powers as though you were in the decoy's space. Both your decoy and the target of your tech power must be within your line of sight.

\n

You can use your bonus action to cause the decoy to move up to 30 feet. As your decoy changes location, you can alter its appearance so that its movements appear natural for the decoy. If your decoy is ever more than 120 feet away from you, it immediately disappears.

\n

Additionally, when both you and your decoy are within 5 feet of a creature that can see the decoy, but is not aware it is an illusion, you have advantage on attack rolls against that creature.

\n

A creature that uses its action to examine your decoy can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Mark of the Illusionist

\n

Also at 3rd level, the target of your Ranger's Quarry feature has disadvantage on all checks made to discern the nature of your illusions. Additionally, when the target of your Ranger's Quarry is reduced to 0 hit points, you can use your reaction to immediately cause an active illusion, or your Holographic Decoy, to take the form of the creature as long as the creature's dimensions fall within the power's capacity restrictions.

\n

Charged Illusions

\n

Beginning at 7th level, when a creature discerns the nature of an illusion you have created using a tech power or class feature while within 5 feet of it, you can dispel the illusion (no action required) to have the creature take energy damage equal to 1d10 + half your scout level (rounded down).

\n

Quick Escape

\n

Starting at 11th level, whenever you take damage, you can use your reaction to swap places with an illusion of yourself that you have created using a tech power or class feature. The illusion must be within 60 feet of you, and you must be able to see it.

\n

Improved Decoys

\n

At 15th level, you can create up to four duplicates of yourself, instead of one, when you use your Holographic Decoy feature. When you use your bonus action to move a decoy, you can move any number of them with the same bonus action.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Illusionist%20Technique.webp","effects":[]} +{"_id":"2Cloz2rrPw76ACn0","name":"Armormech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armormech Engineering

\n

Those engineers who choose the Armormech Engineering discipline focus on the ability to work with hard metals and electronic shielding to construct and enhance all types of personal armor.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in armormech's tools, medium armor, and heavy armor. Additionally, when you engage in crafting with armormech's tools, the rate at which you craft doubles.

\n

Modified Armor

\n

Also at 3rd level, you learn to modify one unenhanced suit of armor or shield utilizing your armormech knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to modify it. You must have the armor, materials, and armormech's tools in order to perform this modification.

\n

Your modified armor is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified armor has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain both a modified suit of armor and shield. Each modified item has modification slots as shown in the Modification Slots column of the engineer class table.

\n

Damage Absorption

\n

Lastly at 3rd level, when you take damage, you can use your reaction and expend one use of your Potent Aptitude to absorb some of that damage. When you do so, the damage you take from the attack is reduced by the amount rolled on the die + your Intelligence modifier (minimum of one).

\n

Extra Attack

\n

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

\n

Astromech's Celerity

\n

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Suit Reliability

\n

Starting at 18th level, your suit is like a second skin. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you can treat a d20 roll of 9 or lower as a 10. You must be wearing your modified armor to gain this benefit.

\n

Armormech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Absorption Shield

\n

Prerequisite: Physical Shield
You modify your physical shield to block incoming damage. As a bonus action you can activate this ability and gain temporary hit points equal to 1d4 + Intelligence modifier, which last for one hour.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Accelerated Movement

\n

Prerequisite: Armor
You reduce the weight of your modified armor's bulk and increase the power to joints. If the armor has a Strength requirement, you ignore it. The modified armor's weight is reduced by 15 lbs. While wearing your modified armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

\n

Adaptable Armor

\n

Prerequisite: Armor
You integrate deployable hooks and fins into your armor, augmenting its mobility. While wearing your modified armor, you gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you gain a swim speed equal to your walking speed.

\n

Advanced Power Fist

\n

Prerequisite: 11th level, Armor
Prerequisite: Prototype Power Fist
You further modify your modified armor's gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d8 kinetic damage. Additionally, your unarmed strikes score a critical hit on a roll of 19 or 20.

\n

Artificially Intelligent

\n

Prerequisite: 7th level, Armor
You install an artificial intelligence into your modified armor. While wearing your modified armor, when you make an ability check, your armor's artificial intelligence can take the Help action.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Bonded Plates

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against melee attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Collapsible Suit

\n

Prerequisite: 5th level, Armor
Your modified armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3

\n

its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

\n

Darkvision Visor

\n

Prerequisite: Armor
While wearing your modified armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Enhanced Endurance

\n

Prerequisite: Armor
When you are reduced to 0 hit points while wearing your modified armor but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

Electroshock Shield

\n

Prerequisite: Shield Generator
You install electroshockers in your shield generator. Whenever an enemy misses you with a melee attack, you can use your reaction to do 1d4 + your Intelligence modifier lightning damage to the attacker.

\n

Flight

\n

Prerequisite: 9th level, Armor
You integrate a propulsion system into your modified armor. While wearing your modified armor you have an enhanced flying speed of 30 feet.

\n

Grappling Harpoon

\n

Prerequisite: Armor
Your modified armor gains an integrated grappling harpoon set into your gauntlet. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the harpoon is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is larger than you. A creature or object your size or smaller is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

\n

Heavy Suit

\n

Prerequisite: 5th level, Armor
You enhance your suit, making it difficult to move. As a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Infiltration Suit

\n

Prerequisite: Armor
You install a cloaking device in your modified armor. This device has 2 charges. As an action you can use 1 charge to cast @Compendium[sw5e.techpowers.Fb1sIhs7d6YWnF1J]{Infiltrate} targeting yourself.

\n

The cloaking device regains all expended charges after a long rest.

\n

Magnetized Shield

\n

Prerequisite: Physical Shield
You modify your physical shield such that when a melee weapon attack misses you by an amount less than or equal to your bonus to AC from your shield, the attacking creature must make a Strength check against your tech save DC. On a failed save, the creature's weapon adheres to the shield. As an action, a creature can repeat this check. On a success, the weapon is freed.

\n

Overload Shield

\n

Prerequisite: Shield Generator
You modify your shield generator to overload. As an action you can overload your shield. Each Large or smaller creature within 5 feet of you must make a Dexterity or Strength saving throw (their choice) against your tech save DC. On a failed save, they are pushed back 5 feet and knocked prone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Power Fist

\n

Prerequisite: Armor
You modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d4 kinetic damage.

\n

Additionally, when you take the Attack action and make an unarmed attack, you can make an additional unarmed attack as a bonus action.

\n

Prototype Power Fist

\n

Prerequisite: 7th level, Armor
Prerequisite: Power Fist
You further modify your modified armor gauntlet with increased reinforcement and weight. Your modified armor's unarmed strike deals 1d6 kinetic damage and has the following property.

\n

If you or your target move at least 10 feet in a straight line immediately before making an unarmed attack, the first unarmed attack you make deals additional damage equal to your Intelligence modifier.

\n

Reinforced Underlay

\n

Prerequisite: 5th level
You gain a +1 bonus to AC against ranged attacks. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Resistance

\n

Prerequisite: Armor
You tune your modified armor against certain forms of damage. Choose acid, cold, fire, ion, lightning, or sonic damage. While wearing your modified armor you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n

Sealed Suit

\n

Prerequisite: 5th level, Armor
As a bonus action you can hermetically seal your modified armor, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions). Your armor regains 1 minute of air for every minute that you are not submerged and the armor is not sealed.

\n

Additionally, while you are wearing your modified armor you are considered adapted to cold and hot climates as well as high altitude, as described in chapter 5 of the Dungeon Master's Guide.

\n

Sentient Armor

\n

Prerequisite: 13th level
Prerequisite: Artificially Intelligent
Your artificial intelligence has learned to control the suit without you being in it. It is now a valid target of the tracker droid interface tech power.

\n

While your armor is acting independently, it uses your ability scores, saving throws, and skills, and it has hit points equal to your engineer level. If reduced to 0 hit points, it falls directly to the ground, and it can not be equipped again until you finish a long rest.

\n

Shield Amplifier

\n

Prerequisite: Shield Generator
You modify your shield generator to project outward. As a bonus action you can amplify your shield until the start of your next turn. Each creature within 5 feet of you gains a bonus to AC equal to your shield's bonus.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Shield Anchor

\n

Prerequisite: Physical Shield
You modify your shield to be used as a portable source of cover. As an action, you can anchor or recover the shield. While anchored, you gain no benefit from a shield, and it does not require the use of a hand. Instead, while anchored, a light shield provides one-quarter cover, a medium shield provides half cover, and a large shield provides three-quarters cover.

\n

Tech Blast

\n

Prerequisite: Armor
You modify your modified armor gauntlet to allow you to make a ranged tech attack. The weapon fires blasts of energy which deal 1d8 + your Intelligence modifier energy damage with a range of 30 feet. When you would make a ranged weapon attack, you can use this ranged tech attack in place of it.

\n

Weapon Integration Armoring

\n

Prerequisite: Armor
You can integrate a single weapon that weighs no more than 8 lb. into your armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"armor","mode":"+","targetSpecific":false,"id":1,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"2Cloz2rrPw76ACn0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Armormech%20Engineering.webp","effects":[]} +{"_id":"3GmBJl9h0FpyIKFg","name":"Path of Aggression","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Aggression

\n

From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.

\n

Voltaic Slash

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Thunderous Momentum

\n

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.

\n

Entropic Rush

\n

At 7th level, you've learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge}, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.

\n

Living Current

\n

By 13th level, you've learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat die + half the amount of damage taken (rounded down).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Retaliatory Strike

\n

At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the @Compendium[sw5e.forcepowers.MkDRzlCkK2hDdtvi]{Lightning Charge} force power, targeting them.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Aggression.webp","effects":[]} +{"_id":"3yOiMsM439IfwEBm","name":"Form VII: Juyo/Vapaad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VII: Juyo/Vapaad

\n

Form VII, also known as Ferocity Form, revels in the satisfaction of battle and victory. Those guardians who focus on Juyo/Vapaad Form channel their emotions into their fighting, making heavy, sweeping strikes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.ve7n3q7jNXUph8SD]{Juyo/Vapaad Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Vornskr

\n

Also at 3rd level, as a bonus action, you can take a savage stance, designating one creature you can see within 10 feet of you as your prey for 1 minute. You have advantage on attack rolls against the creature. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn to mark a new creature.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Snap Aggression for Juyo or Assertive Defense for Vapaad.

\n

Snap Aggression

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend a use of your Channel the Force to act normally on your first turn.

\n

Assertive Defense

\n

When you reduce the damage dealt by a force power to 0 using the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect} power, and you're wielding a lightweapon or vibroweapon, you can expend a use of your Channel the Force to reflect the attack at a target within range, regardless of what type the damage is.

\n

Fury

\n

At 7th level, you gain one of the following features. Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n

Relentless

\n

You have advantage on initiative checks, and gain a 10 foot bonus to your speed on your first turn of combat.

\n

Punishing Charge

\n

When a creature you can see or hear within 30 feet of you casts a force power, you can use your reaction to move up half your speed. You must end this move closer to the enemy than you started. If you end this movement within 5 feet of the creature, and the triggering force power required a ranged attack roll, they have disadvantage on the roll.

\n

Vengeance

\n

Starting at 15th level, you gain one of the following features. Choose Devastating Critical for Juyo or Their Power, My Strength for Vapaad.

\n

Devastating Critical

\n

When you score a critical hit with a melee weapon attack, you gain a bonus to that weapon's damage roll equal to your guardian level.

\n

Their Power, My Strength

\n

When you are dealt damage by a force power, you can reduce that damage by an amount equal to your guardian level (no action required).

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Master of Ferocity

\n

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to all damage.
  • \n
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • \n
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juyo%20Vapaad%20Form.webp","effects":[]} +{"_id":"4afEpKVpPAUq3lMe","name":"Path of the Forceblade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Forceblade

\n

Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.

\n

Phasethrow

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.cCTaCxvsBcbEvbw2]{Saber Throw} force power. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use your Kinetic Combat feature when you cast it as your action. Finally, once per turn, when you hit a creature within 30 feet of you with the saber throw force power, you can spend 1 force point to teleport to an unoccupied space within 5 feet of the creature.

\n

Forceblade Bond

\n

Also at 3rd level, you learn how to bond with a lightweapon or vibroweapon through the Force, making it part of you.

\n

You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:

\n
    \n
  • You can't be disarmed of that weapon unless you are incapacitated.
  • \n
  • If the weapon is within 60 feet of you and you can see it, you can summon that weapon as a bonus action on your turn, causing it to travel instantly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
  • \n
  • You can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls.
  • \n
\n

You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.

\n

Twin Saber Throw

\n

At 7th level, when you cast @Compendium[sw5e.forcepowers.cCTaCxvsBcbEvbw2]{Saber Throw} while wielding your forceblade, you add half your forcecasting ability modifier (rounded down) to the damage rolls, and you can att-ack the same target multiple times. Additionally, when you make your Kinetic Combat attack, if you spent a force point to teleport to within 5 feet of the target, you make the attack roll with advantage.

\n

Disruptive Throw

\n

By 13th level, when you are the target of a ranged attack, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage equal to your Kinetic Combat Damage Die and you impose disadvantage on the triggering attack roll.

\n

Forceblade Mastery

\n

At 18th level, you've mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier + any bonuses to the weapon's attack rolls). On a failed save, it takes damage equal to your Kinetic Combat Damage Die + half your sentinel level (rounded down), is pushed back 10 feet and knocked prone.

\n

Additionally, when you do so, you can use your Kinetic Combat feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Forceblade.webp","effects":[]} +{"_id":"4zUolY92dTrk3e5B","name":"Frenzied Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Frenzied Approach

\n

For some berserkers, rage is a means to an end—that end being violence. The Frenzied Approach is that of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

\n

Frenzy

\n

When you choose this approach at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

\n

When you finish a long rest, you reduce your exhaustion level by 2 rather than 1. Additionally, any effect that removes exhaustion reduces your exhaustion by 1 additional level.

\n

Maniacal Rage

\n

Also at 3rd level, while raging, when you make a Charisma (Intimidation) check, or a creature makes a Wisdom saving throw to avoid being frightened of you, you add your Strength modifier to the check or save DC, as appropriate.

\n

Mindless Rage

\n

At 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

\n

Intimidating Presence

\n

Starting at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On sub-sequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

\n

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

\n

Retaliation

\n

At 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Frenzied%20Approach.webp","effects":[]} +{"_id":"5ZfztAWnxh7mqTL7","name":"Crimson Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Crimson Order

\n

Monks of the Crimson Order are unyielding in their resolve. They pledge themselves to a singular entity or belief, and uphold their service with solemnity and diligence.

\n

Crimson Armaments

\n

Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

Additionally, you’ve learned to adapt to new weaponry. Over the course of an hour, which can be performed during a short rest, you can perform a kata with a weapon of your choice. You gain proficiency in that weapon if you do not already have proficiency, and it becomes a monk weapon for you. You can only adapt to one weapon at a time, and if you attempt to adapt to another weapon you immediately lose your proficiency with the chosen weapon.

\n

Crimson Squall

\n

At 6th level, you've learned to enhance your kata. As a bonus action while wielding a monk weapon, you can expend 1 focus to cause the area within 5 feet of you to become difficult terrain for 1 minute. This area travels with you, and creatures within the area can not make opportunity attacks.

\n

At 11th level, the range of this area increases to 15 feet, and at 17th level, the range of this area increases to 30 feet.

\n

Vigilant Sentinel

\n

Starting at 11th level, when you attempt to perceive your surroundings on your turn, you can opt to not move on that turn. If you avoid moving, you gain a +10 bonus to your Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.

\n

Sovereign Protector

\n

At 17th level, your mastery of focus has allowed you to unlock your fullest potential in combat, tapping into a degree of the force. As a bonus action, you can gain the following effects for 1 minute.

\n
    \n
  • Your speed is doubled.
  • \n
  • Your AC increases by 2.
  • \n
  • You have advantage on Dexterity saving throws.
  • \n
  • You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Crimson%20Order.webp","effects":[]} +{"_id":"6HRxOPMOmOiKmuIG","name":"Adept Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Adept Specialist

\n

Those fighters who choose to become Adept Specialists tap into a latent Force-sensitivity to augment their martial prowess, blending the two to accelerate their bodies and blows. An adept speeds across the battlefield, attacking opponents in a flurry of blows before dashing off again.

\n

Forcecasting

\n

When you choose this specialty at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Adept Specialist Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your fighter level, as shown in the Force Points column of the Adept Specialist Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Adept Specialist Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adept Specialist Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Growing Momentum

\n

Also at 3rd level, you can cast the @Compendium[sw5e.forcepowers.tAs3ogXXwpDkpZvF]{Burst of Speed} force power targeting yourself at 1st-level without expending force points. At 10th level, when you do so, your speed increases by an additional 10 feet. At 18th level, when you do so, your speed increases by an additional 10 feet.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Whirling Weapons

\n

Beginning at 7th level, your constant blur of motion and attacks becomes an unending barrage as you build momentum. Once on your turn when you miss with a weapon attack you can make another weapon attack, no action required.

\n

Focused Breathing

\n

At 10th level, you learn to recover some of your expended power quickly. When you use your Second Wind you also regain a number of force points equal to your Wisdom or Charisma modifier (your choice, a minimum of one).

\n

Unstoppable Force

\n

Starting at 15th level, you learn to completely ignore many of the most devastating impediments of combat. You can expend a use of Indomitable to gain the effect of the @Compendium[sw5e.forcepowers.BqGw2Mt7mBqqVclc]{Freedom of Movement} force power until the end of your next turn.

\n

Instant Acceleration

\n

At 18th level you reach the pinnacle of your training, moving faster than eyes or most sensors can track. When you use Action Surge feature, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the additional action.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Adept%20Specialist.webp","effects":[]} +{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.

\n

Force Deflection

\n

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Power Surge

\n

Starting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as force suppression or sever force, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

\n

Enduring Focus

\n

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

\n

Conflux

\n

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

\n

Tutaminis Mastery

\n

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} +{"_id":"7OqolLOiiu5K59rD","name":"Blademaster Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Blademaster Specialist

\n

Those fighters who choose to become Blademaster Specialists hone their focus to a blade's edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.

\n

Unarmored Defense

\n

When you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

\n

Adaptive Fighting

\n

Also at 3rd level, you've learned to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

\n

You can use this features a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Change Up

\n

You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option granted to you by your fighter class feature. You can't take a Fighting Style option more than once.

\n

Draw

\n

When you use your object interaction to draw one or more weapons, you can expend a use of your Adaptive Fighting (no action required) to make your weapon attacks with the weapon(s) score a critical hit on a roll of 19 or 20 until the start of your next turn.

\n

Stow

\n

When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to take the Disengage action.

\n

Dervish

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Adaptive Fighting, to a maximum of your Strength or Dexterity modifier (your choice, minimum of one).

\n

Resilient Fighting

\n

At 10th level, when you expend a use of your Adaptive Fighting, you gain resistance to energy and kinetic damage dealt by weapons until the start of your next turn.

\n

Adrenaline Rush

\n

Starting at 15th level, when you use your Action Surge feature, you can take an extra bonus action on top of the additional action.

\n

Bladestorm

\n

At 18th level, you can use your action to make a single melee weapon attack against each creature within your reach. Make a separate attack roll against each target. The first attack gains a +1 bonus to its attack roll, and each attack after the first gains an additional +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6. If you are wielding two light- or vibro-weapons, or a weapon with the double property, you also add this bonus to your damage rolls, and you can use your bonus action to engage in Two-Weapon Fighting.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Blademaster%20Specialist.webp","effects":[]} +{"_id":"9AQImD6JBpd9c1UK","name":"Path of the Corsair","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of the Corsair

\n

There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.

\n

Scavenger's Reach

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.5o01ADUmNyzy470b]{Force Disarm} force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

Corsair Weapons

\n

Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. If that weapon is a blaster, you can use it to make Kinetic Combat attacks as long as the target of the attack is within the weapon's normal range.

\n

Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range.

\n

Force-Empowered Detonators

\n

At 7th level, you learn to infuse a number of small detonators with the Force. Over the course of a short or long rest, you can create a number of detonators equal to your Wisdom or Charisma modifier (your choice, minimum of one). Your detonators can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

As a bonus action on each of your turns, you can throw one of your detonators at a point within range. Your detonators have a range equal to 30 feet + your Wisdom or Charisma modifier x 5. Make a universal ranged force attack. On a hit, the detonator adheres to the target, and if the target is a Large or smaller creature, it is pushed back 5 feet. On a miss, it falls to the ground. Hit or miss, the detonator then explodes. The target and each creature within 5 feet must make a Dexterity saving throw against your universal force save DC. If the detonator adhered to a target, the creature has disadvantage on the saving throw. A creature takes force damage equal to your Kinetic Combat Damage Die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one.

\n

Energized Kinetics

\n

By 13th level, once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage equal to your Kinetic Combat Damage Die. The damage type is force, lightning, necrotic, or psychic (your choice).

\n

Disorienting Detonations

\n

At 18th level, when a creature fails the saving throw against your Force-Empowered Detonators feature, you can spend 2 force points to subject it to the effects of one of the following force powers: @Compendium[sw5e.forcepowers.KCVdYOoxu0kfkSCn]{Affliction}, @Compendium[sw5e.forcepowers.bDdyZTL7KCiz2zXR]{Force Blind/Deafen}, @Compendium[sw5e.forcepowers.8UOBsZEV8esbx6IG]{Stun}, or @Compendium[sw5e.forcepowers.83VXTwWszl8bMlW6]{Stun Droid}. They automatically fail the saving throw for the selected power, but the effects only last until the end of your next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20the%20Corsair.webp","effects":[]} +{"_id":"9Hva27QHj2ruQXTA","name":"Form IV: Ataru","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IV: Ataru

\n

Form IV, also know as Aggression Form, is a kinetically active form that relies on speed, acrobatics, and power. Those guardians who focus on Ataru Form utilize high energy tactics to confuse and distract their opponents, quickly moving about the battlefield.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.yfCFM4d8xPdcsNKe]{Ataru Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Hawk-Bat

\n

Also at 3rd level, as a bonus action, you you can take an aggressive stance, leaping around the battlefield for 1 minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.oPi4Y7zezP7MxNDK]{Force Jump power} at 1st-level without expending force points. Additionally, when you cast force jump, you have advantage on the first attack roll you make against each creature within 5 feet of where you land.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Retreating Leap

\n

When a creature makes a melee attack roll against you, you can expend a use of your Channel the Force and your reaction to jump 10 feet in a direction of your choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks. You can wait until after the attack roll is made, but before the DM determines whether the attack hits.

\n

Hawk-Bat Swoop

\n

At 7th level, you gain the ability to move along vertical surfaces without falIing during the move. If you end your turn in the air, you fall immediately to the ground.

\n

Additionally, you no longer take damage when falling from a distance no greater than your walking speed.

\n

Whirlwind Attack

\n

At 15th level, you can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

\n

Master of Aggression

\n

At 20th level, your presence on the field of battle is as a graceful blur of deadly blades and daring acrobatics. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When an ally within 30 feet of you takes the Attack action, they can make one additional attack as a part of that same action.
  • \n
  • When you hit a creature with a weapon attack, you can move up to 10 feet. This movement does not provoke opportunity attacks.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ataru%20Form.webp","effects":[]} +{"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp","effects":[]} +{"_id":"BEMJgPn6JKghk2zh","name":"Inquisitor Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Inquisitor Technique

\n

Across history, there have been those who live to hunt those who wield the Force, be they Jedi or Sith. Followers of the Inquisitor Technique combine technology with force techniques to track down and eliminate force-wielders. For those practitioners of the Force, they are the greatest adversary.

\n

Whispers of the Force

\n

When you choose this technique at 3rd level, you have learned secrets from a subtle attunement to the force. Choose two force powers of no higher level than your Max Power Level, as shown in the scout class table. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the scout class table.

\n

You learn two additional powers at 5th, 9th, and 13th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of no higher level than your Max Power Level.

\n

Mark of the Inquisitor

\n

Also at 3rd level, when the target of your Ranger's Quarry feature is within 15 feet of you, you gain the following benefits:

\n
    \n
  • Whenever the creature casts a force power, it must first succeed on a Constitution saving throw against your tech save DC to maintain concentration. On a failed save, the casting is disrupted, the force power fails, and the force points are wasted.
  • \n
  • Whenever the creature starts its turn while concentrating on a force power, it must make a Constitution saving throw against your force save DC to maintain concentration. On a failed save, it loses concentration on the power.
  • \n
\n

At 11th level, the radius of this feature increases to 30 feet.

\n

Sense Force

\n

Beginning at 7th level, you can use your action to gain the benefits of the @Compendium[sw5e.forcepowers.PUHY0RrLsi4tAnZx]{Force Sight} force power until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Force Resistance

\n

Starting at 11th level, while the target of your Ranger's Quarry feature is within 30 feet of you, you gain the following benefits:

\n
    \n
  • You have advantage on saving throws against force powers they cast.
  • \n
  • You have resistance to damage dealt by force powers they cast.
  • \n
\n

Inquisitor's Wrath

\n

At 15th level, you can cast the @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} and @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force} force powers at 3rd level against the target of your Ranger's Quarry without expending tech points. If they are within 30 feet of you, you have advantage on the forcecasting ability check for these powers.

\n

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Inquisitor%20Technique.webp","effects":[]} +{"_id":"BtUr8K0noVfAE11J","name":"Path of Tenacity","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Tenacity

\n

The tenacious are ever mindful that the Force ebbs and flows and use this knowledge to great advantage. Those sentinels who follow the Path of Tenacity use their connection to the Force to draw the opposition's attention while also warding off their attacks, serving as an effective bulwark against even the most implacable of foes.

\n

Protector

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} force power. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, when you cast it, you can spend 2 force points to extend the benefits to creatures of your choice within 5 feet of you while the power is active. The creatures immediately lose this benefit if they move more than 5 feet away from you.

\n

Kinetic Ward

\n

Also at 3rd level, you can use your reaction to deflect a strike when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level.

\n

If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} is active, you have advantage on the attack roll.

\n

Kinetic Bulwark

\n

At 7th level, you can extend your Kinetic Ward to a creature within 5 feet of you when they are hit by a melee weapon attack. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

Indomitable

\n

By 13th level, the Force flowing through you makes it harder for movement to be forced upon you. You have advantage on ability checks and saving throws to avoid being grappled or moved. If you fail the saving throw or ability check, you can spend 1 force point to reroll one of the dice once. You must use the new roll.

\n

Additionally, if allies within 5 feet of you are gaining the benefit of your @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward} force power, they also gain the benefit of this feature.

\n

Kinetic Bastion

\n

At 18th level, you can protect allies even further from you. When a creature within 30 feet of you is hit by a melee weapon attack, you can use your reaction to teleport to them and extend your Kinetic Ward. If this damage is not reduced to 0, the warded creature takes any remaining damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Tenacity.webp","effects":[]} +{"_id":"CRRgJPKHIHD72CEt","name":"Totem Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Totem Specialist

\n

Those fighters who become Totem Specialists tap into a primal attunement to the Force, applying tribal ceremony to create powerful talismans that enhance their abilities.

\n

Bonus Proficiencies

\n

You gain proficiency with your choice of artist's implements or jeweler's implements.

\n

Totem Creation

\n

When you choose this specialty at 3rd level, you've learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under \"Totems\" below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or weanng the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect Once you've invoked a totem in this way, you cant do so again until you complete a short or long rest.

\n

Totem Options

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n

Totem of the Acklay

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2 This increase can cause your score to exceed 20.

\n

Totem of the Hawk

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its rum within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way. the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze Once you invoke the totem, you cant do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n

Totem of the Loth-Wolf

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This ability can transfer the attack regardless of the attack's range.

\n

Totem of the Rancor

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n

Totem of the Sarlacc

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n

Totem of the Vornskr

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can't be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n

Totemic Might

\n

Also at 3rd level, you can channel the power of your Force awareness temporarily As a bonus action, you can gam the following benefits for 1 minute You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Guardian Spirit

\n

Beginning at 7th level, you learn to invoke your totems to protect your allies When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

\n

Primal Avatar

\n

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

\n

Spirit Guide

\n

Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

\n

Blessing of the Tree of Light

\n

At 18th level, you learn how to share your totem's power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you The chosen creature also gains the benefits o f your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.oDxtC4DxzCWQ5Naq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Totem%20Specialist.webp","effects":[]} +{"_id":"ECxUMB1p8nu6WAGL","name":"Form III: Soresu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form III: Soresu

\n

Form III, also known as Resilience Form, relies on tight bladework and subtle dodges to provide maximum defensive coverage, minimizing exposure to ranged weaponry. Those guardians who focus on Soresu Form use broad footwork to move around the playing field, making broad, short sweeping motions that protect the body.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.pVYkXLQwn732LwKK]{Soresu Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Mynock

\n

Also at 3rd level, as a bonus action, you can enter a defensive stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, you can cast the @Compendium[sw5e.forcepowers.RfhP3KotZcqIBmC9]{Saber Ward Force power}. When you do so, you have a number of special reactions equal to your proficiency bonus that you can only use to cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}. You can only take one reaction per turn.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Advancing Defender

\n

When you cast the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}, you can expend a use of your Channel the Force to move up to 10 feet as a part of that same reaction. This movement does not provoke opportunity attacks.

\n

Circle of Shelter

\n

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to ward the creature if you're wielding a melee weapon or a shield. Roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

\n

Stand Against the Tide

\n

Beginning at 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

\n

Master of Resilience

\n

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you use the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect Force power}, you can make a single melee attack on an enemy within 5ft of you as a part of that same reaction.
  • \n
  • You have advantage on Dexterity saving throws, as do your allies within 30 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Soresu%20Form.webp","effects":[]} +{"_id":"EEBl6B5YPcztiGRm","name":"Slayer Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Slayer Technique

\n

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

\n

Mark of the Slayer

\n

Also at 3rd level, you immediately learn if the target of your Ranger's Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger's Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger's Quarry Damage Die. The damage is of the same type as the weapon's damage.

\n

Supernatural Defense

\n

Beginning at 7th level, whenever the target of your Ranger's Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger's Quarry Damage Die, adding it to the roll.

\n

Nemesis

\n

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this saving throw, ending the effect on a success.

\n

Slayer's Counter

\n

At 15th level, if the target of your Ranger's Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack's normal effects.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slayer%20Technique.webp","effects":[]} +{"_id":"EOnRnPaACPP1vRTQ","name":"Mastermind Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Mastermind Technique

\n

Preparation, preparation, preparation. Some scouts are serious students of battle and any creatures they might encounter. Followers of the Mastermind Technique focus on being prepared for any eventuality, and using their breadth of knowledge to gain insights into their enemies.

\n

Instinctive Combatant

\n

When you choose this technique at 3rd level, you have learned to use your wits to help you survive. While you are wearing light or medium armor, you can use your Intelligence modifier instead of your Dexterity modifier when determining your AC.

\n

Mark of the Meticulous

\n

Also at 3rd level, you can use Intelligence instead of Dexterity for the attack and damage rolls made with weapons with the finesse property or blaster weapons against the target of your Ranger's Quarry.

\n

Additionally, once per round, when you hit the target of your Ranger's Quarry with a tech attack, or it fails a saving throw against a tech power you cast that deals damage, you can deal additional damage equal to your Ranger's Quarry damage die of the same type as the tech power's damage.

\n

Adaptive Techie

\n

Beginning at 7th level, when you complete a long rest, you can choose up to a number of tech powers you know equal to half your Intelligence modifier (rounded down) and replace them with another tech power, as long as that power is not of a higher level than your Max Power Level.

\n

Emergency Planning

\n

Starting at 11th level, you've learned to formulate and execute a plan. As an action, you can choose up to six creatures (including yourself) that you can see within 60 feet of you. For each creature, choose one of the following: ability check, attack roll, or saving throw. Each creature gains an Emergency Planning die, which is a d8.

\n

Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw, as determined when you use this feature. The creature can wait until after it rolls the d20 before deciding to use the Emergency Planning die, but must decide before the GM says whether the roll succeeds or fails. Once the Emergency Planning die is rolled, it is lost.

\n

A creature can have only one Emergency Planning die at a time.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Your Emergency Planning die changes when you reach certain levels in this class. to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Exploit Weakness

\n

At 15th level, your training has taught you to find and exploit weaknesses in your prey. As a bonus action, you can impose disadvantage on the next saving throw the target of your Ranger's Quarry makes against an effect you control before the end of your next turn. Once you've done so, you must complete a short or long rest before you can do so again.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mastermind%20Technique.webp","effects":[]} +{"_id":"EipqN28Px01dBfmH","name":"Stalker Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Stalker Technique

\n

Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.

\n

Accomplished Ambusher

\n

When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

\n

Mark of the Stalker

\n

Also at 3rd level, while you are hidden from the target of your Ranger's Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target's Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

\n

Concealment

\n

Beginning at 7th level, you've become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature's speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

\n

Stalker's Flurry

\n

Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

\n

Stalker's Dodge

\n

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Stalker%20Technique.webp","effects":[]} +{"_id":"F3eJbFw1kKde9Zg9","name":"Artificer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Artificer Engineering

\n

Those engineers who choose the Artificer Engineering discipline focus on building and modifying lightsabers, while tapping into the latent presence of the Force in these lightsaber crystals.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in artificer's tools, and with the lightsaber simple lightweapon. Additionally, when you engage in crafting with artificer's tools, the rate at which you craft doubles.

\n

Modified Lightsaber

\n

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can expend materials equal to half the cost of the lightsaber in order to modify it. You must have the lightsaber, materials, and artificer's tools in order to perform this modification.

\n

Your modified lightsaber is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified lightsaber has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two different modified lightsabers. The total modification slots are split across the two items.

\n

Force Resonance

\n

Lastly at 3rd level, once per round, when you hit a creature with your modified lightsaber, you can expend one use of your Potent Aptitude to deal an extra 2d6 damage to that target. The damage is the same type as your modified lightsaber's damage.

\n

The damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 11th level, and 8d6 at 17th level.

\n

Kyber Knowledge

\n

Beginning at 6th level, your study of kyber crystals has awakened a latent force sensitivity. Choose two force powers of 1st level. The chosen powers count as tech powers for you, but are not included in the number in the Powers Known column of the engineer class table.

\n

At 10th level, you learn two additional force powers of 1st or 2nd level. At 14th level, you learn two force powers of 1st-3rd level, and at 18th level, you learn two force powers of 1st-4th level. Whenever you gain a level in this class, you can choose one of the force powers you know and replace it with another force power of the same level.

\n

Disruptive Resonance

\n

At 14th level, when you hit a creature that is concentrating on a power with your modified lightsaber, the creature has disadvantage on the Constitution saving throw to maintain concentration. Additionally, on a failed save, the creature immediately takes psychic damage equal to your engineer level + your Intelligence modifier.

\n

Resonating Recovery

\n

Starting at 18th level, once per turn, when you reduce a hostile creature to 0 hit points, you regain a use of your Potent Aptitude. Your number of Potent Aptitude uses can not exceed your Intelligence modifier.

\n

Artificer Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Additonal Beam Port

\n

You install a second beam port into your modified lightsaber. Your modified lightsaber gains the double (1d8) property. You can only benefit from this property while wielding your modified lightsaber with two hands.

\n

Adegan Crystal

\n

Prerequisite: 5th level
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Advanced Blastsaber

\n

Prerequisite: 15th level
Prerequisite: Prototype Blastsaber
You further fine tune your blastsaber. As an action, you can disable a single electronic device not being worn or held by another creature within 5 feet of you. The device is then disabled until it is rebooted.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon, you create a projected barrier of ion energy in a 10-foot-radius sphere around you until the start of your next turn. Hostile creatures treat this area as difficult terrain. When a hostile creature enters the shielded area or starts its turn there, that creature takes 3d4 ion damage. Any electronics not being worn or held within the barrier's radius are disabled until rebooted.

\n

Advanced Brightsaber

\n

Prerequisite: 15th level
Prerequisite: Prototype Brightsaber
You further fine tune your brightsaber. While activated, your modified lightsaber's bright light now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to blind your target, it makes the saving throw with disadvantage.

\n

Advanced Disruptorsaber

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruptorsaber
You further fine tune your disruptorsaber. While activated, your modified lightsaber lightly obscures the area within 5 feet of it.

\n

Additionally, when you activate this conversion to alter the properties of your lightweapon and use a bonus action to attempt to knock your target prone, the next saving throw you make before the end of your next turn has advantage.

\n

Barrier

\n

Prerequisite: 5th level
On your turn, when you make an attack roll with your modified lightsaber, you can choose to forgo your proficiency bonus. If you do, you can use your reaction to erect a temporary barrier that lasts until the start of your next turn. While the barrier is activated, you have a bonus to AC against the first attack roll made against you equal to your proficiency bonus.

\n

Beam Gem Lens

\n

Prerequisite: 5th level
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Biometric Safety Measures

\n

A security system is installed into the hilt of your lightweapon. When a creature other than you attempts to activate your lightweapon, the activation fails. Additionally, the creature attempting to activate must make on a Constitution saving throw or take lightning damage equal to engineer level, and become shocked until the start of its next turn. On a successful save the creature takes half damage and is not shocked. Regardless of success or failure, the creature drops your modified lightsaber.

\n

Blastsaber Conversion

\n

Incompatible with other conversions
You heavily modify your lightweapon to allow you to make a ranged weapon attack. With this modification, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 energy damage.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to ion.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Brightsaber Conversion

\n

Incompatible with other conversions
You modify your lightweapon, giving it a brigher glow. While activated, your modified lightsaber sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to fire.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Burn Through

\n

When you score a critical hit with your modified lightsaber, you have advantage on the next attack roll you make against that creature.

\n

Comfortable Handle

\n

You make minor modifications to the ergonomics of your modified saber's hilt. Your modified lightsaber gains the finesse property.

\n

Crossguard

\n

You add an energy guard at the base of your modified lightsaber's blade. While wielding your modified lightsaber, you gain a +1 bonus to your armor class against melee weapon attacks.

\n

Disruptorsaber Conversion

\n

Incompatible with other conversions
You modify your lightweapon, causing it to eminate a sickly green light. Your modified lightsaber loses the luminous property.

\n

Additionally, when you make your first attack on your turn, you can alter the properties of your modified lightsaber. Until the start of your next turn, the damage type of your modified lightsaber is changed to acid.

\n

You can use this trait a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Extended Beam

\n

You install a series of beam focusing amplifiers into your modified lightsaber. Your modified lightsaber gains the reach property.

\n

Greatsaber Array

\n

You augment the configuration of your modified lightsaber. Your modified lightsaber gains the two-handed property, and it's damage die increases to 1d12.

\n

Intense Beam

\n

Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber now scores a critical hit on a roll of 19 or 20.

\n

Magnetic-Lock Grip

\n

You insert a series of magnetically charged grips into your modified lightsaber's hilt. While wielding your modified lightsaber, you have advantage on ability checks and saving throws made to disarm or avoid being disarmed.

\n

Prototype Blastsaber

\n

Prerequisite: 7th level
Prerequisite: Blastsaber Conversion
You fine tune your blastsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to cause your modified lightsaber to let loose a burst of energy. Creatures other than yourself within 5 feet of the target creature must succeed on a Dexterity saving throw. On a failed save, they take ion damage equal to your Intelligence modifier.

\n

Prototype Brightsaber

\n

Prerequisite: 7th level
Prerequisite: Brightsaber Conversion
You fine tune your brightsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to blind the target of the attack. The creature must succeed on a Constitution saving throw or be blinded.

\n

Prototype Disruptorsaber

\n

Prerequisite: 7th level
Prerequisite: Disruptorsaber Conversion
You fine tune your disruptorsaber. When you activate this conversion to alter the properties of your lightweapon, you can use your bonus action to attempt to knock the target of your attack prone. The creature must make a Strength saving throw or be knocked prone.

\n

Returning Weapon

\n

You install a retractible chain in the hilt of your modified lightsaber. Your modified lightsaber gains the thrown property with a range of 20/60, and when you throw the weapon, it immediately returns to your hand.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arti","mode":"+","targetSpecific":false,"id":1,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightsabers","mode":"+","targetSpecific":false,"id":2,"itemId":"F3eJbFw1kKde9Zg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artificer%20Engineering.webp","effects":[]} +{"_id":"FLN1Vqb53UECBMVu","name":"Way of the Sage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Sage

\n

The rejuvenating power of the Force is incredible, and the consular is the master of this usage. Those consulars who follow the Way of the Sage assist with an array of healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an unfailing warden to those in need.

\n

Disciple of Life

\n

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

\n

Preserve Life

\n

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Blessed Healer

\n

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level.

\n

Blessed by the Force

\n

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Supreme Healing

\n

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Sage.webp","effects":[]} +{"_id":"Fo2ZNwCWXfWuDJji","name":"Marauder Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Marauder Approach

\n

Few things are more terrifying than being in the path of a Berserker who has learned the ways of the Force. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for the strength and raw power offered by the dark side, and many fall into it’s clutches. Even those who do not are always temped by the voices of fury barely contained within.

\n

Forcecasting

\n

When you choose this approach at 3rd level, you have derived powers from your primal connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Marauder Approach Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your berserker level, as shown in the Force Points column of the Marauder Approach Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Marauder Approach Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Marauder Approach Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Furious Force

\n

Also at 3rd level, you can cast force powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from force powers you cast. If a force power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting force powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a force power that requires an attack roll.

\n

Reckless Power

\n

At 6th level, weapons and the force are equally an extension of your rage. While you are raging and you use your action to cast a force power, you can make a single melee weapon attack as a bonus action.

\n

Powerful Presence

\n

Starting at 10th level, as a bonus action, you unleash a battle cry infused with force energy. Choose up to ten other creatures of within 60 feet of you that can hear you. Friendly creatures have advantage on attack rolls and saving throws until the start of your next turn, and hostile creatures have disadvantage on attack rolls and saving throws until the end of your next turn.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Force Storm

\n

At 14th level, you can expel the might of your rage all at once to unleash a devastating storm of force energy. As an action, you can end your rage early, forcing each creature within 15 feet of you to make a Dexterity saving throw against your universal force save DC. On a failed save, a creature takes 1d12 force damage for each round you’ve spent in rage, or half as much on a successful one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Marauder%20Approach.webp","effects":[]} +{"_id":"G1F7NBAvLma5Aot4","name":"Lethality Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Lethality Practice

\n

Those operatives who choose the Lethality Practice use disguises to get close to their enemies, then leverage the toxic power of poisons to debilitate them and capitalize on their weaknesses.

\n

Bonus Proficiencies

\n

When you choose this practice at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

\n

Assassinate

\n

Also at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Lethal Strikes

\n

Lastly at 3rd level, you learn how to read your foes and strikes their weak points. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a lethal strike.

\n

Some of your lethal strikes require your target to mak ea saving throw to resist the lethal strike's effects. The saving throw DC is calculated as follows:

\n

Lethal Strike save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Priming Attack

\n

You attempt to prime the target. The target must make a Dexterity, Constitution, or Wisdom saving throw (your choice). On a failed save, the next time you deal Sneak Attack damage against the target before the end of your next turn, you roll four additional Sneak Attack dice.

\n

Target Assessment

\n

You attempt to infer crucial details about your foe. The creature must make a Charisma saving throw. On a failed save, the GM tells you two of the following characteristics of your choice:

\n
    \n
  • Highest ability score
  • \n
  • Lowest ability score
  • \n
  • Strongest saving throw
  • \n
  • Weakest saving throw
  • \n
\n

Vulnerable Strike

\n

You attempt to stagger the target. The target must make a Wisdom saving throw. On a failed save, the next time you would make an attack roll against the target before the end of your next turn, you can instead force the target to make a saving throw with the ability score of your choice. On a failed save, the creature takes normal weapon damage and you can apply your Sneak Attack dice to the roll.

\n

Poisoner

\n

Beginning at 9th level, you are a master of poisons. You can apply a poison as a bonus action, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal the application of poisons.

\n

Additionally, you can improve the capability of one dose of poison. To use this benefit, you must have a poisoner's kit, and the poison must be within reach. If the poison is applied before the end of your next short or long rest, the target has disadvantage on the saving throw made to resist your poison. Once you've used this feature, you must complete a long rest before you can use it again.

\n

Impostor

\n

Starting at 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least 1 minute studying these three components of the person's behavior: listening to speech, examining handwriting, and observing mannerisms. If you can only study some of these aspects (such as only having writing samples, or only audio recordings), you can mimic that aspect of the person, but not other aspects you have not studied.

\n

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

\n

Death Strike

\n

At 17th level, you become a master of instant death. When you deal weapon damage to a creature that is surprised, it must make a Constitution saving throw against your lethal strike save DC. On a failed save, double the damage of your attack against the creature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Lethality%20Practice.webp","effects":[]} +{"_id":"HAbjFjbdRHO3mBss","name":"Gunslinger Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Gunslinger Practice

\n

Those operatives who choose the Gunslinger Practice are the masters of the trick shot. The Gunslinger and his blaster are the perfect team, utilizing knowledge of their enemies vulnerabilities to take advantage of every opportunity.

\n

Dive For Cover

\n

When you choose this practice at 3rd level, you learn to quickly move into cover when under fire. Once per round, when you are the target of a ranged attack, or you are subjected to an effect that allows you to make a Dexterity saving throw, and there is cover within 10 feet of you, you can move up to 10 feet (no action required). You must end this movement in cover.

\n

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Trick Shooter

\n

Also at 3rd level, you learn a number of trick shots you can use to debilitate enemies and impress allies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a trick shot.

\n

Some of your trick shots require your target to make a saving throw to resist the trick shot's effects. The saving throw DC is calculated as follows:

\n

Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Blinding Shot

\n

You attempt to blind the target. The target must make a Constitution saving throw or be blinded until the end of your next turn.

\n

Brutal Shot

\n

You attempt to knock the target prone. The target must make a Strength saving throw or be knocked prone.

\n

Hampering Shot

\n

You attempt to hobble the enemy's movement. The target must make a Dexterity saving throw. If it fails, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Spinning Flourish

\n

Beginning at 9th level you can flourish your weapon in an intimidating or charming manner. As an action, you can cause one creature within 60 feet to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is charmed or frightened by you (your choice) until the end of your next turn.

\n

Ricochet Shot

\n

Starting at 13th level you learn how to work all the angles. Once per turn, when you take the Attack action and miss with a ranged weapon attack, you can repeat the attack against a different target within 10 feet of the original target (no action required).

\n

Quickdraw

\n

At 17th level, you learn to perform miracles with just a blaster and some nerve. On your first turn in combat, if you aren't surprised, you can use your action to attack creatures that have not yet acted. Choose up to six such creatures that you can see, making a ranged weapon attack against each. On a hit, you deal normal weapon damage and can apply a single trick shot to each attack made this way.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gunslinger%20Practice.webp","effects":[]} +{"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Experimental Engineering

\n

Those engineers who choose the Experimental Engineering discipline create and use untested combinations, resulting in powerful—and often unpredictable—effects.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in a set of tools of your choice. Additionally, when you engage in crafting with tinker's tools, the rate at which you craft doubles.

\n

Modified Tinkercannon

\n

Also at 3rd level, you learn to enhance your tinker's tools with unproven science, modifying them into a backpack with a cannon. Over the course of a long rest, you can expend 500 cr worth of materials to modify your tinker's tools. You must have materials and tinker's tools in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinker's tools, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Experimental Engineering Surge table to create a random effect.

\n

Additionally, your tinker's tools come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer class table. Each time you trigger an Experimental Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n

Unstable Volley

\n

Lastly at 3rd level, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located with-in 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on each of your turns, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dext-erity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

\n

Creative Destruction

\n

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Experimental Engineering Surge table.

\n

Experimental Overrides

\n

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Experimental Engineering Surge table and use one of your overrides, you can choose either total.

\n

Engineering Bombardment

\n

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Experimental Engineering Surge
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
\n
\n
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Unstable%20Engineering.webp","effects":[]} +{"_id":"KXH9dZsv2CAXAa6X","name":"Disabling Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Disabling Practice

\n

Those operatives who choose the Disabling Practice utilize a variety of pushes, pulls, weight shifts, and joint locks to immobilize their opponent. They use these techniques to manipulate their opponent, moving them across the battlefield before incapacitating them.

\n

Clinch Strike

\n

When you choose this practice at 3rd level, you learn how to discourage, debilitate, and harm your enemies. You gain the following benefits while you aren't wearing heavy armor or a medium or heavy shield:

\n
    \n
  • Your unarmed strikes use a d4 for damage.
  • \n
  • You can deal Sneak Attack damage when making an unarmed strike. Additionally, you don't need advantage on your unarmed attack roll to use your Sneak Attack if the target of your Sneak Attack is a creature grappled by you. All the other rules for the Sneak Attack class feature still apply to you.
  • \n
  • You can use the bonus action granted by your Cunning Action to make an unarmed strike against a creature you are grappling.
  • \n
\n

Skilled Grappler

\n

Also at 3rd level, you learn a number of grappling techniques to subdue your opponents. When you hit a creature grappled by you with an unarmed strike and deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a grappling technique.

\n

Some of your grappling techniques require your target to make a saving throw to resist the grappling technique's effects. The saving throw DC is calculated as follows:

\n

Grapple Technique save DC = 8 + your proficiency bonus + your Strength modifier.

\n

Constrict

\n

You attempt to choke the target into unconscious-ness. The target must make a Constitution saving throw or be restrained until the end of your following turn.

\n

If you maintain this technique for 1 minute, the target falls unconscious for 1 hour. Droids and constructs can not be knocked unconscious in this way.

\n

Disarm

\n

You attempt to disarm a weapon or other object the target is holding. The target must make a Strength saving throw. On a failed save, it releases the object. If you have a free hand, you can catch the object. Otherwise, it lands at your feet.

\n

Hip Toss

\n

You attempt to throw your target to the ground. The target must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of your next turn. This ends the grapple.

\n

Human Shield

\n

Beginning at 9th level you learn to manipulate the body of a grappled target to make attacks against you more difficult to land. Moving a grappled creature the same size as you or smaller no longer halves your speed, and when a creature grappled by you would grant you half cover, you instead have three-quarters cover. Additionally, when you are hit by an attack while grappling a creature, you can use your reaction to force that attack to instead hit the grappled creature.

\n

Kiss the Wall

\n

Starting at 13th level, you can use your surroundings to further punish the target of your grapple. When you roll a 1 or 2 on a Sneak Attack damage die for an unarmed attack you make against a creature grappled by you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Neck Snap

\n

At 17th level, you learn how to immediately remove your grappled opponent from the fight. As an action, you can force a creature grappled by you to make a Constitution saving throw. On a failed save, if the creature has 100 hit points or fewer, it dies. If the target has more than 100 hit points, it immediately takes 10d10 kinetic damage. This damage can't be reduced in any way.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Disabling%20Practice.webp","effects":[]} +{"_id":"Ls55Gc4qha7Muacz","name":"Hunter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Hunter Technique

\n

Some scouts seek to master weapons to better protect civilization from the terrors of their enemies. Followers of the Hunter Technique learn specialized fighting techniques for use against the most dire threats, from an onslaught of soldiers to towering walkers.

\n

Hunter's Prey

\n

When you choose this technique at 3rd level, you gain one of the following features of your choice.

\n

Colossus Slayer

\n

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn, and this damage is the same type as the weapon's damage.

\n

Giant Killer

\n

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

\n

Horde Breaker

\n

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon, no action required.

\n

Mark of the Hunter

\n

Also at 3rd level, when you use your Ranger's Quarry feature, the first time you make a tech or weapon attack against the target of your Ranger's Quarry each round, roll your Ranger's Quarry Damage Die and add it to the roll.

\n

Defensive Tactics

\n

Beginning at 7th level, you gain one of the following features of your choice.

\n

Escape the Horde

\n

Opportunity attacks against you are made with disadvantage.

\n

Multiattack Defense

\n

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

\n

Steel Will

\n

You have advantage on saving throws against being frightened.

\n

Multiattack

\n

Starting at 11th level, you gain one of the following features of your choice.

\n

Volley

\n

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

\n

Whirlwind Attack

\n

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

\n

Superior Hunter's Defense

\n

At 15th level, you gain one of the following features of your choice.

\n

Evasion

\n

When you are subjected to an effect, such as a consular's @Compendium[sw5e.forcepowers.16N8bYdqJ8bvDPQX]{Force Storm} or an engineer's @Compendium[sw5e.techpowers.NWjxsCnJIzNxIUzH]{Explosion}, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stand Against the Tide

\n

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attac against another creature (other than itself) of your choice.

\n

Uncanny Dodge

\n

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Hunter%20Technique.webp","effects":[]} +{"_id":"Lz0gdQ5ou3k5E7Fo","name":"Way of Confluence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Confluence

\n

The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.

\n

Manipulate Life Force

\n

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Empowered Connection

\n

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn't already include that modifier.

\n

Life Eternal

\n

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

\n

Interconnectedness

\n

At 14th level, 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.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Dynamic Attachment

\n

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Confluence.webp","effects":[]} +{"_id":"Mbe9qsurpJ0mb4F2","name":"Armstech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Armstech Engineering

\n

Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in armstech's tools, medium armor, martial blasters, and martial vibroweapons. Additionally, when you engage in crafting with armstech's tools, the rate at which you craft doubles.

\n

Modified Weaponry

\n

Also at 3rd level, you learn to modify one unenhanced weapon with which you are proficient utilizing your armstech experience. Over the course of a long rest, you can expend materials equal to half the cost of a weapon in order to modify it. You must have the weapon, materials, and armstech's tools in order to perform this modification.

\n

Your modified weapon is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified weapon has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

At 9th level, you can maintain two modified weapons. Each modified weapon has modification slots as shown in the Modification Slots column of the engineer class table.

\n

Close Call

\n

Lastly at 3rd level, when you make an attack roll with your modified weapon and miss, you can expend one use of your Potent Aptitude to attempt to turn that miss into a hit. Roll the die and add it to the attack roll.

\n

Armstech's Strike

\n

Beginning at 6th level, once per round, when you deal damage to a creature with your modified weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon's damage.

\n

The damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

Targeting Matrix

\n

At 14th level, when you cast a tech power that allows you to force creatures in an area to make a saving throw, you can instead make an attack roll with your modified weapon against a single target that would be in the range of the power. On a hit, the target suffers the effects as though they failed their saving throw. If the power would affect more than one creature, it instead affects only one.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Armstech's Salvo

\n

Starting at 18th level, when you use your Targeting Matrix feature, and the tech power would affect more than one creature, you can instead attack each affected creature that would be in the range of the power. Make a separate attack roll for each target. On a hit, each target suffers the effects as though they failed their saving throw.

\n

Armstech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Accuracy Focus

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Amplifying Barrel

\n

Prerequisite: 5th level, Blaster
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Bayonet

\n

Prerequisite: Blaster
You affix a short blade to the barrel of your modified blaster weapon, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 kinetic damage.

\n

Burst Core

\n

Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.

\n

Booming Strikes

\n

Prerequisite: 7th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

\n

Celerity Oscillator

\n

Once per turn, when you deal damage with your modified weapon, your walking speed increases by 10 feet until the start of your next turn, and the damaged creature can't make opportunity attacks against you for the rest of your turn.

\n

Collapsible Frame

\n

Prerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.

\n

Contoured Grip

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to attack rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Expanded Magazine

\n

Prerequisite: Blaster
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon once without using an action. You can't use this feature again until you reload the weapon with an action.

\n

Flashlight

\n

You affix a targeted light to your weapon. As a bonus action, you can toggle the light on or off. While on, your weapon sheds bright light in a 60-foot cone.

\n

Harpoon Reel

\n

You install a secondary firemode that launches a harpoon attached to a tightly coiled cord. With this harpoon, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the harpoon. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a Strength check. While the harpoon is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While connected in this manner, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.

\n

Imbue Weapon

\n

Prerequisite: 9th level
You modify your weapon to carry a charge. Over the course of a short rest, you can cast an at-will tech power, channeling it into your weapon. The next time you hit with your weapon, the stored power is released. If the power would require an attack roll, make a tech attack roll. If the power would require a saving throw, the target must make the saving throw as normal. On a hit, or a failure, the target suffers the power's normal effects.

\n

Improved Burst Core

\n

Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon's burst number is reduced to half its reload number.

\n

Integrated Magazine

\n

Prerequisite: Expanded Magazine
Your modified weapon can be more efficiently reloaded. You can reload your modified weapon twice without using an action. You can't use this feature again until you reload the weapon with an action.

\n

Jagged Oscillator

\n

Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.

\n

Keen Oscillator

\n

Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon now scores a critical hit on a roll of 19 or 20.

\n

Neutronium Edge

\n

Prerequisite: 5th level, Vibroweapon
You gain a +1 bonus to damage rolls made with this weapon. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Overcharge Weapon

\n

Prerequisite: 11th level
Prerequisite: Booming Strikes
You gain the ability to channel your tech power to enhance your weapon's damage. You can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. If you also use your Booming Strikes with an attack, you add this damage to the extra damage of your Booming Strikes.

\n

Power Loop

\n

Prerequisite: 7th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Recoil Dampener

\n

Prerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.

\n

Returning Weapon Guard

\n

Prerequisite: Vibroweapon
You install a retractible chain in your modified vibroweapon. If the weapon does not already have the thrown property, it gains it with a range of 20/60. Additionally, it gains the returning property.

\n

Screening Weapon

\n

You modify your modified weapon with a sound dampening module. When you make a weapon attack with your weapon while hidden, Investigation and Perception checks made to locate you that rely on sound have disadvantage.

\n

Siege Weapon

\n

You modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.

\n

Shock Absorber

\n

You add a reclamation device to your modified weapon to gather energy from the surroundings when it is present. While wielding your modified weapon, you can cast the absorb energy tech power and the power's extra damage applies to both melee and ranged weapon attacks.

\n

Shock Harpoon

\n

Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target as if you were standing in the

\n

target's space. If the power requires a saving throw, the target has disadvantage.

\n

Once you've used this feature, you can't use it again until you recover the harpoon.

\n

Shocking Oscillator

\n

Prerequisite: 9th level, Vibroweapon
When you hit with the weapon, you can create an electronic burst. Each creature in a 15-foot cone centered on the creature you hit must make a Dexterity saving throw against your tech save DC, taking 1d8 lightning damage on a failed save or half as much on a successful one.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Snap Fire

\n

Prerequisite: 9th level, Blaster
You modify your modified blaster weapon for quick shots. You can use your reaction to take a opportunity attack with your modified weapon if an enemy comes within 10 feet of you. You have disadvantage on this attack.

\n

Stabilizer Cell

\n

Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.

\n

Staggering Oscillator

\n

Prerequisite: Vibroweapon
When you hit with the weapon, you can force the target to make a Strength saving throw. On a failed save, the creature is pushed back 10 feet and knocked prone.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Tracker

\n

Prerequisite: 5th level
You add a tracking mechanism to your modified weapon. The tracker has 3 charges. As an action you can use 1 charge to cast target lock. As an action you can use 2 charges to cast detect invisibility.

\n

The tracker regains all expended charges after a long rest.

\n

Truelight

\n

Prerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Venomous Oscillator

\n

Prerequisite: 9th level, Vibroweapon
As a bonus action, you can coat your weapon in a thin layer of poison for 1 minute. The next time you hit with the weapon, the creature must make a Constitution saving throw against your tech save DC. On a failed save, a creature takes 1d10 poison damage and becomes poisoned for 1 minute.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"arms","mode":"+","targetSpecific":false,"id":1,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"martial vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"Mbe9qsurpJ0mb4F2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Armstech%20Engineering.webp","effects":[]} +{"_id":"MorU2Jy5yx77N9QO","name":"Kage Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kage Order

\n

Monks of the Kage Order, known as Kage warriors, have mastered fighting in darkness, using that which others fear as a weapon against them. Kage warriors learn tricks to create darkness where none exists, and learn to fight using their intuition rather than relying on sight.

\n

Darkness Charges

\n

Beginning when you choose this order at 3rd level, you learn to create a number of small charges that create enhanced darkness. Over the course of a short or long rest, you can create a number of charges equal to your Wisdom or Charisma modifier (your choice). Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a weapon attack or unarmed strike, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a device at a point you can see within range. The charges create a pocket of darkness in a 10-foot radius sphere centered on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of brigiht light dispells it.

\n

Disruptive Shock

\n

At 6th level, once per turn, when you hit a creature with a melee weapon attack when you have advantage, or it fails a saving throw against an effect that you control, you can choose to roll a Martial Arts die and deal additional psychic damage equal to the amount rolled.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a short or long rest.

\n

One With Darkness

\n

Starting at 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a power, or are in an area of bright light.

\n

Opportunist

\n

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kage%20Order.webp","effects":[]} +{"_id":"OPVska67MO0Zauct","name":"Trickster Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Trickster Order

\n

Monks of the Trickster Order embody the archetypal role of the \"trickster\"—one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.

\n

Bumbling Technique

\n

When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

\n

Clumsy Sway

\n

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n

Luck of the Fool

\n

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

\n

Comic Frenzy

\n

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trickster%20Order.webp","effects":[]} +{"_id":"OZ0ln6ZxQgdEUxoy","name":"Tactician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Tactician Pursuit

\n

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

\n

Battle Proficiencies

\n

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

\n

Tactical Mastery

\n

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Bolster

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

\n

Commander's Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack's damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

\n

Scholar's Parry

\n

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

\n

Targeted Attack

\n

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fire as One

\n

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

\n

Battlefield Survey

\n

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

\n

All-Out Attack

\n

Once you've reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

Once you use this feature, you cannot use it again until you finish a short or long rest.

\n

Discoveries (Tactician)

\n

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Commander's Armor

\n

Prerequisite: 5th level

\n

You gain proficiency in medium armor.

\n

Contingency Plan

\n

Prerequisite: 9th level

\n

When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Firing Command

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n

Observant Leader

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n

Studied Commander

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n

Tactical Retreat

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n

Unbound Commander

\n

Prerequisite: 12th level

\n

You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactician%20Pursuit.webp","effects":[]} +{"_id":"PCwepUZqHYlxr4T3","name":"Addicted Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Addicted Approach

\n

For some, the consumption of substances is the entirety of their life. For berserkers of the Addicted Approach, substances cause their fury to burn stronger and deeper, granting significant benefits.

\n

Slythmonger Savvy

\n

When you choose this approach at 3rd level, you gain proficiency in your choice of brewer’s kit or spicer’s kit. Additionally, you have advantage on saving throws to avoid the low or addiction to substances. Lastly, you can consume substances as a bonus action, and when you do so, you can also enter a rage as a part of this same bonus action.

\n

Freedom Through Slavery

\n

Also at 3rd level, while you are raging or experiencing the high of a substance, you have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature. If you are both raging and experiencing the high of a substance, you are instead immune to effects that would force you to act against your will or would prevent you from attacking a creature.

\n

Release the Beast

\n

At 6th level, while you are raging or experiencing the high of a substance, when you hit a creature with a melee weapon attack, you can expend a Hit Die to deal additional damage to the target. Roll the Hit Die, adding the result of the die to the damage roll. If you are both raging and experiencing the high of a substance, you also add your Constitution modifier to the damage roll.

\n

Seeing Sound

\n

Starting at 10th level, while you are raging or experiencing the high of a substance, you have blindsight with a range of 10 feet. If you are both raging and experiencing the high of a substance, you instead have blindsight with a range of 30 feet.

\n

Fuel the Rampage

\n

At 14th level, while you are both raging and experiencing the high of a substance, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Addicted%20Approach.webp","effects":[]} +{"_id":"PI1B9vYofzCXU9so","name":"Doctor Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Doctor Pursuit

\n

Doctors study the medical, anatomical, and biological sciences. Those scholars who choose the Doctor Pursuit use their knowledge to mend their allies on the field and deal crippling blows with surgical precision.

\n

Medical Practitioner

\n

When you choose this pursuit at 3rd level, you gain proficiency with biochemist's kits and your choice of Medicine or Nature skills. Additionally, when you make a Wisdom (Medicine) check, you gain a bonus to the check equal to your Intelligence modifier.

\n

Remote Healer

\n

Also at 3rd level, you have learned to deploy medicine from a range. When you use a maneuver targeting an ally that is the target of your Critical Analysis feature, that maneuver's range becomes 30 feet.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the medical arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Adrenaline Hit

\n

You can use an action and expend one superiority die to inject a creature with regenerative medication that temporarily enhances their agility. When you do so, a creature you can touch regains hit points equal to the superiority die roll. Additionally, until the start of your next turn, when that creature would take damage, the amount is reduced by an amount equal to your Intelligence modifier.

\n

Emergency Prescription

\n

As an action, you can expend one superiority die and touch a creature. That creature regains hit points equal to result of the die + your Intelligence modifier, and when that creature makes their first ability check, attack roll, or saving throw before the start of your next turn they roll the superiority die and add it to the roll.

\n

Enhancement Injection

\n

As an action, you can expend one superiority die to inject a creature you can touch with enhancements, granting them temporary hit points equal to the superiority die roll + your Intelligence modifier, which last for 1 minute. Additionally, when the target makes a Strength or Constitution check or saving throw while it has these temporary hit points, it gains a bonus equal to your Intelligence modifier.

\n

Neuroblock

\n

When you make an attack roll, you can expend a superiority die and add it to the attack roll. On a hit, the creature's next attack has disadvantage and it cannot regain hit points until the start of your next turn.

\n

Reassure

\n

As an action, you can expend a superiority die and call out to a creature within 60 feet that can see or hear you that is charmed, frightened, or stunned. When you do so, that creature immediately makes another saving throw, adding the amount rolled to the save.

\n

Remove Toxins

\n

As an action, you can expend a superiority die to purge the toxins from a creature you can touch. The target regains hit points equal to the number rolled and, if it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Smelling Salts

\n

As a bonus action, you can expend a superiority die to heal a creature you can touch by a number of hit points equal to the number rolled.

\n

Transfusion

\n

Once per turn when you hit a creature with a finesse melee weapon, you can expend a superiority to give you or an ally that is within 5 feet of the creature a transfusion. Add the superiority dice to the damage you deal. You or your ally gain hit points equivalent to the damage you deal to the creature.

\n

You can be the creature hit with the attack as long as there is an ally with 5 feet of you, in which you can let it hit without rolling an attack and must choose an ally to heal with the transfusion.

\n

Weak Point Strike

\n

When you hit a creature with a weapon attack, you can expend a superiority die to temporarily daze the creature. Add the number rolled to the damage of the weapon attack and the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

\n

Field Surgeon

\n

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

\n

Additionally, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, if the creature is the target of your Critical Analysis, you can instead choose the maximum on both dice. Once you've used this feature, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use it twice before a rest, but only once on the same turn.

\n

Resuscitate

\n

Starting at 9th level, through your medical studies you have learned to delay seemingly inevitable death. As a bonus action, you can stabilize a creature you can touch that has 0 hit points.

\n

Additionally, as an action, you can tend to a creature you can touch that has died since the end of your last turn. The creature immediately regains 1 hit point and stabilizes. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Panacea

\n

Once you've reached 17th level, you've developed the formula to concoct a cure-all miracle solution: a panacea. Over the course of 10 minutes, you can expend rare medical supplies worth 1,000 cr to create your panacea in a simple syringe. The panacea retains its potency for 24 hours. As a bonus action, a creature can use the panacea. Alternatively, as an action, they can administer it to another creature within 5 feet.

\n

The target has its exhaustion level reduced by one and regains all of its hit points. If the target is diseased, poisoned, paralyzed, or stunned, the condition ends.

\n

Once you create a panacea, you can't create another until you finish a long rest.

\n

Discoveries (Doctor)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the medical arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Advanced Remote Healer

\n

Prerequisite: 12th level 
The range of your Remote Healer feature increases to 60 feet.

\n

Experimental Treatments

\n

Your medication and treatments are known to be untested and unstable. Immediately after you use a maneuver that causes a creature to regain hit points or gain temporary hit points, you can choose to roll on the Side Effects table to the right. The condition or effect lasts until the creature completes a long rest, or you use this feature again.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest.

\n

From the Brink

\n

Prerequisite: 7th level 
If the target of your Critical Analysis feature would be reduced to 0 hp, you may use your reaction and end your Critical Analysis feature to have them be reduced to 1 hp instead. Once a creature has benefited from this feature, they must complete a long rest before they can do so again.

\n

Health Advisor

\n

Whenever a creature that is a target of your Critical Analysis feature begins their turn, you can use your reaction to give them temporary hit points equal to one-fourth your scholar level (rounded down) + your Intelligence modifier (minimum of one) which last until the start of their next turn.

\n

Patient Protector

\n

Prerequisite: 5th level 
When you attack creatures that are within 5 feet of an ally that is the target of your Critical Analysis feature, attack rolls and damage rolls made on them with a finesse or ranged weapon may use your Intelligence modifier instead of Strength of Dexterity.

\n

Surgical Precision

\n

Prerequisite: 5th Level 
When you hit a creature that is the target of your Critical Analysis feature with a weapon attack, it takes additional damage equal to your Dexterity modifier.

\n

Tend the Wounded

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d6 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d8 at 7th level, 1d10 at 11th level, and to 1d12 at 15th level.

\n

    Side Effects

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Side Effects
1The creature turns out to be allergic to this specific treatment. Every ability score is reduced by 1.
2The creature starts sneezing uncontrollably. Any attack rolls with a die roll value of 19 results in a miss due to a poorly timed sneeze.
3The creature's legs become swollen. Their move speed becomes at most half their normal movement speed.
4The creature becomes one size larger or smaller.
5The skin at their joints turns into a wooden material, giving them a bonus of +2 to AC.
6The creature's body starts producing powerful stomach acid in high amounts. The creature can use an action to spew stomach acid in a 15 feet cone. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
7The creature becomes mute and has uncontrollable gas. They have disadvantage on Dexterity (Stealth) checks that rely on smell.
8The creature's eyes glows bright red. The creature also gains darkvision, but if they already have darkvision they get a light headache instead.
9The creature gains +4 to perception checks based on hearing, but everything seems uncomfortably loud to them. They gain vulnerability to sonic damage.
10The treatment slows down their brain function, reducing their Intelligence by 4.
11The creature's skin turns dark purple. If they are already purple, they turn bright pink instead.
12The creature becomes covered in sickly, green pustules. When the creature is hit by a melee attack, the attacker takes 1d4 poison damage.
13The creature's skin starts to seriously bloat up from internal pressure build-up, and a strong impact may cause it to explode. Whenever the creature takes damage, the creature has to pass a concentration check or the creature takes kinetic damage equal to half their maximum hit points. Other creatures within 10 feet of the explosion also take a fourth of the damage. Once this explosion occurs, their skin becomes very soft.
14The creature rapidly grows body hair all over, including the face, until they resemble a wookiee. If they are already a wookiee, the reverse effect occurs; all hair immediately falls off, leaving the skin bare.
15The creature's body temperature fluctuates to extremes. They gain resistance to cold and fire damage.
16The creature becomes ravenous. Every hour they haven't eaten a meal they gain a level of exhaustion.
17The creature believes they are the chosen one.
18The creature has a difficult time resting. The amount they heal from Hit Dice is now halved.
19The creature's movement speed is increased by 15 feet, and opportunity attacks on them have disadvantage.
20The creature gains 10d10 hit points, and they feel happy and carefree.
\n
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Doctor%20Pursuit.webp","effects":[]} +{"_id":"PoyYtrej7B5BZRRG","name":"Jal Shey Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Jal Shey Order

\n

Monks of the Jal Shey order, driven by the pursuit of knowledge, maintain one of the most well-respected and heavily guarded repositories of history and knowledge across the galaxy: the Archives of the Jal Shey. Here, young folk of all species seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Jal Shey monk is to give one’s self to the quest for unveiling the deepest mysteries of the galaxy, to bring light to the secrets of the dark, and guard the most powerful and dangerous of truths.

\n

Mystical Erudition

\n

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n
    \n
  • Condition immunities
  • \n
  • Damage vulnerabilities
  • \n
  • Damage resistances
  • \n
  • Damage immunities
  • \n
\n

Extort Truth

\n

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. When you hit a creature with a melee weapon attack, you can have the attack deal no damage and spend 1 focus point to force them to make a Charisma saving throw against your focus save DC. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration.

\n

On a success or failure, a creature is aware that you attempted to influence them. They can choose to avoid answering questions to which they would normally respond with a lie.

\n

Preternatural Counter

\n

Also at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

\n

Mercurial Mind

\n

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already used your reaction, you can spend 1 focus point to take an additional reaction. You can only take one reaction per turn.

\n

Debilitating Barrage

\n

At 17th level, you've gained the knowledge to temporarily inhibit a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 focus points to cause the creature to become vulnerable to a damage type of your choice. This effect lasts for 1 minute or until they take damage of the chosen type.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jal%20Shey%20Order.webp","effects":[]} +{"_id":"QRwypM2cIYxW0NVN","name":"Juggernaut Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Juggernaut Approach

\n

Certain berserkers find that the strongest offense is a good defense. Berserkers of the Juggernaut Approach wear the heaviest of armor not because they fear injury, but to strike fear in their hapless attackers.

\n

Armored Brute

\n

When you choose this approach at 3rd level, you’ve learned to fight in the heaviest of armors, using your weight to your advantage. You gain proficiency in heavy armor, and you can gain the benefits of your Rage feature while wearing heavy armor.

\n

When you reach 5th level, you can gain the benefits of your Fast Movement feature while wearing heavy armor.

\n

Unstoppable Force

\n

Also at 3rd level, your momentum makes you nigh unstoppable. While raging, you can move through a hostile creature’s space regardless of that creature’s size. When you do so, you must make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you move at least 10 feet before moving through a hostile creature’s space, and that creature is your size or smaller, they have disadvantage on the check. If you succeed, you don’t treat the movement as difficult terrain, the creature is pushed 5 feet in a direction of your choice, and you don’t provoke opportunity attacks from that creature until the end of your turn.

\n

Raging Bulwark

\n

At 6th level, your imposing form acts as a shield for your allies. When a friendly creature you can see is the target of a ranged attack, or forced to make a Dexterity saving throw, and you can see the source of the effect, you can use your reaction to move up to half your speed towards the friendly creature. You must end this move closer to the ally than you started. If you end this movement between your ally and the source of the effect, you provide cover for the attack.

\n

Additionally, you provide three-quarters cover, instead of half-cover, to creatures your size, and you provide full cover to creatures smaller than you.

\n

Overwhelming Cleave

\n

Starting at 10th level, when you successfully push a creature into a surface or another creature while raging, the pushed creature takes kinetic damage equal to your Rage Damage. Additionally, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

Relentless Assault

\n

At 14th level, you’re able to charge in unerring bursts. As an action, you can charge up to twice your speed in a straight line without provoking opportunity attacks. Each creature within 5 feet of your path must make a Strength or Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier, the target chooses the ability they use use). On a failed save, a creature takes damage equal to your Strength modifier + your Rage Bonus and is pushed back 5 feet in a direction of your choice. Creatures smaller than you make this save with disadvantage. When you end this movement, if a creature is within 5 feet of you, you can make one melee weapon attack (no action required). On a hit, the creature takes additional damage equal to your berserker level.

\n

Once you’ve used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Juggernaut%20Approach.webp","effects":[]} +{"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Scrapper%20Practice.webp","effects":[]} +{"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.

\n

Improved Combat Superiority

\n

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n

Additional Maneuvers

\n

You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n

Additional Superiority Dice

\n

You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n

Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.

\n

Student of War

\n

Also at 3rd level, you gain proficiency with one type of artisan's tools of your choice.

\n

Know Your Enemy

\n

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Tactical Specialist Combat Superiority
LevelSuperiority DiceManeuvers Known  
3rd44  
4th44  
5th44  
6th44  
7th66  
8th66  
9th66  
10th66  
11th88  
12th88  
13th88  
14th88  
15th1010  
16th1010  
17th1010  
18th1010  
19th1010  
20th1010  
\n
\n
\n

Signature Maneuver

\n

At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.

\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

\n

Greater Signature Maneuver

\n

At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactical%20Specialist.webp","effects":[]} +{"_id":"SsvsNMkJX1wW2rs6","name":"Gadgeteer Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Gadgeteer Engineering

\n

Those engineers who choose the Gadgeteer discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in gadgeteer's implements. Additionally, when you engage in crafting with gadgeteer's implements, the rate at which you craft doubles.

\n

Gadgeteer Harness

\n

Also at 3rd level, you learn to create and modify adventuring gear utilizing your gadgeteer experience. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified gadgeteer harness. You must have gadgeteer's implements and materials in order to perform this modification.

\n

Your gadgeteer harness is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your gadgeteer harness has 4 modification slots to which you can affix gadgets, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Projected Barrier

\n

Lastly at 3rd level, as a bonus action while wearing your gadgeteer harness, you can expend a use of your Potent Aptitude to project a barrier on a friendly creature you can see within 30 feet. A creature can only have one barrier active at a time.

\n

Environmental Barrier

\n

You project an environmental barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + your engineer level. Whenever a creature with this barrier takes damage (one of acid, cold, fire, force, lightning, necrotic, poison, psychic, or sonic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Physical Barrier

\n

You project a physical barrier that lasts until the end of your next short or long rest. The barrier has a number of hit points equal to the amount rolled on your Potent Aptitude die + half your engineer level (rounded down). Whenever a creature with this barrier takes damage (one of energy, ion, or kinetic, chosen by you when you activate the effect), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, the creature take any remaining damage.

\n

Versatile Direction

\n

Beginning at 6th level, you can take a second bonus action on each of your turns.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Reinforced Barriers

\n

At 14th level, when you cast a tech power while you have a barrier active, you can restore hit points to the barrier, provided it is within 30 feet of you. You restore a number of hit points equal to twice the power's level, or 1 hit point for an at-will power. This can't increase a barrier's hit points above its initial hit points. If you have multiple barriers active, you can divide these hit points between them as you see fit.

\n

Adaptive Barrier

\n

Starting at 18th level, when a creature who has one of your barriers within 30 feet of you that you can see takes damage, and that damage is of a type that could be affected by that barrier, you can use your reaction to grant them resistance to the triggering damage. If that damage is the same type as the barrier's chosen damage, you instead grant them immunity. Whether resistance or immunity, the barrier immediately drops to 0 hit points.

\n

Gadgeteer Contraptions

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Advanced Grounding System

\n

Prerequisite: 13th level

\n

Prerequisite: Prototype Grounding System

\n

While wearing your gadgeteer harness you have immunity to lightning damage.

\n

Auto-Injection Regenerator

\n

Prerequisite: 5th level

\n

You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n

Autothrusters

\n

Prerequisite: Jet Pack

\n

You can take the Dash and Disengage actions as a bonus action while your jet pack is active.

\n

Climbing Gloves

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision Goggles

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Extended Tank

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

Your jet pack now lasts up to 10 minutes when activated.

\n

Flame Vents

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

You learn the @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

Additionally, while your jet pack is active, you can cast flame sweep using your bonus action instead of your action.

\n

Grounding System

\n

While wearing your gadgeteer harness you are immune to the shocked condition.

\n

Integrated Inhibitor

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Integrated Targeter

\n

Prerequisite: 5th level

\n

You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{Override Interface} tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Jet Pack

\n

You integrate a jet pack into your gadgeteer harness to grant you temporary, limited flight. Activating or deactivating the jets requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The jet pack lasts for 1 minute before deactivating. Once the jets have been activated, they can't be activated again until you finish a short or long rest.

\n

Mechanical Arm

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n

Mimicker

\n

Prerequisite: 9th level

\n

You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

\n

Miniaturized Hydraulics

\n

Your gadgeteer harness can store 20 pounds of equipment without adding to your encumbrance.

\n

Oil Spill

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Powered Grappling Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Prototype Grounding System

\n

Prerequisite: 9th level

\n

Prerequisite: Grounding System

\n

While wearing your gadgeteer harness you have resistance to lightning damage.

\n

Prototype Thruster

\n

Prerequisite: 9th level

\n

Prerequisite: Jet Pack

\n

While your jet pack is activated, your flying speed is now 45 feet.

\n

Quick Start Engine

\n

Prerequisite: 5th level

\n

Prerequisite: Jet Pack

\n

You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n

Recycled Adrenals

\n

You can augment a single adrenal to regain its charge. This adrenal can only be used by you, and it can only affect you. Once you've used this adrenal, you can't use it again until you finish a short or long rest.

\n

Recycled Explosives

\n

You can augment a single explosive to regain its charge. This explosive can only be used by you, and it uses your tech save DC instead of its own, unless its own DC would be higher. Once you've used this explosive, you can't use it again until you finish a short or long rest.

\n

Recycled Stimpacs

\n

You can augment a single stimpac to regain its charge. This stimpac can only be used by you, and it can only affect you. Once you've used this stimpac, you can't use it again until you finish a short or long rest.

\n

Sentry Turret

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and gains 1 slowed level until the end of your next turn. If a creature would be targeted by more than one of these sentries, it only makes this saving throw once, taking an additional d4 damage for each sentry beyond the first.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can't be activated again until you finish a short or long rest.

\n

Shocking Hook

\n

Prerequisite: 9th level

\n

Prerequisite: Wrist-Mounted Grappling Hook

\n

After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

Once you've used this feature, you can't use it again until you recover the harpoon.

\n

Stealth Field Generator

\n

Prerequisite: 9th level

\n

You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

\n

Once the belt has been activated, it can't be activated again until you finish a short or long rest.

\n

Shocking Barrier

\n

Prerequisite: 5th level

\n

You enhanced your barriers. Whenever a creature with one of your barriers active takes damage from a creature within 5 feet of it, the damaged creature can roll your Potent Aptitude die, dealing the result of the die as lightning damage to the creature that damaged it.

\n

Truesight Goggles

\n

Prerequisite: 11th level

\n

Prerequisite: Darkvision Goggles

\n

You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Weapon Integration

\n

You can integrate a single weapon that weighs no more than 8 lb. into your gadgeteer harness. While integrated, that weapon gains the hidden and fixed properties.

\n

Wrist-Mounted Grappling Hook

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gadgeteer%20Engineering.webp","effects":[]} +{"_id":"TgUiU6MrAP7Xyj3H","name":"Sawbones Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sawbones Practice

\n

Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.

\n

General Practice

\n

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Debilitating Strike

\n

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n

Bleeding Wound

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target's turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can't be reduced in any way.

\n

Crippling Pain

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n

Hampering Shot

\n

You attempt to hamper the target's movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Swift Surgery

\n

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

\n

Dosage Control

\n

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM's discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

\n

Self-Sustain

\n

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you've used this feature, you can't use it again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sawbones%20Practice.webp","effects":[]} +{"_id":"UZCwqqLLp7IBjqku","name":"Politician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Politician Pursuit

\n

Politicians study social & political sciences. Those scholars who choose the Politician Pursuit know how to best present themselves to manipulate the masses into doing their bidding or allow them and their allies to carry out their business without impediment. They also understand the importance of self-preservation for a political figure.

\n

Silver Tongue

\n

When you choose this pursuit at 3rd level, you learn one language of your choice. Additionally, you gain a bonus to your choice of Deception, Intimidation, Performance, or Persuasion equal to your Intelligence modifier.

\n

Motivating Diplomat

\n

Also at 3rd level, when you are the target of your Critical Analysis feature, you and all allies within 10 feet of you gain a bonus to their AC equal to half your Intelligence modifier (rounded down).

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the political world. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Call to Arms

\n

If you are surprised at the start of combat and aren't incapacitated, you can expend one superiority die to act normally. Additionally, on your first turn in combat, as a bonus action you can make a call to arms. When you do so, a number of creatures equal to the amount rolled on the superiority die that you choose within 30 feet who can see or hear you may act normally on their first turn.

\n

Call the Guards

\n

When a creature makes an attack roll against you, you can use your reaction and expend a superiority die and command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll the superiority die, and add the result to the ally's attack roll.

\n

Charge

\n

As a bonus action on your turn, you can expend one superiority die to spurn your allies to move. Until the start of your next turn, creatures you choose within 10 feet of you who can see or hear you can move an additional distance equal to 5 times the superiority die rolled on their turn and ignore unenhanced difficult terrain.

\n

Encouraging Speech

\n

You can expend a superiority die to give an encouraging speech, spending the next minute rallying your allies. You grant a number of creature up to your Intelligence modifier temporary hit points equal to the amount rolled on the superiority die + your Intelligence modifier.

\n

Incite

\n

On your turn, you can use an action and expend one superiority die to bolster the resolve of one of an ally. When you do so, choose an ally who can see or hear you within 30 feet of you. The ally can add your Intelligence modifier to every damage roll they make until the start of your next turn.

\n

Overwhelming Presence

\n

As an action, you can make a Charisma (Persuasion) or Charisma (Intimidation) skill check and expend one superiority die to attempt to charm or frighten a humanoid creature who can see or hear you within 60 feet. Add the superiority die to the roll. The target makes a contested Wisdom (Insight) check. If your check succeeds, the target is charmed by you if you used Persuasion, or frightened of you if you used Intimidation, until the end of your next turn.

\n

Self-Preservation

\n

As a reaction when you make a saving throw against an effect you can see, you can expend a superiority die and add the result. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are det-ermined.

\n

Steady the Nerves

\n

As an action, you can expend one superiority die to strengthen your allies' defences. Roll a superiority die. Until the end of your next turn, you and all allies within 5 feet of you when you use this action has a bonus to any saving throws they make equal to amount rolled.

\n

Tyrannical Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die and use your reaction to issue a one-word command to a creature who can see or hear you. You add the superiority die to the attack's damage roll, and the target must succeed on a Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

\n

The target automatically succeeds if it is immuned to charm, it doesn't understand your language, or if your command is directly harmful to it.

\n

Force of Personality

\n

Beginning at 6th level, as an action, you suggest a course of activity (limited to a sentence or two) to influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the effect.

\n

The target must make a Wisdom saving throw against your maneuver save DC. On a failed save, the target is charmed by you, and it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

\n

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that an officer givers her gun to the first smuggler she meets. If the condition isn't met before the effect ends, the activity isn't performed.

\n

If you or any of your companions damage the target, the effect ends.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

\n

Reassemble

\n

Starting at 9th level, you may use to a bonus action to call your allies towards you. When you do so, choose a number of creatures that you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards you up to their movement speed. This movement does not provoke opportunity attacks.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Beguiling Presence

\n

Once you've reach 17th level, humanoids within 60 feet are particularly susceptible to your presence. Humanoids within range have disadvantage on saving throws against any charm or fear effects from you.

\n

Discoveries (Politician)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the political world. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Charming Feint

\n

Allies within range of your Motivating Diplomat feature also gain a bonus to their damage roll equal to half your Intelligence modifier (rounded down).

\n

Demanding Leader

\n

Prerequisite: 5th level

\n

The range of each of your maneuvers increases by 10 feet. If the range is touch, it becomes 10 feet.

\n

Dominating Presence

\n

Prerequisite: 15th level

\n

As a bonus action, you can call out to a humanoid who can understand you that is charmed by you or frightened of you to direct their next action. The target must succeed a Wisdom saving throw against your maneuver save DC. On a failed save, until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do.

\n

During this time you can use your reaction to force the creature to use its reaction.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Influencer

\n

Prerequisite: 5th level

\n

The range on the your Motivating Diplomat feature is increased to 15 feet.

\n

Reliable Words

\n

Prerequisite: 9th level

\n

When you make a Deception, Intimidation, or Persuasion skill check, you may treat any roll 9 or lower as if you had rolled a 10.

\n

Social Opportunist

\n

You can add half your proficiency bonus (rounded down) to any Charisma check you make that doesn't already include your proficiency bonus.

\n

Tyrant's Ferocity

\n

You have advantage on any attack against a creature that is charmed by you or frightened of you.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Politician%20Pursuit.webp","effects":[]} +{"_id":"UsIUJiNPmFWbEgjK","name":"Audiotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Audiotech Engineering

\n

Those engineers who choose the Audiotech Engineering focus on using a specially modified instrument to use music to assist their allies and disrupt their enemies.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments of your choice, as well as the Performance skill. Additionally, you can use Intelligence instead of Charisma when you make a Performance check while wielding your modified instrument.

\n

Modified Instrument

\n

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify a single instrument. You must have the instrument, materials, and tinker's tools in order to perform this modification.

\n

Your modified instrument is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified instrument has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Potent Amplitude

\n

Lastly at 3rd level, as an action while wielding your modified instrument, you can begin performing an enhanced song, which lasts for 1 minute. While playing a song, you gain access to a new use for your Potent Aptitude, as determined by the song, listed below. You can end your song at any time, no action required.

\n

Whenever you take damage while playing your song, you must make a Constitution saving throw to continue playing. The DC equals 10 or half the damage you take, which number is higher. If you take damage from multiple sources, you must make a separate saving throw for each source of damage.

\n

When you cast a damage dealing tech power while playing your song that requires an attack roll or saving throw, you can cause that power to instead deal sonic damage. If you do so, instead of an attack roll or saving throw, the power instead requires a Constitution saving throw.

\n

Your song ends early if you are incapacitated or die, or if you are no longer holding your modified instrument.

\n

You can initiate playing an enhanced song twice. You regain all expended songs when you finish a short or long rest.

\n

Song of Battle

\n

When an ally within 60 feet of you that can hear you deals damage to a creature, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to the damage dealt.

\n

Song of Support

\n

When an ally within 60 feet of you that can hear you makes a saving throw against a harmful effect, you can use your reaction to expend one use of your Potent Aptitude, adding the result of the die to their saving throw.

\n

Song of Disruption

\n

When an enemy within 60 feet of you that can hear you makes a saving throw, you can use your reaction to expend one use of your Potent Aptitude, subtracting the result of the die from their saving throw.

\n

Concussive Blast

\n

Beginning at 6th level, you add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features that deal sonic damage.

\n

Smooth Rhythm

\n

At 14th level, whenever you use your Potent Aptitude while your playing an enhanced song, you can roll a d6 and use it instead of expending a Potent Aptitude Dice.

\n

Legendary Coda

\n

Starting at 18th level, you've gained mastery over your modified instrument. As an action, you can end your enhanced song in a triumphant blast of power with an effect determined by the song you are playing.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Battle Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned. On a success, it takes half damage and isn't stunned. If a creature is killed by this power, its head explodes.

\n

Support Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n

Disruption Crescendo

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

\n

Audiotech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Advanced Battle Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n

Advanced Disruption Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n

Advanced Support Enhancement

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n

Battle Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n

Disruption Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n

Enthralling Performance

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Finding My Way

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Hypnotic Melody

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Inaudible Casting

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n

Long Range Noise

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n

Magnifying Device

\n

Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Overwhelming Soundwaves

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n

Prototype Battle Enhancement

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power's level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n

Prototype Disruption Enhancement

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Prototype Support Enhancement

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support's Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n

Restful Melody

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d12 at 17th level.

\n

Rush

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n

Sharp Noise

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n

Shock Mount

\n

Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Simple Melodies

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Sonar Pulse

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Song Flow

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n

Support Song Enhancement

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n

Weapon Integration

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":2,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":3,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":4,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.traits.toolProf.value","value":"aud","mode":"+","targetSpecific":false,"id":5,"itemId":"UsIUJiNPmFWbEgjK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Audiotech%20Engineering.webp","effects":[]} +{"_id":"V4vCxmTwJFxi0HGM","name":"Demolitions Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Demolitions Specialist

\n

Those fighters who choose to become Demolitions Specialists are experts in using explosives in combat. They have an explosive for every situation, whether it be breaching a fortified bunker, taking down a walker, or simply demonstrating that in combat, standing too close to your squadmates can be fatal.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

\n

Explosive Charge

\n

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creat-ure within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier + any bonuses to ranged weapon attack rolls). A creature takes 2d4 + your Intelligence modifier kin-etic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

\n

Cause and Effect

\n

Beginning at 7th level, you learn to throw grenades as a bonus action. Additionally, when a creature fails a saving throw against a charge or grenade, you can expend a superiority die to apply one of your maneuvers. You can only use this feature once per grenade.

\n

Volatile Reflexes

\n

At 10th level, when a creature within 5 feet of you makes a melee attack against you, you can use your reaction and throw a charge behind the target. If the target fails its saving throw against the charge, you impose disadvantage on the attack roll made against you.

\n

Backup Plans

\n

Starting at 15th level, when you roll initiative and have no charges remaining, you can create 2 charges. Additionally, whenever you create a charge, you can change the damage type to acid, energy, fire, ion, lightning, or sonic.

\n

Bombard

\n

At 18th level, when a creature fails its saving throw against a charge or grenade thrown by you, it has disadvantage on the next Dexterity saving throw it makes before the end of your next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Demolitions%20Specialist.webp","effects":[]} +{"_id":"VRfBQKAhumWExGiy","name":"Path of Witchcraft","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Witchcraft

\n

The Force connects all living things. Those sentinels who follow the Path of Witchcraft use that connection to summon the aid of nature, both beasts and the elements, adapting them to their will.

\n

Wild Power

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.L8CJ1QEXfKztMyCX]{Enfeeble} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of one) to damage rolls with it.

\n

Beast Companion

\n

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast's level equals your sentinel level, and for each sentinel level you gain after 3rd, your beast companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n
    \n
  • When you use a Force-Empowered Self option to increase your speed or armor class, you can instead grant this bonus to your beast companion.
  • \n
  • You and your beast companion can communicate telepathically, though your beast companion can only communicate in and understand simple concepts.
  • \n
\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n

Nature's Vigor

\n

At 7th level, you've learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n
    \n
  • You ignore difficult terrain caused by nature.
  • \n
  • You can understand plants within 30 feet of you. They can telepathically communicate simple ideas to you, including memories from within the past day.
  • \n
  • You can command plants within 30 feet of you to create difficult terrain, or other tasks at the GM's discretion (no action required).
  • \n
\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Beastwarden

\n

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n
    \n
  • When you cast a force power that targets only yourself, and your beast companion is within range, you can also target your beast companion with that power.
  • \n
  • If you have darkvision and your beast doesn't, your beast gains it with the same radius. If your beast has darkvision and you don't, you gain it with the same radius. If you both have darkvision, you both use the larger radius, which then increases by 30 feet.
  • \n
  • If you have advantage on Perception checks and your beast doesn't, your beast gains advantage on Perception checks. If your beast has advantage on Perception checks and you don't, you gain advantage on Perception checks. If you both have advantage on Perception checks, when either of you makes a Perception check with advantage, you can reroll one of the dice once.
  • \n
\n

This radius increases to 30 feet at 18th level.

\n

Stormcaller

\n

At 18th level, you've learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n
    \n
  • You gain a flying speed equal to your walking speed.
  • \n
  • You have resistance to energy, lightning, and necrotic damage.
  • \n
  • Whenever a hostile creature enters this radius or starts its turn there, it takes 10 lightning damage.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

\n

Generating Your Beast

\n

Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you've selected your type of beast, you assign your beast companion's ability scores. Your beast's Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

Features

\n
    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion has four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n

Amphibious

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n

Burrower

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n

Charger

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n

Climber

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

\n

Evasive

\n

Your beast companion can take the Disengage action as a bonus action.

\n

Force Adept

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Force Resistance

\n

Your beast companion has advantage on saving throws against force powers.

\n

Force-Sensitive

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n

Grappler

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Light Hide

\n

Your beast companion's armor class becomes 11 + its Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n

Natural Camouflage

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n

Nimble Weapon

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n

Pack Tactics

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

\n

Pouncer

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n

Powerful Build

\n

Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

\n

Rampager

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n

Ranged Weapon

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Reach Weapon

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Size: Huge

\n

Prerequisite: Size Large
Your beast companion's size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n

Size: Large

\n

Prerequisite: Size Medium
Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n

Size: Medium

\n

Prerequisite: Size Small
Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n

Size: Small

\n

Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n

Sturdy-Legged

\n

Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n

Swift

\n

Your beast companion can take the Dash action as a bonus action.

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Witchcraft.webp","effects":[]} +{"_id":"VXmVX5a3ac4kKAIT","name":"Ysannanite Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Ysannanite Form

\n

Ysannanite Form, also know as the Unorthodox Form, pairs the use of lightsaber with blasters, seamlessly blending the two weapons to perform impressive feats. Those guardians who focus on the Ysannanite Form are able to cut enemies down as efficiently with blaster as with blade.

\n

Bonus Proficiencies

\n

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Yerdua

\n

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of+1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Force-Empowered Shots

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon's damage. The additional damage is 1d8 for each point spent in this way. You can't deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Improved Force-Empowered Shots

\n

Starting at 7th level, your familiarity with blaster weapons has granted you greater insight into their function and usage. Once on each of your turns, drawing or stowing a blaster no longer requires your object interaction. Additionally, you no longer require a free hand to reload.

\n

At 11th level, once per turn, when you hit a creature with a ranged weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Shots with an attack, you add this damage to the extra damage of your Force-Empowered Shots. The damage is the same type as the weapon's damage.

\n

Phasestorm

\n

By 15th level, you can use your action to dart across the battlefield, striking up to six such creatures that you can see within 30 feet. You immediately move to each creature in succession without provoking opportunity attacks, after which you return to the space in which you started. Each creature must make a Dexterity saving throw (DC = 8 + your bonus to attacks with your weapon). A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding separate weapons in each hand with which you are proficient, a creature makes this save with disadvantage, and takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) on a failed save if the damage doesn't already include that modifier.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of the Unorthodox

\n

At 20th level, you've mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic, energy, and ion damage from weapons.
  • \n
  • When you hit a creature with a ranged weapon attack, you have advantage on the next melee weapon attack you make against that creature. When you hit a creature with a melee weapon attack, you have advantage on the next ranged weapon attack you make against that creature.
  • \n
  • When you roll below half the maximum on a damage die. you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) in this way.
  • \n
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.a7mbZGcgMqyXAhyy"}},"img":"systems/sw5e/packs/Icons/Archetypes/Ysannanite%20Form.webp","effects":[]} +{"_id":"Vtk1Pw4AILqZk27u","name":"Kyuzo Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Kyuzo Order

\n

Monks of the Kyuzo Order turn weapon throwing into a true art form. Inspired by the skill of native kyuzo wielding their war helmets as both shield and weapon, these monks utilize any thrown object they can find to defend themselves and others while they attack enemies from angles both surprising and devastating.

\n

Intercept

\n

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

\n

Scattering Stance

\n

At 6th level, when you take the Dodge action, until the start of your next turn you gain a number of special reactions equal to your proficiency bonus that you can only use for your Intercept feature. You can only take one reaction per turn.

\n

Curved Throw

\n

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

\n

Relentless Assault

\n

At 17th level, when you make multiple weapon attacks with thrown weapons against the same target on your turn, each attack after the first gains a +1 bonus to its attack roll, cumulatively, to a maximum bonus of +6.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Kyuzo%20Order.webp","effects":[]} +{"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

Once you use this feature, you can't use it again until you finish a short or long rest.

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast cloud mind, dominate mind, mass coerce mind or dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

Once you've used this feature, you can't use it again until you complete a long rest.

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp","effects":[]} +{"_id":"X3FsoSbXFXkvJvZO","name":"Path of Shadows","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Shadows

\n

In darkness, there is protection. Those sentinels who follow the Path of Shadows utilize a calculated plan, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.

\n

Dead Silence

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.IXAl1U65YuhNBN4Q]{Psychic Charge} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, their voice does not produce sound until the end of your next turn.

\n

Cloak of Shadows

\n

Also at 3rd level, you can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.

\n

Shadow Strike

\n

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.

\n

Shadow Step

\n

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

\n

Shadow's Wrath

\n

At 18th level, your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not auto-matically reveal your presence. Make a Dexterity (Stealth) check against your target's Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Shadows.webp","effects":[]} +{"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Brawling Approach

\n

Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.

\n

Fists of Fury

\n

When you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. You gain the following benefits:

\n
    \n
  • You are proficient with improvised weapons.
  • \n
  • Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).
  • \n
  • When you attempt to shove or grapple a creature, or make an attack against a creature with an unarmed strike or an improvised weapon wielded in one hand on your turn, you can use your bonus action to make an additional attack, grapple, or shove against the same creature.
  • \n
\n

Reckless Strikes

\n

Also at 3rd level, while you are raging, not wearing heavy armor, and not wielding a shield, when you hit a creature with an unarmed strike or improvised weapon, you can choose to forgo your rage damage to make the attack a reckless strike.

\n

Some of your reckless strikes require your target to make a saving throw to resist the reckless strike’s effects. The saving throw DC is calculated as follows:

\n

Reckless Strike save DC = 8 + your proficiency bonus + your Strength modifier

\n

Bracing Strike

\n

You gain temporary hit points equal to your rage damage bonus. If the target is grappled by you, you instead gain temporary hit points equal to twice your rage damage bonus.

\n

Punishing Strike

\n

Your target must make a Constitution saving throw. On a failed save, the creature is deafened until the start of its next turn. If the target is grappled by you, it is instead incapacitated until the start of its next turn.

\n

Staggering Strike

\n

Your target must make a Strength or Dexterity saving throw (the target chooses the ability score to use). On a failed save, your target is pushed back 5 feet. If the target is grappled by you, it instead knocked prone.

\n

Shattering Strikes

\n

At 6th level, you rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n
    \n
  • Your unarmed strikes and improved weapons count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.
  • \n
  • Your unarmed strikes deal double damage against structures.
  • \n
\n

Stop Hitting Each Other

\n

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

\n

Enforcer

\n

At 14th level, when you would make an unarmed strike or attack with an improvised weapon with advantage, you can choose to forgo the advantage. If you do so, you score a critical hit on a roll of 19 or 20. Additionally, on a hit, you deal the maximum instead of rolling.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Brawling%20Approach.webp","effects":[]} +{"_id":"Y1JjyA1CuOSRCjAb","name":"Way of Endurance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Endurance

\n

The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.

\n

Upheld by the Force

\n

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Retaliation Strike

\n

At 6th level, you learn to turn an opponent's aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon's damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Boundless Vitality

\n

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Unrelenting Resilience

\n

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

The Force Unleashed

\n

Starting at 18th level, 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 universal force 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.

\n

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.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Endurance.webp","effects":[]} +{"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sharpshooter Practice

\n

Those operatives who choose the Sharpshooter Practice are bringers of death. Striking from a safe distance, the Sharpshooter uses precision shooting to control the battlefield and bring targets down quickly.

\n

Assume the Position

\n

Beginning at 3rd level, you don't need advantage on your attack roll to use your Sneak Attack if your target is greater than 30 feet from you and no enemies are within 5 feet of you. In addition, standing up from prone now only costs 5 feet of movement.

\n

Additionally, you gain proficiency with two martial blasters of your choice.

\n

Place Shot

\n

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

Some of your placed shots require your target to make a saving throw to resist the placed shot's effects. The saving throw DC is calculated as follows:

\n

Placed Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Disarming Shot

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. The object lands at its feet.

\n

Penetrating Shot

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

The damage is of the same type dealt by the original attack.

\n

Suppressive Shot

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n

Head Shot

\n

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

\n

Distracting Shot

\n

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon's normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon's normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

\n

Double Tap

\n

At 17th level, you've learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sharpshooter%20Practice.webp","effects":[]} +{"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Deadeye Technique

\n

Some scouts becomes legends written in blaster burns. Followers of the Deadeye Technique the art of the blaster shot and utilize their incredible focus to make shots that most would deem impossible. When everything depends on one shot, you want a Deadeye pulling the trigger.

\n

Due to their uncanny focus, Deadeyes can make shots that other marksmen would never dare to attempt. Deadeyes know how to make the most of ranged weapons and can use them to greater effect than other Scouts.

\n

Focused Superiority

\n

When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under \"Maneuvers\" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Technique Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

\n

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Deadeye Technique Focused Superiority
LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd422
4thd422
5thd622
6thd622
7thd633
8thd633
9thd833
10thd833
11thd844
12thd844
13thd1044
14thd1044
15thd1055
16thd1055
17thd1255
18thd1255
19thd1255
20thd1255
\n
\n
\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Crippling Shot

\n

When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

\n

Daring Escape

\n

You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

\n

Covering Fire

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Disarming Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. Add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Penetrating Shot

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), it takes damage equal to the number you roll on your superiority die.

\n

The damage is of the same type dealt by the original attack.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Return Fire

\n

When a creature misses you with a ranged attack, you can use your reaction and expend one superiority die to make a ranged weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

\n

Mark of the Deadeye

\n

Also at 3rd level, the range of your Ranger's Quarry feature doubles. Additionally, when making ranged weapon attacks against the target of your Ranger's Quarry, the normal and long range of your ranged weapons double.

\n

Cover to Cover

\n

Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

\n

Deadeye Technique Focused Superiority

\n

Shoot First

\n

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

\n

Overwatch

\n

At 15th level, you have become a master at protecting your allies from afar. When a creature attempts to make an opportunity attack against an allied creature, or forces your ally to make a saving throw, you can use your reaction to make an attack roll against the enemy creature.

\n

If your attack hits, either impose disadvantage on the enemy creature's opportunity attack roll or grant advantage to any allies making the saving throw.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Deadeye%20Technique.webp","effects":[]} +{"_id":"avFn1m9oUpDgKAAF","name":"Astrotech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Astrotech Engineering

\n

Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in astrotech's tools. Additionally, when you engage in crafting with astrotech's tools, the rate at which you craft doubles.

\n

Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized droid companion.

\n

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

\n

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

\n

Your droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your droid acts on its own.
  • \n
  • Your droid's level equals your engineer level, and for each engineer level you gain after 3rd, your droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your droid's abilities also improve. Your droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to integrate it into your droid. Your droid must be proficient in armor in order to have it integrated.
  • \n
  • Your droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Potent Integration

\n

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

\n

Coordinated Attack

\n

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

\n

Droid Defense

\n

At 14th level, while your droid can see you, it has advantage on all saving throws.

\n

Superior Droid Defense

\n

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

\n

Generating Your Droid

\n

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class II, III, and IV droids are all appropriate options, with their statistics listed below.

\n

Once you've selected your type of droid class, you assign your droid's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n

Droid Features

\n

All droids share the following features.

\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your droid is vulnerable to ion damage. Additionally, your droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Traits

\n
    \n
  • Creature Type: Droid
  • \n
  • Armor Integration: Your droid can not wear armor, but you can have the armor professionally integrated into its chassis. Over the course of a long rest, you can expend materials equal to half the cost of the armor in order to have it integrated. This work must be done by someone proficient with astrotech's tools. Your droid must be proficient in armor in order to have it integrated.
  • \n
\n

Class I Droid

\n

Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.

\n

As a class I droid, your droid companion has the following features.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d8 per class I droid level
  • \n
  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class I droid level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Armor: Light armor plating
  • \n
  • Weapons: Simple blasters, simple vibroweapons
  • \n
  • Tools: None
  • \n
\n
    \n
  • Languages: Class I droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
  • \n
  • Saving Throws: Wisdom, Intelligence
  • \n
  • Skills: Two Intelligence, Wisdom, or Charisma skills of your choice
  • \n
\n

Features

\n
    \n
  • Size: Medium
  • \n
  • Speed: 25 ft.
  • \n
\n

Class II Droid

\n

Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II droids.

\n

As a class II droid, your droid companion has the following features.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per class II droid level
  • \n
  • Hit Points at 1st Level: 6 + your droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your droid's Constitution modifier per class II droid level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Armor: Light armor, medium armor
  • \n
  • Weapons: Simple blasters and simple vibroweapons with the light property
  • \n
  • Tools: Your choice of demolition's kit, security kit, or slicer's kit
  • \n
\n
    \n
  • Languages: Class II droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Saving Throws: Dexterity, Intelligence
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Size: Small
  • \n
  • Speed: 25 ft.
  • \n
\n

Class III Droid

\n

Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.

\n

As a class III droid, your droid companion has the following features.

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Hit Points

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  • Hit Dice: 1d8 per class III droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class III droid level after 1st
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Proficiencies

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  • Armor: Light armor
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  • Weapons: Simple blasters, simple vibroweapons
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  • Tools: None
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    \n
  • Languages: Class III droids can speak and understand all registered languages
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  • Saving Throws: Wisdom, Charisma
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  • Skills: None
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Features

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  • Size: Medium
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  • Speed: 25 ft.
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Class IV Droid

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Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

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As a class IV droid, your droid companion has the following features.

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Hit Points

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  • Hit Dice: 1d8 per class IV droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class IV droid level after 1st
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Proficiencies

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  • Armor: All armor
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  • Weapons: All blasters, All vibroweapons
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  • Tools: None
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    \n
  • Languages: Class IV droids can speak, read, and write Galactic Basic and one language of your choice. They can understand spoken and written Binary, but can not speak it
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  • Saving Throws: Strength, Dexterity
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  • Skills: None
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Features

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  • Size: Medium
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  • Speed: 30 ft.
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Class V Droid

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Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.

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As a class V droid, your droid companion has the following features.

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Hit Points

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  • Hit Dice: 1d8 per class V droid level
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  • Hit Points at 1st Level: 8 + your droid's Constitution modifier
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  • Hit Points at Higher Levels: 1d8 (or 5) + your droid's Constitution modifier per class V droid level after 1st
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Proficiencies

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    \n
  • Armor: Light armor, medium armor
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  • Weapons: All vibroweapons, simple blasters
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  • Tools: One set of artisan's tools
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    \n
  • Languages: Class V droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
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  • Saving Throws: Strength, Constitution
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  • Skills: Athletics
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Features

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  • Size: Medium
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  • Speed: 30 ft.
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Astrotech Modifications

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If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

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Advanced Power Core

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Prerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.

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Alarm Protocol

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You install an alarm module in your droid, granting the following benefits:

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    \n
  • Your droid grants a +5 bonus to initiative to creatures within 5 feet of it.
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  • You and your droid can't be surprised while your droid is conscious.
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Analysis Protocol

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Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid's turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

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  • When it analyzes a hostile creature, its attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use its Intelligence modifier instead of Strength or Dexterity.
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  • When it analyzes a friendly creature, the target can end your droid's Analysis Protocol on them (no action required) to add half your droid's Intelligence modifier (rounded down, minimum of +1) to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
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Arm Cannons

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You install dual arm cannons in your droid. The arm cannons have 2 charges. As an action, your droid can use charges to cast the overload tech power, using 1 charge per level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

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Back-Up Protocol

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Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

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Once your droid uses this feature, it must finish a short or long rest before it can use it again.

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Celerity Augment

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You augment your droid to move a little faster. Your droid's speed increases by 5 feet.

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You can choose this modification twice.

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Charisma Chip

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Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can't use it again until it finishes a short or long rest.

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Durability Module

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You enhance your droid's durability, granting the following benefits:

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    \n
  • When your droid rolls a Hit Die to regain hit points, the minimum number of hit points your droid can regain from the roll equals twice your droid's Constitution modifier (minimum of 2).
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  • Your droid's hit point maximum increases by an amount equal to twice its level when you install this protocol. Whenever your droid gains a level thereafter, its hit point maximum increases by an additional 2 hit points.
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Emergency Mode

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Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid's back-up protocol. When your droid's back-up protocol is initiated, it can immediately use its reaction to make one attack roll against a target within range. If the target is the source of the damage that reduced your droid to 0, the attack roll has advantage.

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Energy Shield

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You install an energy shield in your droid. The energy shield has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.c7vvcY0lZDii7SOI]{Energy Shield} tech power.

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You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

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Expertise Protocol

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Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill. Choose a tool or skill that your droid is proficient in. Your droid gains expertise in it.

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False Combustion

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Prerequisite: Class II Droid
You install a panic protocol in your droid. As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, your droid appears to be destroyed to all outward inspection. A creature can use its action to inspect the droid and make an Intelligence (Investigation) check against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier). If it succeeds, it becomes aware that your droid is still functioning.

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Fighting Style Protocol

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Your droid adopts a particular style of fighting as its specialty. Choose one of the Fighting Style options, detailed in chapter 6. Your droid can't take a Fighting Style option more than once, even if it later gets to choose again.

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Flamethrower

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You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the @Compendium[sw5e.techpowers.HoshRCTHW8vntDCg]{Jet of Flame} tech power or use 1 charge to cast the flame sweep tech power at 1st level. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast @Compendium[sw5e.techpowers.6aZ0FG6HwrUO28WF]{Flame Sweep} at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

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Four-Armed Combatant

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Prerequisite: Class IV Droid
You install two additional arms to improve your droid's combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

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While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

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Heavy Plating

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Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead kinetic and energy damage that your droid takes from unenhanced weapons is reduced by an amount equal to its proficiency bonus.

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Light Plating

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Your droid gains proficiency in light armor. If your droid is already proficient in light armor, instead your droid's speed increases by 5 feet while light armor is integrated.

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Martial Protocol

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Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

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    \n
  • It learns two maneuvers of your choice from among those available to the fighter class. If a maneuver it uses requires its target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your droid's proficiency bonus + your droid's Strength or Dexterity modifier (your choice).
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  • Your droid has two superiority dice, which are d4s. These dice are used to fuel its maneuvers. A superiority die is expended when your droid uses it. It regain all of its expended superiority dice when you finish a short or long rest.
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Medium Plating

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Prerequisite: Light Armor proficiency
Your droid gains proficiency in medium armor. If your droid is already proficient in medium armor, the maximum Dexterity bonus your droid can add to AC increases to 3 from 2 while medium armor is integrated.

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Memory Protocol

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Prerequisite: Class I Droid
Your droid can recall anything it has read in the past month that it understood. This includes but is not limited to books, maps, signs, and lists.

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Observant Protocol

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Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:

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    \n
  • If your droid can see a creature's mouth while it is speaking a language it understands, your droid can interpret what it's saying by reading its lips.
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  • Your droid is considered to have advantage when determining its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
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Performance Protocol

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Prerequisite: 7th level, Class III Droid
You modify your droid's charisma chip, granting the following benefits:

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    \n
  • Your droid has advantage on Charisma (Performance) checks.
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  • Your droid can also use its bonus action to motivate an ally within 30 feet of it. Until the start of your droid's next turn, the ally can add the droid's Charisma modifier (minimum of +1) to the first attack roll, ability check, or saving throw they make. Your droid can use this feature a number of time equal to its Charisma modifier, and it regains all expended uses after it completes a long rest.
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Powerful Droid

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Prerequisite: Class V Droid
Your droid count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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Powerful Grip

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Prerequisite: 7th level, Class V Droid
When your droid hits a creature with a melee weapon attack on its turn and has a free hand, it can use a bonus action to attempt to grapple the target. If it does so, and the grapple succeeds, your droid can make one additional attack against the target (no action required).

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Premium Power Core

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You improve the power core of your droid. Its Hit Die becomes a d8.

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Proficiency Protocol

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You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

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Prototype Power Core

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Prerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.

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Repulsor Coil

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Prerequisite: 7th level, Class II Droid
You install repulsor coils in your droid's legs. Your droid gains a flying speed equal to its walking speed.

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Sensor Augmentation

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You augment your droid with an advanced sensor, granting the following benefits:

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    \n
  • Your droid has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
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  • Your droid has advantage on saving throws made to avoid or resist traps.
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  • Your droid has resistance to the damage dealt by traps.
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  • Your droid can search for traps while traveling at a normal pace, instead of only at a slow pace.
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Stun Ray

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You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the @Compendium[sw5e.techpowers.qHu258wCccbyajwo]{Hold Droid} or @Compendium[sw5e.techpowers.zXCnz8vBWC4fhvfw]{Paralyze Humanoid} tech power. The saving throw is made against your droid's tech save DC (8 + your droid's proficiency bonus + your droid's Intelligence modifier).

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You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

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Techcasting Protocol

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Your droid learns two at-will tech powers, and one 1st-level tech power, which it casts at its lowest level. Once your droid casts it, your droid must finish a long rest before it can cast it again. Intelligence is your droid's techcasting ability for these powers. It does not require use of a wristpad for these powers.

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Toughness Module

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Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:

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    \n
  • Your droid becomes proficient in Constitution saving throws. If it is already proficient, it becomes proficient in another saving throw of your choice.
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  • Whenever your droid takes the Dodge action in combat, it can spend one Hit Die to heal itself. Roll the die, add its Constitution modifier, and it regains a number of hit points equal to the total (minimum of one).
  • \n
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Cyclone Approach

\n

The Cyclone Approach empowers the berserker’s ability to fight with weapons in each hand. Followers of this approach learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

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Dual Wielder

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When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

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Double Swing

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Also at 3rd level, once on each of your turns when you miss with an attack while raging, you can immediately make a melee attack with the weapon in your other hand.

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Twisting Winds

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At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

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Mighty Leap

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Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

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Tornado

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At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers.

\n

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

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Zoologist Pursuit

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Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.

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Wilderness Expert

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When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

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Beast Companion

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Also at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.

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Choose your beast, which is detailed at the end of this pursuit. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

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If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

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Your beast gains a variety of benefits while it is bonded to you:

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  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
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  • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
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  • Your beast has the proficiency bonus of a player character of the same level.
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  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
  • \n
\n

Additional Maneuvers

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Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

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Loyal Bond

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Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

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Go Get 'Em

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While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

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Pin Down

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When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast's Strength (Athletics) check.

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Primal Endurance

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As an action, you can expend a superiority die to improve your beast's defense. Roll the die and add it to your beast's AC until the beginning of your next turn.

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Sic 'Em

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As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

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Spine-Chilling Howls

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As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

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Wild Senses

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Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

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Vicious Hunting

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Beginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

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Creature Comprehension

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Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

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Feral Ferocity

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Once you've reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

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  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
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  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
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  • When your hits with an attack, it deals bonus damage equal to your Intelligence modifier.
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  • Your beast has resistance to kinetic and energy damage.
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\n

Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.

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Once you've used this feature, you can't use it again until you finish a long rest.

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Discoveries (Zoologist)

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When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

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Advantageous Companion

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When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

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When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

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Colossal Companion

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Prerequisite: 15th level

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You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn't already and becomes immune to this feature for 24 hours.

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Holocam Attachment

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You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

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Neat Tricks

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Prerequisite: 5th level

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Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

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Protective Friend

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If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

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The More The Merrier

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Prerequisite: 7th level

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Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

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Generating Your Beast

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Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you've selected your type of beast, you assign your beast companion's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

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Beast Features

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All beasts share the following traits.

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Hit Points

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    \n
  • Hit Dice: 1d4 per beast companion level
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  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
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  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
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Proficiencies

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  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
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  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
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  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
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Features

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    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
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  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
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  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n

Amphibious

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n

Burrower

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n

Charger

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n

Climber

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

\n

Evasive

\n

Your beast companion can take the Disengage action as a bonus action.

\n

Force Adept

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Force Resistance

\n

Your beast companion has advantage on saving throws against force powers.

\n

Force Sensitive

\n

Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Grappler

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Light Hide

\n

Your beast companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Natural Camouflage

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n

Nimble Weapon

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n

Pack Tactics

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

\n

Pouncer

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n

Powerful Build

\n

Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

\n

Rampager

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast and take a bonus action to move up to half its speed and make a melee attack.

\n

Ranged Weapon

\n

Your beast companion has a natural ranged weapon, such as a spitter or or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal kinetic damage equal to its natural weapon damage die.

\n

Reach Weapon

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Size: Huge

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n

Size: Large

\n

Prerequisite: Size Medium
Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and it's walking speed increases to 35.

\n

Size: Medium

\n

Prerequisite: Size Small
Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n

Size: Small

\n

Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and it's walking speed increases to 25.

\n

Sturdy-Legged

\n

Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n

Swift

\n

Your beast companion can take the Dash action as a bonus action.

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Zoologist%20Pursuit.webp","effects":[]} +{"_id":"cROcc25Zj1MT6Yf6","name":"Form I: Shii-Cho","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form I: Shii-Cho

\n

Form I, also known as Determination Form, uses wild, unpredictable attacks designed to distract and disarm their foes. Those guardians who focus on Shii-Cho Form make seemingly random, yet deliberate, attacks to knock their opponents off-balance.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.rUL9jO0rPLWqOliO]{Shii-Cho Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can't take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Sarlaac

\n

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Disarming Slash

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Unpredictable Motion

\n

Beginning at 7th level, while you are wielding a melee weapon, opportunity attacks against you are made at disadvantage.

\n

Sarlaac Sweep

\n

Starting at 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

\n

Master of Determination

\n

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Attack rolls made against you can't have advantage.
  • \n
  • When more than one creature is within 5 feet of you, you gain a bonus to your Armor Class equal to the number of creatures within 5 feet of you, up to your Wisdom or Charisma modifier (your choice, minimum of one).
  • \n
  • When you use your Sarlaac Sweep feature, you have advantage on the attack roll, and you can apply the bonus damage to every creature within 5 feet of you.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shii-Cho%20Form.webp","effects":[]} +{"_id":"cjI8o9tAfKsuSGAP","name":"Bloodstorm Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Bloodstorm Approach

\n

The Bloodstorm Approach is said to have originated from the ancient wookiee Hroufrasnooohn clan (which loosely translates to Bloodstorm in Galactic Basic), whose warriors performed gravity-defying feats with their flying vibroaxes through a combination of unorthodox techniques and a mystical belief in their own abilities. A berserker who follows this approach can hurl their devastating weapons at enemies with such power and skill that it completely blurs the line between melee and ranged combat.

\n

Furious Throw

\n

When you choose this approach at 3rd level, your throwing techniques have become a perfect extension of your melee prowess. You may count your thrown weapon attacks as if they were melee weapon attacks for the purposes of your class abilities and feats, such as your Berserker Rage and Reckless Attack abilities.

\n

Returning Attacks

\n

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

\n

Throw Anything

\n

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

\n

Fling People

\n

Starting at 10th level, you learn to throw creatures as easily as you throw your weapons. When you successfully grapple a creature, you may immediately throw the creature:

\n

Throw Friend

\n

If the creature is a willing ally and volunteers to be grappled, you throw the target into any unoccupied space within 60 feet. That creature may immediately use its reaction to make one melee weapon attack, adding your Strength modifier to the attack’s damage roll.

\n

Throw Foe

\n

If the creature is an opponent, you throw the target into any unoccupied space within 30 feet, where it takes damage equal to your Strength modifier and falls prone.

\n

Raging Whirlwind

\n

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bloodstorm%20Approach.webp","effects":[]} +{"_id":"dY9gPH2vjYpS9onW","name":"Enhancement Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Enhancement Specialist

\n

Those fighters who choose to become Enhancement Specialists learn to apply their technological prowess to their blasters. With their deep understanding of both their weapon and how to manipulate its ammunition on the fly, they can often turn the tides of a battle with a single shot.

\n

Studied Shooter

\n

When you choose this specialty at 3rd level, you learn specialized theory typical for practitioners of the enhancement trade. You gain proficiency in your choice of the Lore or Technology skills. Additionally, you learn your choice of the encrypted message or minor image tech power. Intelligence is your techcasting ability for these powers.

\n

Special Ammunition

\n

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

Ammunition Enhancements

\n

You know two ammunition enhancements of your choice, which are detailed under \"Ammunition Enhancements\" below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

Amplified Shots

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn't involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

Saving Throws

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Ammunition Enhancements

\n

The ammunition enhancements are presented in alphabetical order.

\n

Carbonite Shot

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, its speed is reduced by 10 feet, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n

Coercing Shot

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Explosive Shot

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n

Hallucinogen Shot

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n

Piercing Shot

\n

You enhance your shot with armor-piercing properties. When you use this option, you don't make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon's type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n

Quell Shot

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n

Seeking Shot

\n

You apply a tracing signal to your shot. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n

Enhanced Shot

\n

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Redirected Shot

\n

At 10th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with an enhanced shot and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

\n

Ever-Ready Shot

\n

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

\n

Ammunition Upgrades

\n

At 18th level, your ammunition enhancements improve.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Enhancement%20Specialist.webp","effects":[]} +{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable -- if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} +{"_id":"f6laKRexQAH7Oa3b","name":"Aing-Tii Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Aing-Tii Order

\n

Monks of the Aing-Tii Order blend an attunement to the Force with their supreme focus to become a blur of motion in the heat of battle.

\n

Forcecasting

\n

When you choose this order at 3rd level, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Aing-Tii Order Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your monk level, as shown in the Force Points column of the Aing-Tii Order Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Aing-Tii Order Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-Tii Order Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Flow-Walking

\n

At 6th level, you can cast the @Compendium[sw5e.forcepowers.G8UVHP4MXW6Dudky]{Phasestrike} force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

You can use these features a combined number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Prismatic Step

\n

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

\n

Iridescent Strikes

\n

Starting at 17th level, when you use your action to cast a force power, you can spend 2 focus points to teleport to a space within 5 feet of a creature affected by the power and make two unarmed attacks against that creature as a bonus action.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Aing-Tii%20Order.webp","effects":[]} +{"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp"} +{"_id":"hJfD06NmantavchV","name":"Bulwark Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Bulwark Technique

\n

Some scouts find themselves far from civilization not to hunt, gather intelligence, or escape danger, but to venture forth simply to defend those unable to defend themselves. Followers of the Bulwark Technique make use of advanced technology to contain those that threaten the undeserving.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Personal Barrier

\n

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n
    \n
  • You are considered proficient in Constitution saving throws for the purpose of maintaining concentration on tech powers.
  • \n
  • Hostile creatures that hit you with melee attacks take energy damage equal to your Intelligence modifier (minimum of 1).
  • \n
\n

Mark of the Bulwark

\n

Also at 3rd level, when the target of your Ranger's Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creatures takes bonus damage equal to your Ranger's Quarry Damage Die.

\n

Projected Barrier

\n

Beginning at 7th level, you've learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier's hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

Some Projected Barrier Effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

If your barrier's hit points are reduced to 0, any Projected Barrier features immediately end.

\n

Projected Sphere

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

Projected Maelstrom

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature's damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n

Projected Wave

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren't pushed.

\n

This feature's damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n

Regenerative Shielding

\n

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

\n

Adaptive Barrier

\n

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Bulwark%20Technique.webp","effects":[]} +{"_id":"hlZPMF7NjGemaw66","name":"Ballistic Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Ballistic Approach

\n

For many, rushing an opponent with guns blazing is a last resort. For Berserkers of the Ballistic Approach, this isn't a last resort: it's the primary plan. Leading with a blaster and pure, unbridled rage, the berserker never lets an empty gun diminish their fury.

\n

Firestorm

\n

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n
    \n
  • When making a ranged weapon attack while within 30 feet of your target, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • \n
  • When you use a blaster as an improvised weapon, you are considered proficient with it.
  • \n
\n

Explosive

\n

Also at 3rd level, while raging, you gain the following benefits:

\n
    \n
  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • \n
  • You add your rage damage to damage rolls from ranged weapon attacks while within 30 feet of your target. You may only apply your rage damage to one target when you use the burst property.
  • \n
\n

Rampage

\n

At 6th level, while raging, when you deal damage with a blaster with which you are proficient while within 30 feet of your target, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

\n

Down, Not Out

\n

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

\n

Brawn

\n

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ballistic%20Approach.webp","effects":[]} +{"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shield Specialist Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Shield Specialist Techcasting

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp","effects":[]} +{"_id":"i0AaMWBnSREQdQsg","name":"Form V: Shien/Djem So","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form V: Shien/Djem So

\n

Form V, also known as Perseverance Form, utilizes a force-enhanced strength to overwhelm opponents. Those guardians who focus on Shien/Djem So Form actively attempt to force an opening rather than waiting for the opportunity to present itself.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.m9nBfNVSNb6baCA1]{Shien/Djem So Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Krayt Dragon

\n

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n

Blade Barrier

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n

Falling Avalanche

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n

Determination

\n

At 7th level, you gain one of the following features. Choose Aggressive Negotiations for Shien or Reliable Vigor for Djem So.

\n

Aggressive Negotiations

\n

When you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Strength modifier (rounded down) if it doesn't already include that modifier.

\n

Reliable Vigor

\n

If your total for a Strength check or saving throw is less than your Guardian level, you can use that value in place of the total.

\n

Presence

\n

Starting at 15th level, you gain one of the following features. Choose Precise Reflection for Shien or Brutal Strikes for Djem So.

\n

Precise Reflection

\n

When you hit with an attack made by the @Compendium[sw5e.forcepowers.CuAbwhIt3j2V30Ey]{Saber Reflect power}, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Brutal Strikes

\n

The Force flowing through you grants you incredible strength. When you roll a 1 or 2 on a Force-Empowered Strikes or Improved Force-Empowered Strikes damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

\n

Additionally, when you spend force points to use your Force-Empowered Strikes feature, you gain temporary hit points equal to twice the number of points spent.

\n

Master of Perseverance

\n

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Once per turn, when you hit with a melee weapon attack using Strength, you can use your Force-Empowered Strikes feature at 1st-level without expending force points. You gain temporary hit points equal to the extra damage dealt.
  • \n
  • When a creature within 5 feet of you makes an attack roll against you, you can use your reaction to make a single weapon attack with advantage against that creature. If the attack hits, you impose disadvantage on the triggering attack roll.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shien%20Djem%20So%20Form.webp","effects":[]} +{"_id":"igjYYoVyL95UNC0c","name":"Nightsister Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Nightsister Order

\n

Monks of the Nightsister Order utilize an innate Force-sensitivity to commune with death. They learn to channel this power to drain the life of their foes to prolong their own existence. Males who join this order are called Nightbrothers.

\n

Ichor Lightning

\n

Beginning when you choose this order at 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged focus attack with a range of 30 feet. You are proficient with it, and you add your focus ability modifier to its attack and damage rolls. Its damage is necrotic, and it uses your Martial Arts die for its damage die.

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can replace the attack with this one.

\n

When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your Wisdom or Charisma modifier + your monk level (your choice, minimum of one).

\n

Dark Magick

\n

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

Mastery of Death

\n

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

\n

Spirit Blade Assault

\n

At 17th level, as an action, you conjure a blade of negative energy and strike one creature within 5 feet of you with it, expending 1 to 10 focus points. The target must make a Constitution saving throw. On a failed save, it takes 2d10 necrotic damage per focus point spent, or half as much on a successful one.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Nightsister%20Order.webp","effects":[]} +{"_id":"jEXfkSLXZvy0BQG7","name":"Industrial Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Industrial Approach

\n

While some berserkers are content to surrender to their rage, others prefer a more tactful approach. Berserkers of the Industrial Approach augment their rage with the versatility of technology, adding elemental explosions to their already fearsome arsenal.

\n

Techcasting

\n

When you choose this approach at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Industrial Approach Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your berserker level (rounded up), as shown in the Tech Points column of the Industrial Approach Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Industrial Approach Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Industrial Approach Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Industrious Tech

\n

Also at 3rd level, you can cast tech powers while raging as long as the power’s casting time is no more than 1 action, the power does not require concentration, and you are not wearing heavy armor or wielding a medium or heavy shield. While raging, you add your rage damage to damage rolls from tech powers you cast. If a tech power damages more than one target, you may only apply your rage damage to one of the targets.

\n

Casting tech powers during rage counts as attacking for the purposes of maintaining rage, and you can use your Reckless Attack feature to gain advantage when casting a tech power that requires an attack roll.

\n

Explosive Resilience

\n

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n

Painkiller

\n

Starting at 10th level, whenever you cast a tech power of 1st-level or higher, or deal damage using your Explosive Resilience feature, you can cause a friendly creature you can see within 30 feet to gain temporary hit points equal to half your berserker level (rounded up) + your Intelligence modifier. Additionally, while they have these temporary hit points, they have advantage on saving throws against effects that would cause them to be frightened.

\n

Final Countdown

\n

At 14th level, when you are reduced to 0 hit points but not killed outright, and you have at least one tech point remaining, you can expend all your remaining tech points and instead to drop to one hit point. If you do so, each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, they take 10 acid, cold, fire, ion, or lightning damage (your choice) damage for each tech point spent in this way, or half as much on a successful one.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Industrial%20Approach.webp","effects":[]} +{"_id":"jTIquPrCJE4cdUTt","name":"Chef Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Chef Pursuit

\n

Without it empires fall, armies dissolve into nothingness, and species are forgotten with the passage of time. A favored tool of assassins, crime lords, and moguls: food. Those scholars who choose the Chef Pursuit know the importance and power that food carries.

\n

Culinary Knowledge

\n

When you choose this pursuit at 3rd level, you gain proficiency with chef's kits and your choice of Nature or Survival skills.

\n

Emergency Supplements

\n

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you've chosen it.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the culinary arts. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

You may only perform one maneuver that is used during a long or short rest at a time.

\n

Allergens

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it an irritating allergen. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts half the result of your superiority die (rounded down, minimum of one) from the first ability check, attack roll, or saving throws it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Brain Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary force or tech points (their choice) equal to the number you roll on the superiority die. When an affected creature casts a force or tech power, the temporary force or tech points are spent first. An affected target can only benefit from one source of temporary force or tech points at a time, and they last until they're depleted or until the affected target completes their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Debilitants

\n

As a bonus action when preparing or touching food, you may expend a superiority die and add to it a subtle poison. Any creature that consumes this food must make a Constitution saving throw. On a failed save, their hit point maximum is reduced by an amount equal to twice the number rolled on your superiority die + your Intelligence modifier. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Energizers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature has their walking speed increased by 10 until the end of their next short or long rest. This maneuver has no effect on droids or constructs.

\n

Enhancers

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to a damage roll that would affect only one target. This maneuver has no effect on droids or constructs.

\n

Health Food

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains a number of temporary hit points equal to twice the number you roll on the superiority die. This maneuver has no effect on droids or constructs.

\n

Muscle Relaxants

\n

As a bonus action while preparing or touching food, you may expend a superiority die and add to it a fast acting muscle relaxant. At the start of each of its turns, a creature that consumes this food must make a Constitution saving throw. On a failed save, it subtracts the result of your superiority die from the first damage roll it makes before the start of its next turn. The effect of this maneuver ends when the creature completes its next long rest or 24 hours have passed. This maneuver has no effect on droids or constructs.

\n

Supplements

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Once before the end of their next short or long rest, affected targets may add the result of the superiority die to one ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. This maneuver has no effect on droids or constructs.

\n

Vitamins

\n

At the end of a short or long rest you may expend a superiority die and choose a number of friendly creatures up to your Intelligence modifier (minimum of one), if they ate food you prepared. Each creature gains proficiency in Constitution saving throws until the end of their next short or long rest. If a creature was already proficient in Constitution saving throws, they instead become proficient in a saving throw of your choice. This maneuver has no effect on droids or constructs.

\n

Balanced Diet

\n

Beginning at 6th level, your cooking is so nutritionally balanced that it allows allies to stave off the effects of continued rigorous activity. Creatures of your choice who eat food prepared by you have advantage on Constitution saving throws to avoid Exhaustion, as described in chapter 8, until the end of their next long rest.

\n

Comfort Food

\n

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Heroes' Feast

\n

Once you've reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n
    \n
  • It is cured of all poisons and disease, and becomes immune to poison and disease.
  • \n
  • It makes Wisdom saving throws to avoid being frightened with advantage.
  • \n
  • Its hit point maximum and current hit points increase by 2d10.
  • \n
\n

These benefits last until the end of the creature's next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

\n

Discoveries (Chef)

\n

When you select this pursuit, you gain access to new discoveries which reflect the progress of your studies into the culinary arts. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Alternative Fuel

\n

Any of your chef features, maneuvers, or discoveries can now effect droids and constructs.

\n

Banquet

\n

Prerequisite: 17th level, Full Course

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of four).

\n

Filling Meal

\n

Prerequisite: 7th level

\n

Over the course of a long or short rest, you may utilize up to two different maneuvers from this archetype, rather than one.

\n

Full Course

\n

Prerequisite: 12th level, Filling Meal

\n

Over the course of a long or short rest, you may utilize an additional maneuver from this archetype (total of three).

\n

On the Rocks

\n

Any food you prepare over a short or long rest carries with it an additional cooling effect. Creatures that consume it are considered adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes fire damage before the end of their next short or long rest, they are considered resistant to the damage.

\n

Secret Ingredient

\n

If you or any friendly creature that has consumed food made by you during their last short or long rest gains temporary hit points, the number of temporary hit points they gain increases by an amount equal to your Intelligence modifier.

\n

Spice of Life

\n

Any food you prepare over a short or long rest carries with it an additional warming effect. Creatures that consume it are considered adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, until the end of the creature's next long rest or 24 hours have passed. Additionally, the first time a creature who eats your food takes cold damage before the end of their next short or long rest, they are considered resistant to the damage.

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Way of Balance

\n

There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.

\n

Force Barrier

\n

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can't create it again until you finish a long rest.

\n

Projected Barrier

\n

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

\n

At-Will Barrier

\n

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

\n

Improved Suppression

\n

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in sever force and force suppression), you add your proficiency bonus to that ability check.

\n

Force Resistance

\n

Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.

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Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Saboteur Practice Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

\n
    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Pintsized Arms

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

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Gambler Pursuit

\n

Not all studied men and women use their intelligence and skill for the pursuit of knowledge, but instead turn to the various casinos and betting halls of the galaxy. Those scholars who choose the Gambler Pursuit use their knowledge of probability and risk to attempt to master games of chance and build their fortune, or lose it all along the way.

\n

Gambler's Aptitude

\n

When you choose this pursuit at 3rd level, you gain proficiency in your choice of the Insight, Deception, Persuasion, or Sleight of Hand skills. Additionally, you gain proficiency in three gaming sets of your choice, and you have advantage on any ability check you make that uses any of these gaming sets.

\n

Risk versus Reward

\n

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases when you reach certain levels in this class: to 1d8 at 7th level, to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your deep understanding of chance. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

All In

\n

When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n

Blind Luck

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check's DC, you pass the check instead.

\n

Double Bluff

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n

The Idiot's Array

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n

Played Their Hand

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker's Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n

Pure Sabacc

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon's damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n

Raise the Stakes

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy's attack roll, but add the result to their damage roll on a hit.

\n

Take a Chance

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n

Tiebreaker

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n

Lucky Number 7

\n

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the Scholar class table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

\n

Tell Me the Odds

\n

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

\n

Borrowed Luck

\n

Once you've reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

\n

While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

\n

Discoveries (Gambler)

\n

When you select this pursuit, you gain access to new discoveries which reflect your deep understanding of chance. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Ace Up Your Sleeve

\n

Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

\n

Against the House

\n

Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

\n

Ante Up

\n

When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

\n

Calculated Bluff

\n

When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

\n

Cold Read

\n

Prerequisite: 5th level

\n

As an action, you may make a Wisdom (Insight) check contested by a target's Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

\n

Feeling the Pressure

\n

Prerequisite: 13th level

\n

Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

\n

The Magic Number

\n

Prerequisite: 7th level

\n

Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Gambler%20Pursuit.webp","effects":[]} +{"_id":"m0oQQxDCTO6nqWnz","name":"Cybertech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Cybertech Engineering

\n

Those engineers who choose the Cybertech Engineering discipline focus on the ability to craft reusable consumables and items that augment and complement their techcasting abilities.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in cybertech's tools. additionally, when you engage in crafting with cybertech's tools, the rate at which you craft doubles.

\n

Cybertech Contraptions

\n

Also at 3rd level, you learn modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can expend 500 cr worth of materials to modify your wristpad. You must have a wristpad, materials, and cybertech's tools in order to perform this modification.

\n

Your wristpad requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified wristpad has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Potent Techcasting

\n

Lastly at 3rd level, when you miss with a tech attack roll, or a creature succeeds on a saving throw against a tech power you cast, you can expend one use of your Potent Aptitude to overwhelm them. Roll the die, and either add it to the attack roll or subtract it from their saving throw.

\n

Adaptable Applications

\n

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Combat Contrivances

\n

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

\n

Perfected Purposing

\n

Starting at 18th level, when you cast a tech power, you can choose to deal maximum damage or provide maximum healing with that power.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Cybertech Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Advanced Biotic Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can't exceed the number of hit points regained.

\n

Advanced Corrosive Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n

Advanced Cryo Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n

Advanced Explosive Amplifier

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

\n

Arakyd Vector

\n

Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Augmented Explosive

\n

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you've activated an explosive, it can't be activated again until you finish a short or long rest.

\n

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

\n

Belasco Dynamics

\n

Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Biotic Amplifier

\n

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can't exceed the number of hit points restored.

\n

You can use this amplifier a number of times equal to your Intelligence modifier. You regain all expended uses when you complete a short or long rest.

\n

Climbing Gloves

\n

You craft a set of gloves with a powerful assisted grip. While wearing these gloves, you have a climbing speed of 20 feet, and you have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Corrosive Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Cryo Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Darkvision Goggles

\n

You craft a pair of sight-enhancing goggles. While wearing these goggles, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

\n

Explosive Amplifier

\n

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Imaging Amplifier

\n

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack's target to a duplicate.

\n

You can use this amplifier a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Jet Boots

\n

Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can't be activated again until you finish a short or long rest.

\n

Mechanical Arm

\n

You create a mechanical arm which mounts to your shoulder, which you can use independently. You can only gain the benefit of items held by two of your arms at any given time.

\n

You can choose this modification twice.

\n

Prototype Biotic Amplifier

\n

Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can't exceed the number of hit points regained.

\n

Prototype Corrosive Amplifier

\n

Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

\n

Prototype Cryo Amplifier

\n

Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature's speed is reduced by 10 feet until the end of your next turn. If the tech power already reduces the creature's speed, that amount is instead increased by 5 feet.

\n

Prototype Explosive Amplifier

\n

Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success.

\n

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

Powered Grappling Hook

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n

Sentry Turret

\n

You learn how to craft small sentry turrets shaped like globes that can adhere to any surface. As an action or bonus action (your choice), you can throw a sentry to a point you can see within range (30 feet + your Strength modifier x 5). At the end of each of your turns, a deployed sentry automatically targets a hostile creature within 10 feet of it. If multiple targets are available, one is chosen at random. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 energy damage and its speed is reduced by 5 until the end of your next turn.

\n

The sentries have 1 hit point, an armor class of 10, and can be repaired over the course of a long rest. Each sentry lasts for 1 minute before deactivating. You can maintain a number of sentries equal to your Intelligence modifier. Once a sentry has been activated, it can't be activated again until you finish a short or long rest.

\n

Truesight Goggles

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Wrist-Mounted Grappling Hook

\n

You craft a wrist-mounted grappling hook weapon attached to a tightly coiled cord. With this contraption, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d4 kinetic damage. This attack can target a surface, object, or creature.

\n

A creature struck by this attack is impaled by the hook. As an action, a creature can attempt to remove the hook. Removing the hook requires a Strength check. While the hook is stuck in the target, you are connected to the target by a 60 foot cable.

\n

While the hook is deployed, you can use your bonus action to activate the reel, pulling yourself to the location if the target is your size or larger. A creature or object smaller than you is pulled to you. Alternatively, you can opt to release the cable (no action required).

\n

Once you've used this feature, you can't use it again until you recover and reinsert the hook as an action.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Cybertech%20Engineering.webp","effects":[]} +{"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.

\n

Rock Steady

\n

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

\n

My Little Friend Says Hello There

\n

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn't already include that modifier.

\n

Maximum Output

\n

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, you deal additional damage the first time you hit with an attack roll before the end of your next turn. For each attack you forgo in this fashion, you deal extra damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, you instead deal normal weapon damage.

\n

Straight Through

\n

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

Overwhelm

\n

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, you instead treat the miss as a hit.

\n

Pure Performance

\n

At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can't suffer from disadvantage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp","effects":[]} +{"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Geneticist Pursuit

\n

Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.

\n

Genesplicer's Methods

\n

When you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.

\n

Mutagenic Analysis

\n

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the changes your body has undergone. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Acid Burst

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n

Charging Attack

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n

Electrical Discharge

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n

Rampage

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n

Unrelenting Grasp

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n

Venomous Slash

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n

Mutagenic Transformation

\n

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n
    \n
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • \n
  • Your Strength score becomes equal to your Intelligence score.
  • \n
  • You gain a bonus to your AC equal to half your Intelligence modifier (rounded down, minimum of +1) if it doesn't already include that modifier.
  • \n
\n

You can end this effect early on your turn as a bonus action. This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Geneticist's Resilience

\n

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

\n

Chimeric Adaptation

\n

Once you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n

Aspect of the Terentatek

\n

You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n

Aspect of the Rancor

\n

You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.

\n

Aspect of the Varactyl

\n

You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.

\n

Discoveries (Geneticist)

\n

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Adapted Hide

\n

When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n

Atmospheric Adaptation

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n

Enhanced Musculature

\n

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or

\n

lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n

Icarian Mutation

\n

You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n

Mutagenic Hardiness

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n

Predatory Senses

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n

Underground Adaptation

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

\n

Unnatural Weaponry

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Geneticist%20Pursuit.webp","effects":[]} +{"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp","effects":[]} +{"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Slicer Pursuit Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the diminish tech and tech override powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the override interface tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} +{"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Performance Practice

\n

Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.

\n

Artful Dancer

\n

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.

\n

Dazzling Steps

\n

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:

\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Defensive Step

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n

Mobile Step

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

Offensive Step

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.

\n

Flexible Body

\n

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

\n

Dance of Death

\n

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Dance

\n

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Performance%20Practice.webp","effects":[]} +{"_id":"pSIVnxwvRlyNoFM4","name":"Warchief Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Warchief Approach

\n

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

\n

Savage Diplomat

\n

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

\n

Commanding Rage

\n

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

\n

Inspiring Presence

\n

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

\n

Raid Planning

\n

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

\n

War Chant

\n

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Warchief%20Approach.webp","effects":[]} +{"_id":"pnWaHtbho4xgFpIU","name":"Path of Etherealness","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Etherealness

\n

In the distant reaches of the galaxy obscure knowledge and forgotten secrets of the Force can sometimes be found. While other Force-sensitives may find themselves touched by this secret knowledge of the Force, those sentinels who follow the Path of Etherealness instead find themselves grabbed. Held onto by mysterious aspects of the Force that refuse to let go, these sentinels find themselves able to manipulate the universe around them.

\n

Aberrant Resilience

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.fcs6lsi5hMfPOgRb]{Resistance} force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, this power no longer requires concentration for you when you target yourself with it, and the power's d4 increases to d6 at 5th level, d8 at 11th level, and d10 at 17th level.

\n

Force-Empowered Kinesis

\n

Also at 3rd level, your connection to the Force allows you to briefly become incorporeal. When you use a Force-Empowered Self feature, until the end of your turn, you can move through other creatures and objects as if they are difficult terrain. If you end this movement inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This damage can't be reduced or negated in any way.

\n

Out of Touch

\n

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Event Cascade

\n

By 13th level, you have advantage on attack rolls you make against creatures if you haven't dealt damage to them or affected them with a force power since the start of your previous turn.

\n

Aberrant Self

\n

At 18th level, you no longer suffer the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Etherealness.webp","effects":[]} +{"_id":"pr7Xe82MOaof0IXj","name":"Form X: Jar'Kai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form X: Jar'Kai

\n

Form X, also known as Domination Form, utilizes two weapons to overwhelm their foes. Those guardians who focus on Jar'Kai Form know that two weapons offer greater versatility than one, and capitalize on the twin angles from which they attack to subdue their enemies.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.OmPlZtMXi2b3Vo64]{Jar'Kai Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Acklay

\n

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn't already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Twin Strike

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n

Eye of the Storm

\n

Beginning at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Rising Whirlwind

\n

Starting at 15th level, as an action, you can rush forward up to 30 feet to an unoccupied space you can see without provoking opportunity attacks. Each creature within 5 feet of your path must make a Dexterity saving throw. A creature takes normal weapon damage on a failed save, or half as much on a successful one. If you are wielding two light- or vibro-weapons, or a weapon with the double property, a creature makes this save with disadvantage, and takes additional damage equal to your Strength or Dexterity modifier (your choice, minimum of one) on a failed save if it doesn't already include that modifier.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Domination

\n

At 20th level, you are a whirlwind of strikes, eviscerating all who step within your reach. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • When you hit a creature with a melee weapon attack, you have advantage on the next melee weapon attack roll you make against that creature, and that creature provokes an opportunity attack from you even if they take the Disengage action before leaving your reach until the end of your next turn.
  • \n
  • Creatures provoke an opportunity attack from you when they enter your reach.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Jar%27Kai%20Form.webp","effects":[]} +{"_id":"q208WP2Lacp7dG6v","name":"Way of Manipulation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Manipulation

\n

The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.

\n

Saber Storm

\n

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a melee weapon you wield, or one melee weapon within 5 feet that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +l).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Deceptive Strike

\n

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

\n

Guarding Weapon

\n

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot's level.

\n

Isolate

\n

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

\n

Sapping Storm

\n

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Manipulation.webp","effects":[]} +{"_id":"q4cqalPyT4rkroVr","name":"Precision Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Precision Approach

\n

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

\n

Careful Steps

\n

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

\n

Focused Rage

\n

Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

\n

Battle Anticipation

\n

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

\n

Improved Danger Sense

\n

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Calm Within the Storm

\n

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Precision%20Approach.webp","effects":[]} +{"_id":"qlg4myujDRxt6FXB","name":"Path of Communion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Communion

\n

Those who master the Force can transcend death, persisting beyond their natural experation. Those sentinels who follow the Path of Communion bond with a Force ghost, developing a symbiotic relationship which alters the way they perceive their surroundings.

\n

Mystical Connection

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.Pf4e5uRdTd4VuUjU]{Feedback} force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn't already include that modifier.

\n

Symbiote Spirit

\n

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n
    \n
  • Your spirit is always audible and visible to you. Your spirit can choose to make itself audible and visible or inaudible and invisible to other creatures (no action required), but it is always visible to beings with truesight.
  • \n
  • Your spirit can not interact with the corporeal world, but it is also not impeded by unenhanced walls or barriers.
  • \n
  • Your spirit acts independently of you, and it only obeys your commands if it chooses to. In combat, it rolls its own initiative and acts on its own turn. Your spirit can't attack, but it can take other actions as normal.
  • \n
  • While your spirit is within 100 feet of you, you can telepathically communicate with it. Additionally, as an action, you can see through your spirit's vision and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
  • \n
  • When you cast a force power with a range of touch, your spirit can deliver the power as if it had cast it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.
  • \n
\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

Generating Your Spirit

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Invasive Presence

\n

At 7th level, your spirit can invade another creature's being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Ethereal Vision

\n

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit's senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

Assuming Direct Control

\n

At 18th level, when a creature fails its saving throw against your Invasive Presence feature, the target becomes charmed by you for as long as Invasive Presence is active.

\n

While the target is charmed, you and your spirit have a telepathic link with it as long as you are within 100 feet of it. You and your spirit can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Communion.webp","effects":[]} +{"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic 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.

\n

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

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp","effects":[]} +{"_id":"rW7zqxiNXePBLnui","name":"Form II: Makashi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form II: Makashi

\n

Form II, also known as Contention Form, encourages precision and efficiency over power, using jabs, parries and light cuts over slashes, blocks and chops. Those guardians who focus on Makashi Form utilize calculated blade manipulation, intense focus, and expert timing to confuse and trap their opponents.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.GBccAWbpxgNPTz0D]{Makashi Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Ysalamiri

\n

Also at 3rd level, as a bonus action, you can enter an offensive stance for one minute. While in this stance, you add your Wisdom or Charisma modifier (your choice) to the first melee weapon attack and damage rolls you make each turn.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Makashi Riposte

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n

Shatterpoint

\n

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can use your connection to the Force to sense their strengths and weak-nesses, and learn certain informat-ion about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Wisdom score
  • \n
  • Charisma score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Total Forcecaster levels (if any)
  • \n
\n

Glancing Blow

\n

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Master of Contention

\n

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage, and you ignore resistance to kinetic and energy damage.
  • \n
  • All melee attacks have disadvantage against you.
  • \n
  • Your melee weapon attacks inflict an additional damage die.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Makashi%20Form.webp","effects":[]} +{"_id":"rhte8G7Duf9dtKLV","name":"Explorer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Explorer Pursuit

\n

The explorer strives to navigate past the known to discover new planets, forgotten ruins, or forbidden locations. Those scholars who choose the Explorer Pursuit spend their time studying maps, landmarks, architecture blue prints, or even history books, using them to effectively lead the way for their companions.

\n

Focused Navigator

\n

Beginning at 3rd level when you select this pursuit, you gain proficiency in two of the Perception, Piloting, Survival, and Acrobatics skills.

\n

Surveyed Area

\n

At 3rd level, you can now use your Critical Analysis feature on a 15-foot cube area within 60 feet of you that you can see. You can treat any creatures inside this cube as if they are the target of your Critical Analysis feature, and when a creature ends your Critical Analysis feature on themself, it does not end this effect for other creatures in your Surveyed Area.

\n

Additional Maneuvers

\n

When you select this pursuit, you gain access to new maneuvers which reflect your studies in maps and hidden routes. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Effective Flanking

\n

Whenever you use your Critical Analysis ability, you can expend a superiority die to make all creatures of your choice affected by Critical Analysis to make a Wisdom saving throw. If at least one creature fails the save, roll a superiority die.

\n

On a failed save, the number rolled is added to both the attack and damage roll for the first attack against the creature before the start of your next turn.

\n

Encouraging Pace

\n

You can use a bonus action to expend a superiority die. When you do so, a number of friendly creatures equal to your Intelligence modifier can immediately use their reaction to move a number of feet equal to 5 times the number rolled on the superiority die.

\n

No Escape

\n

Whenever you or a creature you can see makes an opportunity attack, you can expend a superiority die. If the attack hits, roll the superiority die and add the result to the damage roll. Additionally, the affected creature's movement speed becomes 0 until the start of its next turn.

\n

Precise Movements

\n

When you or a friendly creature you can see that can see or hear you moves, you can expend a superiority die to give them verbal guidance and encouragement. Roll a superiority die. The creature's speed increases by 5 times the number rolled, and they can move through the space of hostile creatures as if it were difficult terrain.

\n

Snare Traps

\n

You can use an action and expend a superiority die to trigger painful snare traps. When you do, one creature within 60 feet of you or all creatures that are targeted by your Critical Analysis has to make a Dexterity (Acrobatics) check against your maneuver save DC.

\n

On a failure, they take damage equal to the roll and their movement speed becomes 0 until the end of your next turn.

\n

Superior Counterattack

\n

Whenever an opportunity attack targets a friendly creature other than you that is in an area targeted by your Critical Analysis feature, you can expend a superiority die. The creature can use its reaction to make a single weapon attack, adding the superiority die roll to the attack roll.

\n

Wrestle and Drag

\n

When you or a creature that is the target of your Critical Analysis makes an Strength (Athletics) check to grapple or shove a creature, you can expend a superiority die and add it to the roll. Until the end of your turn, you can drag the grappled creature with you without your speed being halved. Additionally, if you move at least 5 feet, the creature takes damage for each foot moved up to an amount equal to half your Scholar level + your Intelligence modifier.

\n

Field Advantage

\n

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

\n

Unstoppable Adventurer

\n

At 9th level, you learn to swim and scale vertical surfaces with ease. You gain swimming and climbing speed equal to your walking speed.

\n

Additionally, your Sage Advice feature can be used to give friendly creatures knowledge on how to swim or climb, following the same rules of that feature as if it is a skill or tool. However, the friendly creatures have swimming speed or climbing speed for the entire duration instead.

\n

Survey Master

\n

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

\n

Discoveries (Explorer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in maps and hidden routes. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Cover Adept

\n

Prerequisite: 12th level

\n

You treat half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n

Dungeon Explorer

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n

Galactic Explorer

\n

Prerequisite: 9th level

\n

When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n

Grappling Hunter

\n

Prerequisite: 5th level

\n

Attack rolls that you make against creatures that you are grappling have advantage.

\n

High Ground

\n

Prerequisite: 5th level

\n

Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n

No Stone Left Unturned

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n

Versatile Explorer

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Explorer%20Pursuit.webp","effects":[]} +{"_id":"sgoAH5OjfxsXf2fp","name":"Artillerist Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Artillerist Technique

\n

While some scouts choose to foray alone, others like to have support. Follower of the Artillerist Technique master control of militant constructs, laying waste to the battlefield with their expertise

\n

Bonus Proficiencies

\n

You gain proficiency in artillerist's kits.

\n

Turret Companion

\n

When you choose this technique at 3rd level, you learn to apply your knowledge of artillery to construct your own portable turret.

\n

You start with a Small turret, which is detailed at the end of this technique. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finish your turret.

\n

If your turret is irreparably destroyed, you can spend an additional 500 cr worth of material and 8 hours to create a new turret. You may only have one turret companion at a time.

\n

Your turret has the following benefits:

\n
    \n
  • Your turret has a remote control, which you can use to direct it on your turn while within 120 feet of it. Your turret takes no actions unless you tell it to or an upgrade says otherwise.
  • \n
  • Your turret's level equals your scout level, and for each scout level you gain after 3rd, your turret companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your turret has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your turret's abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your turret is a valid target of the tracker droid interface tech power.
  • \n
  • When you would make a weapon attack, you can let your turret attack instead.
  • \n
\n

Your turret has two modes: deployed and undeployed. Your turret can take no actions while undeployed. You can deploy or undeploy your turret at any time on your turn (no action required), but the effect doesn't occur until the start of your next turn.

\n

Mark of the Artillerist

\n

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger's Quarry, you can roll your Ranger's Quarry die and add it to the damage roll.

\n

Battlefront

\n

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

\n

Crisis Management

\n

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

\n

Double Up

\n

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

\n

Generating Your Turret

\n

Your turret is a portable companion that you can upgrade over time.

\n

Your turret uses your Intelligence, Wisdom, and Charisma scores. You assign your turret's Strength, Dexterity, and Constitution scores using a limited standard array (16, 14, 12) as you see fit.

\n

Turret Features

\n

All turrets share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d6 per turret companion level
  • \n
  • Hit Points at 1st Level: 6 + your turret's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d6 (or 4) + your turret's Constitution modifier per turret level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Turret Resistances: Your turret is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Turret Vulnerabilities: Your turret is vulnerable to ion damage. Additionally, your turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Features

\n
    \n
  • Armor Class: Your turret uses its Intelligence score for its Armor Class.
  • \n
  • Integrated Weaponry: Your turret has an integrated vibroweapon and blaster with which it can make weapon attacks. Neither weapon can be removed while your turret is not disabled. Your turret's vibroweapon deals 1d8 kinetic damage on a hit. Your turret's blaster has the ammunition (range 100/400) and reload 20 properties, and it deals 1d6 kinetic or energy damage on it a hit, depending on its loaded ammunition. It can use both slug cartridges and power cells for ammunition. Your turret can't reload itself. You can choose which weapon your turret uses each time it attacks (no action required).
  • \n
  • Turret Upgrades: Your turret companion has four turret upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Small
  • \n
  • Speed: Your turret has two modes: undeployed and deployed. While undeployed, your turret's speed equals your own and it can take no actions. While deployed, your turret has a speed of 25 feet and can take actions.
  • \n
  • Type: Construct
  • \n
\n

Turret Upgrades

\n

If an upgrade has prerequisites, you must meet them to install it. You can install the upgrade at the same time that you meet its prerequisites.

\n

Augmenting Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, when damage is dealt by a tech power originating from inside the barrier against a target outside the barrier, that tech power gains a bonus to damage equal to half your Intelligence modifier (rounded up).

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Autoreload

\n

You can preload your turret's blaster with additional ammunition. You can preload two additional power cells, or you can replace each power cell with 20 slug cartridges. Once on each of your turns, you can reload your turret without using an action. Once you've expended the preloaded ammunition, you can't reload your turret's blaster in this way again until you reload it with an action.

\n

Climbing Turret

\n

Your turret gains a climbing speed equal to its deployed walking speed.

\n

Cloaking Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, this barrier creates an area that is lightly obscured. Wisdom (Perception) checks that originate outside the barrier take a -10 penalty when attempting to detect anything inside the barrier.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Deployment Accelerator

\n

Your turret now deploys and undeploys instantly, but you can only do so once on each of your turns.

\n

Disguised Turret

\n

Your turret can collapse into an innocuous looking container while undeployed. You have advantage on Charisma (Deception) checks to hide the nature of your turret while it is undeployed.

\n

Hovering Turret

\n

Your turret can hover 5 feet over the ground while deployed. It ignores difficult terrain while hovering in this way.

\n

Integrated Grenade Launcher

\n

You integrate a grenade launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Projector

\n

You integrate a vapor projector into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Integrated Rocket Launcher

\n

You integrate a rocket launcher into your turret.

\n

You can choose this upgrade multiple times. Each time you do so, the weapon's reload number increases by 1.

\n

Longbow

\n

Your turret's blaster's range increases by 50/200. Additionally, when you cast a tech power with a range of 5 feet or greater, and your turret is the target of your tracker droid interface tech power, you can cast it as if you were in your turret's space, and the range increases to 150 feet.

\n

Phalanx Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, ranged weapon attacks originating from outside the barrier that pass through it have disadvantage. Ranged weapon attacks originating from inside the barrier are unaffected.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Ram Attachment

\n

You integrate a battering ram into your turret. When your turret makes a Strength check to break down physical doors, it gains a bonus to the check, depending on its size. A Small turret gains a +1 bonus, a Medium turret gains a +2 bonus, and a Large turret gains a +5 bonus. You can help your turret, giving it advantage on the check.

\n

Recurring Action

\n

Prerequisite: 9th level

\n

Your turret gains the ability to repeat attacks without direction. At the start of each of your turns, if your turret made an attack since the start of your previous turn, you can have it repeat its most recent attack (no action required). This attack targets the same space as the most recent attack made by your turret, regardless of whether or not a creature occupies that space.

\n

Rejuvenating Barrier

\n

Prerequisite: 5th level

\n

As an action, you can reduce your turret's speed and have it create a barrier that surrounds in a radius depending on its size. A Small turret's speed is reduced to 10 feet and has a 5-foot radius, a Medium turret's speed is reduced to 5 feet and has a 10-foot radius, and a Large turret's speed is to reduce to 0 and has a 15-foot radius. While active, friendly creatures that enter this barrier for the first time or start their turn there regain hit points equal to your Intelligence modifier, and gain temporary hit points equal to your Intelligence modifier. This feature can restore a creature to no more than half of its hit point maximum.

\n

This barrier lasts for 1 minute. You can end it early as a bonus action on your turn. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Sentry

\n

You add an overwatch suite to your turret companion. When you cast the alarm tech power, you can choose to have your turret notified when the alarm is triggered. If you do so, when the alarm is triggered, your turret immediately makes a number of weapon attacks against the triggering creature up to your turret's proficiency bonus. If multiple creatures trigger the alarm simultaneously, your turret targets each creature randomly.

\n

Size: Large

\n

Prerequisite: Size: Medium

\n

Your turret's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its vibroweapon and blaster damages increase to 1d12 and 1d10, respectively, and its deployed walking speed decreases to 15 feet.

\n

Size: Medium

\n

Your turret's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its vibroweapon and blaster damages increase to 1d10 and 1d8, respectively, and its deployed walking speed decreases to 20 feet.

\n

Suppressing Fire

\n

Prerequisite: 11th level

\n

When a creature within 30 feet of you moves at least 5 feet, you can use your reaction to have your turret make a ranged weapon attack with its blaster against the creature. If the attack hits, the creature's speed is reduce by half until the start of your next turn.

\n

Turret Coverage

\n

As an action, you can have your turret anchor itself to the ground or recover itself. While anchored, its speed is reduce to 0, it has resistance to energy and kinetic damage, and it provides cover to creatures within 5 feet of it, depending on its size. A Small turret provides one-quarter cover, a Medium turret provides half cover, and a Large turret provides three-quarters cover. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by your turret's cover, your turret instead takes the damage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"artillerist's kit","mode":"+","targetSpecific":false,"id":1,"itemId":"sgoAH5OjfxsXf2fp","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Archetypes/Artillerist%20Technique.webp","effects":[]} +{"_id":"t5LS6epj3270S38n","name":"Form VIII: Sokan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VIII: Sokan

\n

Form VIII, also known as Persistence Form, uses determined movements followed by swift strokes to keep their opponents' footing unsteady. Those guardians who focus on Persistence Form make use of the terrain, trying to maneuver their opponents into vulnerable areas before dispatching them.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.Xg7qB6sQLw3V6V4p]{Sokan Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Varactyl

\n

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove or to avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

High Ground Defense

\n

When an opponent within 5 feet of you makes a melee attack against you, you can use your reaction and expend a use of your Channel the Force to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the roll. If the attack misses, you can attempt to shove the creature up to 10 feet away from you as a part of that same reaction.

\n

Unwavering Self

\n

Beginning at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

Once you've used this feature, you must complete a long rest before you can use it again. At 15th level you can use this feature twice between long rests.

\n

Unhindered Charge

\n

Starting at 15th level, when you move at least 10 feet before making a melee weapon attack, you deal additional damage equal to your Strength modifier.

\n

Master of Persistence

\n

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You ignore effects that would reduce your speed.
  • \n
  • Once per turn, when you push a creature, you can move up to 10 feet as a part of this push without provoking opportunity attacks. If you end this movement within 5 feet of that creature, you can make one melee weapon attack (no action required).
  • \n
\n

This effect ends early if you are incap-acitated or die. Once you've used this feature, you can't use it again until you complete a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sokan%20Form.webp","effects":[]} +{"_id":"tND6Q1akd5unb3jf","name":"Path of Synthesis","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Synthesis

\n

There is power in diversification unknown to those of narrow mind. Those sentinels who follow the Path of Synthesis blend their intricate mastery of the Force with their understanding of technology, creating unique effects to overcome their obstacles.

\n

Techcasting Secrets

\n

Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.

\n

Synthetic Understanding

\n

Also at 3rd level, you've applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.

\n

Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.

\n

Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.

\n

Force-Empowered Tech

\n

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Disruption Pulse

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n

Forced Override

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n

Techcasting Insight

\n

As an action, you can attempt to determine another creature's experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target's Intelligence (Technology) check. If you succeed, you immediately learn the target's techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n

Improved Force-Empowered Tech

\n

By 13th level, you've gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n

Harmonic Synthesis

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n

Conservation of Energy

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n

Reflective Shield

\n

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster, Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Synthesis.webp","effects":[]} +{"_id":"taNiZralaSUdH6a2","name":"Matukai Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Matukai Order

\n

Monks of the Matukai Order center their philosophy around a balance and harmony between the spiritual Force and the physical body, using exercise as a form of meditation. They channel the Force through their bodies, turning themselves into exceptional warriors.

\n

Force-Enhanced Strikes

\n

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to deal it an additional 1d6 force damage.

\n

The force damage increases to 2d6 when you reach 11th level in this class.

\n

Instinctive Leap

\n

At 6th level, when a hostile creatures moves to within 5 feet of you, you can use your reaction to disengage and leap up to half your speed. If you end this movement in the air, you immediately fall to the ground.

\n

Absorb Damage

\n

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Control the Field

\n

At 17th level, whenever you use your Instinctive Leap feature, you can leap your entire movement speed instead of only half. Additionally, when you land, you can make an unarmed strike with advantage against a creature within 5 feet of you as part of the same reaction. On a hit, this attack deals an additional 2d6 force damage.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Matukai%20Order.webp","effects":[]} +{"_id":"uKs4nEUZxYJ6iAd7","name":"Acquisitions Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Acquisitions Practice

\n

Many operatives are hired for the procurement of valuable artifacts, but only the true masters of the art can slip through the tightest security and make off with untold riches, whether they do it for a profit, or for sport. Those operatives who choose the Acquisitions Practice apply a mixture of stealth and impressive acrobatics to surpass any kind of defenses they are met with.

\n

Fast and Agile

\n

When you use choose this practice at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your demolitions kit or security kit to disarm a trap or open a lock, or take the Use an Object action.

\n

Additionally, climbing no longer costs you extra movement, and you gain the ability to move in flying leaps with incredible speed, precision, and power. When you move, instead of using your walking speed, you may take two short movements by flying. Each movement is at half your speed, and you must end each one on a solid object, a surface, or on the ground. If you do not, you fall and your movement ends. If you Dash, your bonus movement is applied to your normal speed, not this movement.

\n

Deft Hands

\n

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver's effects. The saving throw DC is as follows:

\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n

Hinder

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n

Pilfer

\n

You attempt to pick your target's pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n

Tumble

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n

Supreme Sneak

\n

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren't incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

Improved Aerial Agility

\n

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n
    \n
  • When you move, you can instead take 3 short movements by flying.
  • \n
  • Whenever you end your flying movement and you are within 5 feet of a climbable surface, you can grab onto that surface as though you were climbing upon it.
  • \n
\n

Thief's Reflexes

\n

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

\n

Additionally, you learn to utilize the momentum of your fall to make deadly vertical strikes. Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. If the attack is a Sneak Attack, you can deal three additional weapon dice worth of damage and the creature must make a Dexterity saving throw or be knocked prone.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Acquisitions%20Practice.webp","effects":[]} +{"_id":"uV3tG38Fo7JAXF0W","name":"Mounted Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Mounted Specialist

\n

Those fighters who choose to become Mounted Specialists excel at mounted combat. Mounted Specialists are most dangerous from the seat of a speeder or saddle of a varactyl, though they can hold their own from the ground. Their versatility often has them leading the charge or protecting the team.

\n

Bonus Proficiencies

\n

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

\n

Born to the Saddle

\n

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

\n

Unwavering Mark

\n

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

\n

Warding Maneuver

\n

Beginning at 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll ld8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

\n

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

\n

Hold the Line

\n

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

\n

Ferocious Charger

\n

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

\n

Vigilant Defender

\n

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Mounted%20Specialist.webp","effects":[]} +{"_id":"ucmQpCjxdEN6tpxD","name":"Form IX: Tràkata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form IX: Tràkata

\n

Form IX, also known as Deception Form, capitalizes on a lightweapon's ability to quickly be toggled on and off. Those guardians who focus on Tràkata Form perform dazzling tricks with their lightweapon, confusing their opponents before dispatching them.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.hGM2crUL5i4fZX9G]{Tràkata Lightsaber Form}, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Monkey-Lizard

\n

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Unbalancing Block

\n

When you are hit with a melee weapon attack, and you are wielding a lightweapon with which you are proficient, you can use your reaction and expend a use of your Channel the Force to add your Wisdom or Charisma modifier (your choice, minimum of +1) to your AC for that attack, potentially causing the attack to miss you.

\n

Duplicitous Force

\n

Beginning at 7th level, when you make a Dexterity (Sleight of Hand) check, you gain a bonus to that check equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Pass the Blade

\n

Starting at 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

\n

Master of Deception

\n

At 20th level, your skill with a lightweapon is both mesmerizing and confounding. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • Your attack rolls can't suffer from disadvantage.
  • \n
  • Whenever a creature misses you with a melee attack, it takes 5 energy damage.
  • \n
  • Whenever a creature hits you with a melee attack, it takes damage equal to half of the damage you take from the attack.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trakata%20Form.webp","effects":[]} +{"_id":"uqpzyWm3JoIJlHrb","name":"Biochem Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Biochem Engineering

\n

Those engineers who choose the Biochem Engineering discipline focus on utilizing their vast knowledge of medicine and chemistry to supply allies with potent healing and enemies with debilitating poisons and acids.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist's kits, and poisoner's kits. additionally, when you engage in crafting with biochemist's kits and poisoner's kits, the rate at which you craft doubles.

\n

Modified Biochemist's Pack

\n

Also at 3rd level, you learn to modify and combine your biochemist's kit and poisoner's kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can expend 500 cr worth of materials to create your modified biochemist's pack. You must have a biochemist's kit, a poisoner's kit, and materials in order to perform this modification.

\n

Your biochemist's pack is enhanced, requires attunement, can only be used by you, and counts as a tech focus for your tech powers while you are attuned to it. Your modified biochemist's pack has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

Some modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.

\n

Your modified biochemist's pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

\n

Corrosive Mixture

\n

Your distributor emits a burst of acid. The target must make a Dexterity saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Invigorating Mixture

\n

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Noxious Mixture

\n

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n

Biochemist's Touch

\n

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

\n

Potent Mixtures

\n

Beginning at 6th level, when you cast a tech power of 1st-level or higher that grants temporary hit points, or deals acid or poison damage, you add your Intelligence modifier (a minimum of +1) to the roll.

\n

Epicenter

\n

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Masterful Mixtures

\n

Starting at 18th level, when you deal acid or poison damage using a tech power or class feature, you ignore resistance and treat immunity as resistance.

\n

Biochem Modifications

\n

If a modification has prerequisites, you must meet them to install it. You can install the modification at the same time that you meet its prerequisites.

\n

Biochemist's Amplifer

\n

Prerequisite: 5th level
You gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Biochemist's Inhibitor

\n

Prerequisite: 5th level
You gain a +1 bonus to your tech save DC. This bonus increases to +2 at 11th level and +3 at 17th level.

\n

Chemical Counteragents

\n

You may choose one type of damage that benefits from your Biochemist's Touch and Potent Mixtures features. While wearing your modified biochemist's pack you have resistance to that type of damage.

\n

You can select this modification multiple times. Each time you do so, you must choose a different damage type.

\n

Countertoxin

\n

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Detachable Distribution System

\n

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can't use it again until you recover it as an action.

\n

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Drone Distribution System

\n

You upgrade your distributor, interfacing it with the target of your @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Chemicals: Combustibles

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Chemicals: Cryogenics

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, its speed is reduced by 10 feet until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Chemicals: Restorative

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist's pack. When you restore hit points with a tech power or class feature, you can use your Biochemist's Touch and Potent Mixture features.

\n

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Expanded Mixtures: Adhesive

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature's speed is reduced to 0 until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n

Expanded Mixtures: Blinding

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn.

\n

Expanded Mixtures: Hallucinogenic

\n

You've created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n

This feature has no effect on droids or constructs.

\n

Explosive Distribution System

\n

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Injection Apparatus

\n

You install a wrist mounted injection apparatus into your modified biochemist's pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can't use it while the hand is full.

\n

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

\n

Inoculation

\n

You gain immunity to the poisoned and diseased conditions.

\n

Integrated EVA Functionality

\n

You make several additions to your modified biochemist's pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist's pack.

\n

Kolto Aerosol

\n

Prerequisite: 9th level
You add a special dispersal system to your modified biochemist's pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

\n

Long-Range Distribution System

\n

You upgrade your distributor, improving the range. When you use your action to activate your distributor, you can choose to increase the range to 60 feet.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

Luminous Gel

\n

You've added a light-emitting gel to your modified biochemist's pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

\n

Oil Spill

\n

As an action, you can cast the oil slick tech power without expending tech points. Casting the power in this way does not require concentration, and the oil will remain in place for the full duration of the power.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Persistent Chemicals

\n

Prerequisite: 7th level
Whenever you use your Biochemist's Touch feature, you may select one creature that was damaged. At the start of each of that creature's turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Piercing Gel

\n

Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

\n

Self-Injection Module

\n

You install a special kolto injector into your modified biochemist's pack that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n

Smart Dispersal System

\n

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

\n

Spray Distribution System

\n

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Biochem%20Engineering.webp","effects":[]} +{"_id":"vWCA4gae11g8s1xq","name":"Assault Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Assault Specialist

\n

Those fighters who choose to become Assault Specialists focus on the development of raw physical power honed to deadly perfection. Assault Specialists combine rigorous training with physical excellence to deal devastating blows.

\n

Brute Force

\n

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

\n

Remarkable Athlete

\n

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

\n

Brutish Durability

\n

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

\n

Additional Fighting Style

\n

At 10th level, you can choose a second Fighting Style option.

\n

Devastating Critical

\n

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your fighter level.

\n

Survivor

\n

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Assault%20Specialist.webp","effects":[]} +{"_id":"w1XQ5LzJNpk6PT0F","name":"Form VI: Niman","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Form VI: Niman

\n

Form VI, also known as Moderation Form, strikes a balance between bladework and force powers. Those guardians who focus on Niman Form weave Force manipulation with their melee weapon strikes, pushing their opponents off-balance to create an opening.

\n

Form Basics

\n

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the @Compendium[sw5e.lightsaberform.CJQwWFwTc98U4BpX]{Niman Lightsaber Form}, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

\n

The Way of the Rancor

\n

Also at 3rd level, as a bonus action, you can enter a balanced stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you use your action to cast a force power, you can make one melee weapon attack.

\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

\n

Channel the Force

\n

Lastly at 3rd level, you gain the following Channel the Force option.

\n

Telekinetic Slash

\n

When you deal damage with an at-will force power, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the power's damage.

\n

Enlightenment

\n

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Redirect

\n

Starting at 15th level, when you would be affected by a force power that requires a Dexterity saving throw or attack roll and would effect only you, you may redirect that power to another target within 30 feet. If the power required an attack roll, make an appropriate attack roll against the new target. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your force save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Master of Moderation

\n

At 20th level, the Force flows in perfect concert with your weapon attacks. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have resistance to kinetic and energy damage from unenhanced weapons.
  • \n
  • You have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.
  • \n
  • When you use your action to cast an at-will force power that targets only one creature, you can target an additional creature within 5 feet of the original target and within the power's range.
  • \n
\n

This effect ends early if you are incapacitated or die. Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Niman%20Form.webp","effects":[]} +{"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

Mark of the Predator

\n

Also at 3rd level, if the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
  • \n
\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

At 15th level, when you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp","effects":[]} +{"_id":"xIgy4jaHPhmry1Ub","name":"Path of Focus","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Sentinel","description":{"value":"

Path of Focus

\n

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.

\n

Focused Burst

\n

Starting when you choose this calling at 3rd level, you learn the @Compendium[sw5e.forcepowers.vmzC47AY66cx1LwU]{Burst} force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

Blade Dance

\n

Also at 3rd level, when you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.

\n

Blade Storm

\n

At 7th level, your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon's damage die

\n

Focused Flow

\n

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

Master Strike

\n

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Focus.webp","effects":[]} +{"_id":"xUUk8lINd1wpQrIh","name":"Beguiler Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Beguiler Practice

\n

Those operatives who choose the Beguiler Practice augment their natural wiles and charm with subtle utilization of the Force. They tap into these powers to cloud the minds of their foes, distracting and diverting before abruptly dispatching them.

\n

Forcecasting

\n

When you choose this practice at 3rd level, you have derived powers from your emotional connection to the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Beguiler Practice Forcecasting table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your operative level, as shown in the Force Points column of the Beguiler Practice Forcecasting table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Beguiler Practice Forcecasting table.

\n

You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus +your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus +your forcecasting ability modifier

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Beguiler Practice Forcecasting
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
\n
\n
\n

Fascinating Display

\n

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Mesmerizing Presence

\n

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

\n

Enthralling Vigor

\n

Starting at 13th level, whenever a creature fails a Wisdom or Charisma saving throw against a force power or class feature you use, you can gain temporary hit points equal to half your operative level (rounded down) + your Charisma modifier (minimum of one).

\n

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Distracting Countenance

\n

At 17th level, as a bonus action, you can mask yourself with the Force for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers on your next turn.

\n

Once you've used this feature, you must com-plete a short or long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Beguiler%20Practice.webp","effects":[]} +{"_id":"zxnST2OeLGmt8buI","name":"Praetorian Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Praetorian Specialist

\n

Those fighters who choose to become Praetorian Specialists seek perfection of both body and mind. These warriors master the art of warfare, and are often sought as bodyguards for the galaxy's elite. They are engines of destruction and resilience, able to fight on to their last breath.

\n

Bonus Proficiency

\n

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

\n

Fighting Spirit

\n

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

\n

You can use this feature three times. You regain all expended uses when you finish a long rest.

\n

Resilient Retainer

\n

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

\n

Tireless Spirit

\n

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

\n

Rapid Strike

\n

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

\n

Strength Before Death

\n

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Praetorian%20Specialist.webp","effects":[]} +{"_id":"q4cqalPyT4rkroVr","name":"Precision Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Precision Approach

\n

Some berserkers have learned to channel their rage into a method of increasing their focus and precision to supernatural levels. Those berserkers who choose the Precision Approach hone their rage to a fine point, becoming agile warriors who ruthlessly dispatch their foes.

\n

Careful Steps

\n

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

\n

Focused Rage

\n

Also at 3rd level, you hone your rage to a razor sharp focus. When you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

\n

Battle Anticipation

\n

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

\n

Improved Danger Sense

\n

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Calm Within the Storm

\n

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Precision%20Approach.webp","effects":[]} +{"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

Mark of the Predator

\n

Also at 3rd level, if the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
  • \n
\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

At 15th level, when you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp","effects":[]} +{"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp","effects":[]} +{"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp","effects":[]} +{"_id":"xAObT0H9SNxYOQh2","name":"Predator Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Predator Technique

\n

Some scouts work in solitude, while others prefer the strength of a group. Followers of the Predator Technique find power lies with the pack; they distract their prey, while their allies go for the kill.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Hunting Party

\n

When you choose this technique at 3rd level, when you take the Attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

\n

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

\n

Mark of the Predator

\n

Also at 3rd level, if the target of your Ranger's Quarry feature can see you, a number of friendly creatures you choose up to your Intelligence modifier have advantage on Dexterity (Stealth) checks made to hide from it.

\n

Predator's Resolve

\n

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n
    \n
  • You have advantage on Constitution saving throws.
  • \n
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier (minimum of one).
  • \n
  • When you use your Hunting Party feature and the target of the attack is your Ranger's Quarry, your ally gains a bonus to damage on the attack equal to your Ranger's Quarry Damage Die.
  • \n
\n

Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Prey on the Weak

\n

Starting at 11th level, when you hit a creature with a weapon attack, and the creature is below its hit point maximum, the next attack roll made against that creature before the end of your next turn by someone other than you has advantage.

\n

On the Hunt

\n

At 15th level, when you use your Predator's Resolve feature, a number of friendly creatures you choose up to your Intelligence modifier that you can see within 30 feet of you also gain the benefits of the feature.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Predator%20Technique.webp","effects":[]} +{"_id":"A3MyNIRoyvE9fP64","name":"Ruffian Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Ruffian Practice

\n

Those operatives who choose the Ruffian Practice use rough-and-tumble tactics to handle any fight, big or small. They incite chaos and make devious moves that keep their enemies reeling.

\n

Rakish Audacity

\n

When you choose this practice at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.

\n

Additionally, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

\n

Finally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

\n

Nimble Step

\n

Also at 3rd level, you learn to fluidly strike and maneuver through combat. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to maneuver across the battlefield.

\n

Some of your fancy footworks require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Nimble Step save DC = 8 + your proficiency bonus + your Dexterity modifier.

\n

Blade Defense

\n

You attempt to determine your target's next strike. Roll two Sneak Attack dice, and the target must make a Charisma saving throw. On a failed save, your AC increases by the higher amount rolled on the dice against the first attack it makes against you before the start of your next turn. On a successful save, your AC instead increases by the lower amount.

\n

Disarming Strike

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it's holding. If you have a free hand, you can catch the item. Otherwise, it lands at your feet.

\n

Fancy Footwork

\n

Roll two Sneak Attack dice. Your speed increases by 5 x the greater result of the two dice, and you ignore difficult terrain until the end of your current turn.

\n

Panache

\n

Beginning at 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

\n

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a power, or until you and the target are more than 60 feet apart.

\n

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

\n

Elegant Maneuver

\n

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

\n

Master Duelist

\n

At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Ruffian%20Practice.webp","effects":[]} +{"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Saboteur Practice Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the tracker droid interface tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

\n
    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Pintsized Arms

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp","effects":[]} +{"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Saboteur Practice Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

\n
    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

\n
    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

\n
    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Pintsized Arms

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the @Compendium[sw5e.techpowers.ZH0jkLKHJ54BmkYX]{Alarm} tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp","effects":[]} +{"_id":"lETcZuQWPZg3n2u0","name":"Saboteur Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Saboteur Practice

\n

Those operatives who choose the Saboteur Practice enhance their fine-honed skills of stealth and agility with tech, using advanced technology with the aid of a tracker droid to sustain a longer assault.

\n

Bonus Proficiencies

\n

You gain proficiency in astrotech's tools.

\n

Techcasting

\n

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Saboteur Practice Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Tracker Droid Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n
    \n
  • The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.
  • \n
  • Your tracker droid's level equals your operative level, and for each operative level you gain after 3rd, your tracker droid companion gains an additional Hit Die and increases its hit points accordingly.
  • \n
  • Your tracker droid has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your tracker droid's abilities also improve. Your tracker droid can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your tracker droid can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • Your tracker droid can not wear armor or have armor integrated in its chassis.
  • \n
  • Your tracker droid is a valid target of the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power.
  • \n
\n

Powered Ambush

\n

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

\n

Ion Pulse

\n

Starting at 13th level, as a bonus action on your turn, you can expend one or more of your tracker droid's Hit Dice to have it emit an pulse of ion energy. Each creature within 5 feet of your tracker droid must make a Constitution saving throw against your tech save DC. A creature takes 1d4 ion damage for each Hit Die expended in this way on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted.

\n

Saboteur Practice Techcasting

\n

Sabotage

\n

At 17th level, you gain the ability to sabotage a tech power in the process of being cast. When a hostile creature casts a tech power, and you are the target of the tech power or within its area of effect, you can use your reaction to force that creature to make an Intelligence saving throw against your tech save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects, and the caster takes 1d6 lightning damage per level of the power it was casting. Additionally, on a failed save, the caster's tech focus used to cast the tech power is overloaded and can't be used to cast tech powers for 1 minute.

\n

At the end of each of the caster's turns, it can repeat the Intelligence saving throw. On a success, it can use the tech focus to cast tech powers again.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Generating Your Tracker Droid

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you've selected your tracker droid, you assign your tracker droid's ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n

Tracker Droid Features

\n

All tracker droids share the following traits.

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Hit Points

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    \n
  • Hit Dice: 1d4 per tracker droid companion level
  • \n
  • Hit Points at 1st Level: 4 + your tracker droid's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid's Constitution modifier per tracker droid level after 1st
  • \n
\n

Resistances and Vulnerabilities

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    \n
  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • \n
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • \n
\n

Proficiencies

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    \n
  • Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit
  • \n
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it
  • \n
  • Skills: Two of your choice
  • \n
\n

Features

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    \n
  • Armor Class: Your tracker droid's armor class equals 10 + its Dexterity modifier. Your tracker droid can't wear armor or have it integrated.
  • \n
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can't be removed while your tracker droid is conscious. Your tracker droid's shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • \n
  • Droid Upgrades: Your tracker droid companion has four tracker droid upgrades of your choice. It gains an additional upgrade at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one upgrade for another one.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 feet
  • \n
  • Type: Droid
  • \n
\n

Tracker Droid Upgrades

\n

The traits are presented in alphabetical order.

\n

Aerial Travel Package

\n

Your tracker droid companion has a 30 foot flying speed.

\n

Camouflage Module

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module's maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n

Expertise Protocol

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n

Flyby

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n

Four-Armed Tracker

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n

Heavy Plating

\n

Your tracker droid companion's armor class becomes 14.

\n

Interfaced Assistance Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n

Interfaced Crafting Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, whenever you make an ability check using tools with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Interfaced Distraction Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

\n

Interfaced Healing Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n

Interfaced Tracking Protocol

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the @Compendium[sw5e.techpowers.PopHJSVZq9t1FFf5]{Tracker Droid Interface} tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n

Keen Hearing

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Laser Cutter

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n

Light Plating

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Plating

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Pintsized Arms

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use medium or heavy shields. Additionally, your tracker droid can't wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n

Proficiency Protocol

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n

Ranged Interface Protocol

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n

Ranged Shockshot

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n

Scomp Link

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer's kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n

Sentry Dish

\n

Your tracker droid learns the @Compendium[sw5e.techpowers.ZH0jkLKHJ54BmkYX]{Alarm} tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n

Size: Small

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n

Spider Legs

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Storage

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n

Techcasting Range Protocol

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n

Undersized Arms

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can't use heavy shields. Additionally, your tracker droid can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Saboteur%20Practice.webp","effects":[]} +{"_id":"TgUiU6MrAP7Xyj3H","name":"Sawbones Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Sawbones Practice

\n

Those operatives who choose the Sawbones Practice have studied the humanoid body on a more intimate level than other operatives. While others may know where best to stab in order to kill, you also know how to repair the wounds you inflict, as well as how to make them even deeper. You delve into the secrets of the body, learning as much medical knowledge as you can get your hands on, regardless of how dirty the work becomes.

\n

General Practice

\n

When you choose this practice at 3rd level, you gain proficiency in Medicine, and you can use your Intelligence modifier instead of your Wisdom modifier for checks made with it.

\n

Additionally, you can expend one use of a medkit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

\n

Debilitating Strike

\n

Also at 3rd level, you learn to apply your anatomical knowledge in direct combat, in order to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to hinder the creature, provided they have the appropiate physiology.

\n

Some of your debilitating strikes require your target to make a saving throw to resist the debilitating strike's effects. The saving throw DC is calculated as follows:

\n

Debilitating Strike save DC = 8 + your proficiency bonus + your Intelligence modifier.

\n

Bleeding Wound

\n

You attempt to create a lingering wound in the target for one minute. The target must make a Constitution saving throw. On a failed save, at the start of each of the target's turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can't be reduced in any way.

\n

Crippling Pain

\n

You attempt to cause cause distracting pain in the target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of your next turn.

\n

Hampering Shot

\n

You attempt to hamper the target's movement. The target must make a Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Swift Surgery

\n

Beginning at 9th level, you know how to quickly patch up wounds, given the right tools. You are able to use a medkit or administer a medpac as a bonus action, and when you use a medkit to stabilize a dying creature, that creature also regains a number of hitpoints equal to your Intelligence modifier.

\n

Dosage Control

\n

Starting at 13th level, your knowledge of medicine allows you to partition and ration healing supplies very effectively, without impacting its potency. Over the course of 1 hour, which can be done during a rest, you can carefully measure and mark out dosages of a medpac within reach. The medpac can now be used twice before it is consumed.

\n

At your DM's discretion, you may be able to use this feature on other pacs, stims, or adrenals, most likely involving an ability check to succeed.

\n

Self-Sustain

\n

At 17th level, you have advantage on death saving throws.

\n

Additionally, when you are stabilized, you regain 1 hit point. Once you've used this feature, you can't use it again until you finish a short or long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Sawbones%20Practice.webp","effects":[]} +{"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Scrapper%20Practice.webp","effects":[]} +{"_id":"RulD3rQZqDk5H0Pl","name":"Scrapper Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Scrapper Practice

\n

Those operatives who choose the Scrapper Practice don't have the time or patience for the fair fight. They utilize close-quarters blaster combat blended with underhanded tactics to surprise and disable their foes.

\n

Back Blast

\n

When you choose this practice at 3rd level, you gain proficiency in all blasters with the burst or rapid property that lack the two-handed property. Additionally, when a creature fails a saving throw against the burst or rapid property of a weapon you control and with which you are proficient, you can apply your Sneak Attack damage to one creature dealt damage in this way as long as that creature didn't have advantage on the save.

\n

When you reach 9th level in this class, when multiple creatures fail a saving throw against the burst property of a weapon you control and with which you are proficient, you can divide your Sneak Attack dice amongst the targets as you see fit.

\n

Upper Hand

\n

Also at 3rd level, you learn to user underhanded tactics to gain the upper hand. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack Dice in order to perform an upper hand technique.

\n

Some of your upper hand techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

\n

Upper Hand save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Brutal Hit

\n

You attempt to knock the target prone while within 15 feet of it. The target must make a Strength saving throw or be knocked prone.

\n

Low Blow

\n

You attempt to stun the target while within 15 feet of it. The target must make a Constitution saving throw or be stunned until the start of its next turn.

\n

Shank Shot

\n

You attempt to hamper the target while within 15 feet of it. The target must make a Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n

Sleight of Foot

\n

Beginning at 9th level, when a creature moves to within 5 feet of you, you can use your reaction to move up to half your speed away from the creature without provoking opportunity attacks. You must end this movement further from the creature than you started.

\n

Hostile Negotiations

\n

Starting at 13th level, when you make a Charisma (Intimidation) or Charisma (Persuasion) check, you gain a bonus to the check equal to half your Dexterity modifier (rounded down) if it doesn't already include that modifier.

\n

Double Tap

\n

At 17th level, you can deal Sneak Attack damage twice per turn, but you can't deal more than your total Sneak Attack dice to a single target per turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Scrapper%20Practice.webp","effects":[]} +{"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shield Specialist Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp","effects":[]} +{"_id":"huTTmKT9yzE89Go1","name":"Shield Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Shield Specialist

\n

Those fighters who choose to become Shield Specialists train to bolster those around them. They can inspire their allies with renewed vigor, lifting them to new heights, while simultaneously protecting them from harm.

\n

Techcasting

\n

When you choose this specialty at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Shield Specialist Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your fighter level (rounded up), as shown in the Tech Points column of the Shield Specialist Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Shield Specialist Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Shield Specialist Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Rallying Cry

\n

Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

\n

Inspiring Surge

\n

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

\n

Bulwark

\n

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

\n

Greater Inspiring Surge

\n

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Shield%20Specialist.webp","effects":[]} +{"_id":"EEBl6B5YPcztiGRm","name":"Slayer Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Slayer Technique

\n

Some scouts seek to learn the most about their foes and to capitalize on that knowledge. Follower of the Slayer Technique focus on identifying the strengths and weaknesses of their prey, taking advantage of that knowledge to vanquish their foes.

\n

Bonus Proficiencies

\n

You gain proficiency in heavy armor.

\n

Slayer's Pride

\n

When you choose this technique at 3rd level, you have advantage on saving throws against being frightened.

\n

Mark of the Slayer

\n

Also at 3rd level, you immediately learn if the target of your Ranger's Quarry feature has any damage immunities, resistances, or vulnerabilities and what they are. Additionally, the first time you hit the target of your Ranger's Quarry feature with a weapon attack each turn, it takes extra damage equal to your Ranger's Quarry Damage Die. The damage is of the same type as the weapon's damage.

\n

Supernatural Defense

\n

Beginning at 7th level, whenever the target of your Ranger's Quarry forces you to make a saving throw, or whenever you make an ability check to escape that targets grapple, you can use your reaction and roll your Ranger's Quarry Damage Die, adding it to the roll.

\n

Nemesis

\n

Starting at 11th level, when you score a critical hit or reduce a creature to 0 hit points on your turn, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your tech save DC. On a failed save, a creature becomes frightened of you for 1 minute. At the end of each of the creature's turns it repeats this saving throw, ending the effect on a success.

\n

Slayer's Counter

\n

At 15th level, if the target of your Ranger's Quarry feature forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If your attack hits, you automatically succeed on the saving throw, in addition to the attack's normal effects.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slayer%20Technique.webp","effects":[]} +{"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Slicer Pursuit Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the @Compendium[sw5e.techpowers.g0WJVphRgr0iSG1x]{Diminish Tech} and @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{Override Interface} tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} +{"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

You may only cast tech powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Slicer Pursuit Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your understanding of tech casting. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the @Compendium[sw5e.techpowers.g0WJVphRgr0iSG1x]{Diminish Tech} and @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

You can use this feature a number of time equal to half your Intelligence modifier (rounded down, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Discoveries (Slicer)

\n

When you select this pursuit, you gain access to new discoveries which reflect your understanding of tech casting. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{Override Interface} tech power at 5th level without spending tech points.

\n

Once you've used this feature, you must complete a long rest before you can use it again.

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} +{"_id":"EipqN28Px01dBfmH","name":"Stalker Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Stalker Technique

\n

Some Scouts become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of the Stalker Technique hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.

\n

Accomplished Ambusher

\n

When you choose this technique at 3rd level, when you take the Attack action against a creature that is surprised, you can make one additional attack against that creature as a part of that action.

\n

Mark of the Stalker

\n

Also at 3rd level, while you are hidden from the target of your Ranger's Quarry feature, the first attack roll you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target's Wisdom (Perception) check. On a success, you remain hidden. If you are less than 30 feet from your target, the Dexterity (Stealth) check is made with disadvantage.

\n

Concealment

\n

Beginning at 7th level, you've become adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

\n

Additionally, when you hit a creature with a ranged weapon attack while hidden, you can force that creature to make a Dexterity saving throw against your tech save DC. On a failed save, the creature's speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses when you finish a short or long rest.

\n

Stalker's Flurry

\n

Starting at 11th level, if you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

\n

Stalker's Dodge

\n

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature's attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Stalker%20Technique.webp","effects":[]} +{"_id":"SKluJRGJzsX03qlx","name":"Tactical Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Tactical Specialist

\n

Those fighters who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as armstech or armormech. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge.

\n

Improved Combat Superiority

\n

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

\n

Additional Maneuvers

\n

You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Maneuvers Known column of the Tactical Specialist Combat Superiority table.

\n

Additional Superiority Dice

\n

You have two additional superiority dice, and you earn more at higher levels, as shown in the Superiority Dice column of the Tactical Specialist Combat Superiority table.

\n

Additionally, your superiority dice become d6s. This die changes as you gain fighter levels, as shown in the Combat Superiority column of the Tactical Specialist Combat Superiority table.

\n

Student of War

\n

Also at 3rd level, you gain proficiency with one type of artisan's tools of your choice.

\n

Know Your Enemy

\n

Beginning at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

\n
    \n
  • Strength score
  • \n
  • Dexterity score
  • \n
  • Constitution score
  • \n
  • Armor Class
  • \n
  • Current hit points
  • \n
  • Total class levels (if any)
  • \n
  • Fighter class levels (if any)
  • \n
\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Tactical Specialist Combat Superiority
LevelSuperiority DiceManeuvers Known  
3rd44  
4th44  
5th44  
6th44  
7th66  
8th66  
9th66  
10th66  
11th88  
12th88  
13th88  
14th88  
15th1010  
16th1010  
17th1010  
18th1010  
19th1010  
20th1010  
\n
\n
\n

Signature Maneuver

\n

At 10th level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can roll a d4 and use it instead of expending a Superiority Dice. You may only use this feature once per turn.

\n

Relentless

\n

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

\n

Greater Signature Maneuver

\n

At 18th level, you can choose a second signature maneuver. Additionally, when you use your signature maneuver, you can roll a d6 instead of a d4.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactical%20Specialist.webp","effects":[]} +{"_id":"OZ0ln6ZxQgdEUxoy","name":"Tactician Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Tactician Pursuit

\n

Tacticians study strategy and the ways of war. Those scholars who choose the Tactician Pursuit train themselves and their allies in combat maneuvers to deftly eliminate their foes through clever positioning, and fierce, timely attacks.

\n

Battle Proficiencies

\n

When you choose this pursuit at 3rd level, you gain proficiency in martial blasters and martial vibroweapons.

\n

Tactical Mastery

\n

Also at 3rd level, you learn to better command your allies to victory from afar. Your Critical Analysis range is increased to 90 feet.

\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect your mastery in the field of combat. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Bolster

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

\n

Commander's Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature within 60 feet who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack's damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your allies into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

\n

Scholar's Parry

\n

When a creature damages you with a weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Intelligence modifier.

\n

Targeted Attack

\n

When you make a weapon attack roll, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fire as One

\n

Beginning at 6th level, you can focus your target down with the help with an ally. Once per round, whenever the creature that is the target of your Critical Analysis feature is attacked by someone other than you, you can use your reaction to make one weapon attack against them.

\n

Battlefield Survey

\n

Starting at 9th level, you become a master at leading your allies around in a battlefield you have studied. When you spend 10 minutes observing an area that is within 120 feet from you, or by using a detailed map, select a number of creatures up to your Intelligence modifier. You and those selected allies ignore unenhanced difficult terrain, and have advantage on Dexterity (Stealth) checks in that area.

\n

All-Out Attack

\n

Once you've reached 17th level, you can use your action to initiate an all-out attack. Choose a number of allies up to your Intelligence modifier within 60 feet who can see or hear you. The chosen allies may then immediately use their reaction to make one weapon attack against a target of your choice. You may choose the target for each attack separately.

\n

Once you use this feature, you cannot use it again until you finish a short or long rest.

\n

Discoveries (Tactician)

\n

When you select this pursuit, you gain access to new discoveries which reflect your mastery in the field of combat. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Commander's Armor

\n

Prerequisite: 5th level

\n

You gain proficiency in medium armor.

\n

Contingency Plan

\n

Prerequisite: 9th level

\n

When the target of your Critical Analysis feature scores a critical hit, you can use your reaction and expend a superiority die to treat the attack as a normal hit instead.

\n

Fighting Style

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Firing Command

\n

As a bonus action, you can take the Help action. Additionally, when you take the Help action, it has a range of 30 feet.

\n

Observant Leader

\n

You can add your Intelligence modifier to any Wisdom (Perception) skill checks you make.

\n

Studied Commander

\n

When you make an Intelligence (Lore) or Intelligence (Technology) check related to battles, tactics, or weaponry, you may expend a superiority die and add it to the roll.

\n

Tactical Retreat

\n

When you take the Dash action, opportunity attacks made against you are made at disadvantage.

\n

Unbound Commander

\n

Prerequisite: 12th level

\n

You learn to command your allies to victory from afar. Your Critical Analysis range is increased to 120 feet.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Tactician%20Pursuit.webp","effects":[]} +{"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp","effects":[]} +{"_id":"CRRgJPKHIHD72CEt","name":"Totem Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Totem Specialist

\n

Those fighters who become Totem Specialists tap into a primal attunement to the Force, applying tribal ceremony to create powerful talismans that enhance their abilities.

\n

Bonus Proficiencies

\n

You gain proficiency with your choice of artist's implements or jeweler's implements.

\n

Totem Creation

\n

When you choose this specialty at 3rd level, you've learned to create powerful talismans infused with the Force. Your totems can take the form of sigils painted directly onto your equipment, or adornments attached to it, as you see fit. Regardless of the form they take, only you can benefit from them. You learn two totems of your choice, which are detailed under \"Totems\" below. When you complete a long rest, you can replace one totem you know with a different one.

\n

When you finish a long rest, you can touch a number of weapons, armor, or shields equal to the number of totems you know, affixing a different totem to each object. Your totem remains affixed until you finish a long rest, and an object can only bear one totem at a time. You must be wielding or weanng the object to benefit from a totem affixed to it.

\n

Each totem can be invoked to grant an effect Once you've invoked a totem in this way, you cant do so again until you complete a short or long rest.

\n

Totem Options

\n

The totems are listed in alphabetical order. If a totem requires a saving throw, the DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice).

\n

Totem of the Acklay

\n

This totem evokes the ferocity of an acklay, granting you advantage on Intelligence (Nature) checks and Charisma (Intimidation) checks.

\n

Additionally, you can invoke the totem as a bonus action. For 10 minutes, your carrying capacity and the weight you can push, drag, or lift doubles, and your Strength score increases by 2 This increase can cause your score to exceed 20.

\n

Totem of the Hawk

\n

This totem is inspired by the visage of a hawk, granting you advantage on Intelligence (Investigation) checks, and darkvision out to a range of 60 feet If you already have darkvision, its range increases by 30 feet.

\n

Additionally, when a creature you can see ends its rum within 30 feet of you, you can use your reaction to invoke the totem and force the creature to make a Constitution saving throw by emitting a powerful sound. Unless the save succeeds, the creature is dazed, suffering from the Charmed condition. While charmed in this way. the creature has a speed of 0 and is incapacitated. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze Once you invoke the totem, you cant do so again until you finish a short or long rest. A deaf creature automatically succeeds on its saving throw.

\n

Totem of the Loth-Wolf

\n

This totem emulates the near etherealness of a loth-wolf, granting you advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

\n

Additionally, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the totem and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This ability can transfer the attack regardless of the attack's range.

\n

Totem of the Rancor

\n

This totem bestows a resilience reminiscent of a mighty rancor, granting you advantage on saving throws against being poisoned and resistance to poison damage.

\n

Additionally, you can invoke the totem as a bonus action, gaining resistance to energy and kinetic damage for 1 minute.

\n

Totem of the Sarlacc

\n

This totem channels the experience of an ancient sarlacc, granting you expertise in any tool in which you are proficient.

\n

Additionally, when you hit a creature with a weapon attack, you can invoke the totem to summon the tentacles of the creature: The target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the tentacles, the target takes 2d6 acid damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, tearing free on a success.

\n

Totem of the Vornskr

\n

With this totem you are able to access the Force-enhanced senses of the vornskr, granting you advantage on Wisdom (Survival) checks, and you can't be surprised as long as you are not incapacitated.

\n

Additionally, you can invoke the totem as a bonus action to enter a state of hyper awareness for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage.

\n

Totemic Might

\n

Also at 3rd level, you can channel the power of your Force awareness temporarily As a bonus action, you can gam the following benefits for 1 minute You can invoke a totem as a part of this same bonus action.

\n
    \n
  • Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples.
  • \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • Your weapon attacks deal an extra 1d6 damage.
  • \n
\n

This effect ends early if you are incapacitated or die. You can use this feature twice. You regain all expended uses of it when you finish a long rest.

\n

Guardian Spirit

\n

Beginning at 7th level, you learn to invoke your totems to protect your allies When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Wisdom or Charisma modifier (your choice, minimum of +2).

\n

Primal Avatar

\n

At 10th level, you learn a third totem. Additionally, the bonus damage of your Totemic Might feature increases to 1d8. Lastly, you have advantage on Lore checks you make about tribal cultures.

\n

Spirit Guide

\n

Starting at 15th level, you can invoke each of your totems twice, instead of once. You regain all expended uses when you finish a short or long rest.

\n

Blessing of the Tree of Light

\n

At 18th level, you learn how to share your totem's power with your allies. When you use your Totemic Might feature, you can choose one willing creature you can see within 60 feet of you The chosen creature also gains the benefits o f your Totemic Might feature. If you are incapacitated or killed, this effect immediately ends for both of you.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.oDxtC4DxzCWQ5Naq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Totem%20Specialist.webp","effects":[]} +{"_id":"OPVska67MO0Zauct","name":"Trickster Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Trickster Order

\n

Monks of the Trickster Order embody the archetypal role of the \"trickster\"—one who seemingly bumbles their way into good fortune. They employ a unique fighting style composed of slips, trips, and falls to confuse and frustrate their enemies to no end. Whether your movements are actual foibles on your part or calculated strokes, they will surely leave others guessing long after your time is past.

\n

Bumbling Technique

\n

When you choose this order at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. When you make a Charisma (Performance) check, you gain a bonus to the check equal to half your Wisdom modifier (rounded down, minimum of +1) if it doesn’t already include that modifier.

\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

\n

Clumsy Sway

\n

At 6th level, you can move in sudden, swaying ways. You gain the following benefits.

\n

Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

\n

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 focus point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

\n

Luck of the Fool

\n

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 focus points to instead have advantage for that roll.

\n

Comic Frenzy

\n

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Trickster%20Order.webp","effects":[]} +{"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"

Experimental Engineering

\n

Those engineers who choose the Experimental Engineering discipline create and use untested combinations, resulting in powerful—and often unpredictable—effects.

\n

Bonus Proficiencies

\n

When you choose this discipline at 3rd level, you gain proficiency in a set of tools of your choice. Additionally, when you engage in crafting with tinker's tools, the rate at which you craft doubles.

\n

Modified Tinkercannon

\n

Also at 3rd level, you learn to enhance your tinker's tools with unproven science, modifying them into a backpack with a cannon. Over the course of a long rest, you can expend 500 cr worth of materials to modify your tinker's tools. You must have materials and tinker's tools in order to perform this modification.

\n

Whenever you cast a tech power of 1st level or higher while wielding your tinker's tools, you risk unexpected complications. Your GM can have you roll a d20. If you roll a 1, roll on the Experimental Engineering Surge table to create a random effect.

\n

Additionally, your tinker's tools come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer class table. Each time you trigger an Experimental Engineering Surge, you can use an override to reroll the percentile dice. You must use the new result, you can only do this once per surge, and your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

\n

Unstable Volley

\n

Lastly at 3rd level, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located with-in 30 feet of you that you can see. This energy adheres to the surface for 1 minute, after which it erupts. As a part of this bonus action, or as a bonus action on each of your turns, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dext-erity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

This damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

\n

Creative Destruction

\n

Beginning at 6th level, you can add your Intelligence modifier (a minimum of +1) to any damage you deal with tech powers and class features. If the tech power or class feature would damage multiple creatures, you can only deal this additional damage to one of them.

\n

If you choose to deal this additional damage, your GM can have you roll on the Experimental Engineering Surge table.

\n

Experimental Overrides

\n

At 14th level, you gain a modicum of control over your surges. Whenever you roll on the Experimental Engineering Surge table and use one of your overrides, you can choose either total.

\n

Engineering Bombardment

\n

Starting at 18th level, the harmful energies of your tech powers and class features intensify. When you roll damage for a tech power or class feature and roll the highest number possible on any of the dice, you can roll it again and use both results. You can only use this ability once per tech power or class feature.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Experimental Engineering Surge
d100Result
01-02Roll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.
05-06A DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later.
07-08You cast explosion at 3rd-level centered on yourself without expending tech points.
09-10You cast homing rockets at 5th-level without expending tech points.
11-12Roll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow.
13-14You fall asleep standing for 1 minute or until you take damage.
15-16For the next minute, you regain 5 hit points at the start of each of your turns
17-18You grow a long beard made of feathers that remains until you sneeze.
19-20You cast oil slick centered on yourself without expending tech points.
21-22Creatures have disadvantage on the first saving throw they make against you in the next minute.
23-24Your skin turns a vibrant shade of blue. Any effect that ends a curse ends this.
25-26You grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute.
27-28For the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32You take 2d10 lightning damage and are shocked for 1 minute.
33-34Maximize the damage of the next damaging tech power you cast within the next minute.
35-36Roll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older.
37-38You start running uncontrollably for 1 minute, moving your entire speed each turn.
39-40You regain 2d10 hit points.
41-42Each creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46You are blinded and deafened for 1 minute.
47-48You have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d100Result
51-52A shimmering energy barrier grants you a +2 bonus to AC for 1 minute.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours.
57-58For 1 minute, any flammable object not worn or carried you touch bursts into flame.
59-60You regain tech points equal to your Intelligence modifier (minimum of one).
61-62For the next minute, you shout whenever you speak.
63-64You cast smoke cloud centered on yourself without expending tech points.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68You are frightened by the nearest creature until the end of your next turn.
69-70Each creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power.
71-72You gain resistance to all damage for the next minute.
73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76You emit bright light in a 30-foot radius for 1 minute.
77-78Each creature within 30 feet of you except you gains the benefits of mirror image for 1 minute.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82You can take one additional action immediately.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage.
85-86You cast mirror image without expending tech points.
87-88You are frozen in carbonite and paralyzed for 1 minute or until you take damage.
89-90You turn invisible and can’t make sound for 1 minute, or until you attack or cast a power.
91-92If you die within the next minute, you immediately come back to life as if by the defibrillate power.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.
99-100You regain half your expended tech points.
\n
\n
"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Unstable%20Engineering.webp","effects":[]} +{"_id":"pSIVnxwvRlyNoFM4","name":"Warchief Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"

Warchief Approach

\n

For some berserkers, it is their duty or birthright to lead their tribe and kin to battle and victory. The Warchief Approach is one forged from alliances, bonds, and strategy. In combat, your rages are less mindless, and more focused. Ignoring the distractions of unimportant events, your attention hones in on the battlefield and how best to direct and control it. You guide your allies’ strikes, and your presence is enough to wash away their fatigue.

\n

Savage Diplomat

\n

Your path necessitates that you build relationships with others, for the betterment of your tribe or yourself.

\n

When you choose this approach at 3rd level, you gain proficiency in one of the following skills of your choice: Persuasion or Intimidation. You can choose to learn one language in place of the skill proficiency.

\n

Commanding Rage

\n

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

\n

Inspiring Presence

\n

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

\n

Raid Planning

\n

Starting at 10th level, you learn to flare up your allies’ drive for combat, urging them to follow you into the fray. During a long rest, you tell sagas, sing battle songs, and give inspiring speeches. At the end of the long rest choose up to 5 creatures that can hear and understand you (which can include yourself) to add your Charisma modifier (minimum of one) to their next initiative roll, and a 10 foot bonus to their speed on their first turn of combat.

\n

War Chant

\n

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

Once you’ve used this feature, you must complete a long rest before you can use it again.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Warchief%20Approach.webp","effects":[]} +{"_id":"kqAxtz1x4ydhppPG","name":"Way of Balance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Balance

\n

There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.

\n

Force Barrier

\n

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can't create it again until you finish a long rest.

\n

Projected Barrier

\n

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

\n

At-Will Barrier

\n

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

\n

Improved Suppression

\n

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force} and @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression}), you add your proficiency bonus to that ability check.

\n

Force Resistance

\n

Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Balance.webp","effects":[]} +{"_id":"kqAxtz1x4ydhppPG","name":"Way of Balance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Balance

\n

There is serenity in balance, and no one knows this better than the consular. Those consulars who follow the Way of Balance focus on utilizing the Force to equalize the battlefield. They bend the Force to shield their allies and expose their foes.

\n

Force Barrier

\n

When you choose this tradition at 3rd level, you can weave the Force around yourself for protection. When you cast a universal power of 1st level or higher, you can simultaneously manipulate the Force to create a barrier on yourself that lasts until you finish a long rest. The barrier has hit points equal to twice your consular level + your Wisdom or Charisma modifier (your choice). Your barrier can never have hit points greater than twice your consular level + your Wisdom or Charisma modifier (your choice).

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can't absorb damage, but its power remains. Whenever you cast a universal power of 1st level or higher, the barrier regains a number of hit points equal to twice the level of the power.

\n

Once you create the barrier, you can't create it again until you finish a long rest.

\n

Projected Barrier

\n

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

\n

At-Will Barrier

\n

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

\n

Improved Suppression

\n

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power (as in @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force} and @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression}), you add your proficiency bonus to that ability check.

\n

Force Resistance

\n

Starting at 18th level, you have advantage on saving throws against force powers. Additionally, you have resistance against the damage of force powers.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Balance.webp","effects":[]} +{"_id":"Lz0gdQ5ou3k5E7Fo","name":"Way of Confluence","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Confluence

\n

The Force binds us, creating an intangible bridge connecting all living things. Those consulars who follow the Way of Confluence master this power, manipulating those connections to both sustain and torment.

\n

Manipulate Life Force

\n

Starting when you choose this tradition at 3rd level, when you reduce a hostile creature to 0 hit points with a force power, or restore hit points to a creature with 0 hit points with a force power, you gain temporary hit points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Empowered Connection

\n

At 6th level, while you have temporary hit points, you can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one) to any damage or healing you do with force powers that doesn't already include that modifier.

\n

Life Eternal

\n

Beginning at 10th level, you can use your powerful connection to the Force to keep fighting when others would fall. When you are reduced to 0 hit points but not killed outright, you can spend 5 force points to drop to 1 hit point instead.

\n

Interconnectedness

\n

At 14th level, 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.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Dynamic Attachment

\n

Starting at 18th level, while you have temporary hit points, you have resistance against the damage of force powers, and your force powers ignore resistances.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Confluence.webp","effects":[]} +{"_id":"Y1JjyA1CuOSRCjAb","name":"Way of Endurance","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Endurance

\n

The Force manifests in myriad ways; while some use the Force to manipulate the world around them, others use it to enhance themselves. Those consulars who follow the Way of Endurance channel the Force to allow them to overcome and reflect the most grievous of injuries.

\n

Upheld by the Force

\n

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n
    \n
  • Your hit point maximum increases by 3, and it increases by 1 again whenever you gain a level in this class.
  • \n
  • Your base AC becomes 13 + your Constitution modifier.
  • \n
  • When you make a melee weapon attack as a part of a force power you cast, you can use Wisdom or Charisma (your choice) instead of Strength for the attack and damage rolls.
  • \n
\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Retaliation Strike

\n

At 6th level, you learn to turn an opponent's aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon's damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Boundless Vitality

\n

Beginning at 10th level, when you take damage, you can use your reaction and expend a force point to regain health equal to 1d8 + your Wisdom or Charisma modifier (your choice, minimum of one) as long as the damage would not reduce your hit points to 0.

\n

This die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.

\n

Unrelenting Resilience

\n

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

\n

The Force Unleashed

\n

Starting at 18th level, 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 universal force 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.

\n

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.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Endurance.webp","effects":[]} +{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable—if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} +{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable—if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} +{"_id":"e1tObWwWnq5gt9zE","name":"Way of Lightning","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Lightning

\n

Of all of the dark arts of the Force, little can match the spectacle and devastation of Force lightning. Those consulars who follow the Way of Lightning summon intense discharges of pure Force energy, overwhelming enemies with punishing damage from a distance, leaving them shaken and vulnerable—if not dead.

\n

Shocking Affinity

\n

When you choose this tradition at 3rd level, when you cast a force power that deals lightning damage, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, when you cast a damage dealing force power that requires an attack roll or saving throw, you can cause that power to instead deal lightning damage. If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw. If you hit with the power, or the target fails the power's saving throw, affected creatures become shocked until the start of your next turn. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Potent Lightning

\n

At 6th level you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to any damage you deal with force powers that deal lightning damage.

\n

Blistering Rebuke

\n

Beginning at 10th level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. On a failed save, the creature takes 1d10 plus your consular level lightning damage, is pushed back 10 feet, and becomes shocked until the end of their next turn. On a successful save, the creature takes half as much damage and isn't moved or shocked.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Electric Attunement

\n

At 14th level, you gain resistance to lightning damage. Additionally, force powers you cast ignore resistance to lightning damage.

\n

Unlimited Power

\n

Starting at 18th level, you can increase the power of your simpler lightning force powers. When you cast a force power of 6th-level or lower that deals lightning damage, you can deal maximum damage with that power.

\n

You can use this feature with no adverse effects a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). If you use this feature beyond this before you finish a long rest, you take 2d12 necrotic damage for each level of the power, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per power level increases by 1d12. This damage cannot be reduced in any way.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Lightning.webp","effects":[]} +{"_id":"q208WP2Lacp7dG6v","name":"Way of Manipulation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Manipulation

\n

The power of the Force is both vast and diverse, with uses varying drastically based on their wielder. Those consulars who follow the Way of Manipulation learn to control their weapons with the Force, maneuvering them across the battlefield.

\n

Saber Storm

\n

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a melee weapon you wield, or one melee weapon within 5 feet that is not worn or carried by a conscious creature, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n
    \n
  • You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.
  • \n
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a power. The bonus equals your Wisdom or Charisma modifier (your choice, minimum of +l).
  • \n
\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

\n

Deceptive Strike

\n

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

\n

Guarding Weapon

\n

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot's level.

\n

Isolate

\n

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

\n

Sapping Storm

\n

Starting at 18th level, when you reduce a hostile creature to 0 hit points while Saber Storm is active, you gain temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). These temporary force points can not exceed your Wisdom or Charisma modifier (your choice), and when you would spend a force point while you have temporary force points, the temporary force points are spent first. When Saber Storm ends, you lose any remaining temporary force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Manipulation.webp","effects":[]} +{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.

\n

Force Deflection

\n

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Power Surge

\n

Starting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} or @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force}, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

\n

Enduring Focus

\n

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

\n

Conflux

\n

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

\n

Tutaminis Mastery

\n

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} +{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.

\n

Force Deflection

\n

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Power Surge

\n

Starting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} or @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force}, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

\n

Enduring Focus

\n

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

\n

Conflux

\n

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

\n

Tutaminis Mastery

\n

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} +{"_id":"6JrXY2jDqQiuuUGq","name":"Way of Negation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Negation

\n

Some force users seek mastery over the fundamentals of energy manipulation, known as tutaminis. Those consulars who follow the Way of Negation harness this power to limit the havoc that other force-wielders might wreak.

\n

Force Deflection

\n

At 3rd level, when you fail a saving throw, you can use your reaction to gain a +4 bonus to that saving throw.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Power Surge

\n

Starting at 6th level, you learn to simultaneously limit a creature's force powers and store that power within yourself to later strengthen your damaging force powers.

\n

You can store a maximum number of power surges equal to your Wisdom or Charisma modifier (your choice, minimum of one). Whenever you successfully end a force power with a power such as @Compendium[sw5e.forcepowers.XYHAKmU4gHSzRK3I]{Force Suppression} or @Compendium[sw5e.forcepowers.LhMmIUjsFrytp0wc]{Sever Force}, or use your Force Shield or Force Deflection features to successfully avoid an attack or succeed on a saving throw, you gain one power surge, as you redirect the flow of the Force into yourself.

\n

Once per turn, when you deal damage to a creature or object with a force power, you can spend one power surge to deal extra damage to that target. The extra damage is of the same type as the power's damage, and it equals half your consular level (rounded down).

\n

Whenever you finish a long rest, your number of power surges resets to one. If you end a short rest with no power surges, you gain one power surge.

\n

Enduring Focus

\n

At 10th level, you can casually deflect attacks while channeling your power. While you are concentrating on a Force power, you have a +2 bonus to your AC and all saving throws.

\n

Additionally, you can extend your Force Deflection to a creature within 5 feet of you when they fail a saving throw.

\n

Conflux

\n

At 14th level, when you use your Force Deflection feature, you can cause a ripple in the Force to expand from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your consular level.

\n

Tutaminis Mastery

\n

At 18th level, when you use a Force-Empowered Casting option, you can spend a power surge to use it without spending additional force points.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Negation.webp","effects":[]} +{"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

Once you use this feature, you can't use it again until you finish a short or long rest.

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast @Compendium[sw5e.forcepowers.BJDl4AQjFfR1RTxc]{Cloud Mind}, @Compendium[sw5e.forcepowers.YguQH8fuWTnHMPcK]{Dominate Mind}, @Compendium[sw5e.forcepowers.jmFTPxWQXJENvQtQ]{Mass Coerce Mind} or @Compendium[sw5e.forcepowers.AnqVVfHnV36f7OnA]{Dominate Monster}, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

Once you've used this feature, you can't use it again until you complete a long rest.

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp","effects":[]} +{"_id":"Wdi8eckrcxpxQL3p","name":"Way of Suggestion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Suggestion

\n

There is power in a light touch, and no one knows this better than the consular. Those consulars who follow the Way of Suggestion have honed their attunement to the Force, allowing them to disappear, despite being in plain sight.

\n

Subtle Control

\n

At 3rd level, you can befuddle a creature's mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails its saving throw, you can't use this feature on it again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense Force or Force sight power active, it must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

\n

Out of Mind

\n

At 6th level, you can erase yourself from a single creature's sight momentarily. As a bonus action, choose a creature within 60 feet of you. That creature must make a Wisdom saving throw against your univesal force save DC. On a failed save, you become invisible to that creature for 1 minute, or until you deal damage to it with an attack or a Force power.

\n

Once you use this feature, you can't use it again until you finish a short or long rest.

\n

Delicate Potency

\n

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast @Compendium[sw5e.forcepowers.BJDl4AQjFfR1RTxc]{Cloud Mind}, @Compendium[sw5e.forcepowers.YguQH8fuWTnHMPcK]{Dominate Mind}, @Compendium[sw5e.forcepowers.jmFTPxWQXJENvQtQ]{Mass Coerce Mind} or @Compendium[sw5e.forcepowers.AnqVVfHnV36f7OnA]{Dominate Monster}, you can choose to treat the power as if cast at your Max Power Level.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Delayed Effect

\n

At 14th level, when you cast a Force power, you can delay the effects of the Force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of round have passed.

\n

Once you've used this feature, you can't use it again until you complete a long rest.

\n

Subtle Presence

\n

At 18th level, you've learned to weave the Force around you in a cloak of your choice. As an action, you can focus the Force for 10 minutes. For the duration, you gain your choice of one of the following effects.

\n

You can use each feature once. You regain all expended uses when you complete a long rest.

\n

Cloak of Fright

\n

Each creature of your choice that is within 60 feet must succeed on a Wisdom saving throw against your universal force save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

\n

Cloak of Invisibility

\n

You and everything you are wearing or carrying become invisible to creatures of your choice. If you damage a creature or affect it with a Force power, it can make a Wisdom saving throw against your universal force save DC. On a success, you are no longer invisible to that creature.

\n

Cloak of Memory

\n

Creatures that see you or any allies within 30 feet of you during this time cannot recall your physical appearance, your mannerisms, or any other identifying features.

\n

Creatures that interact with you must make a Wisdom saving throw against your universal force save DC once the interaction ends. You can choose to exclude a creature from this effect. On a failed save, the creature forgets all details of the interaction, rationalizing any of its outcomes.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Suggestion.webp","effects":[]} +{"_id":"r7BKY5yWig2vhW5i","name":"Way of Telekinetics","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Telekinetics

\n

The consular knows how to manipulate the essence of the surrounding elements with the power of the Force. Those consulars who follow the Way of Telekinetics create torrential gusts of telekinetic energy, forming a potent combination that can pummel even the toughest adversaries into submission.

\n

Staggering Stratagem

\n

When you choose this tradition at 3rd level, your potency with the telekinetic power of the Force heightens. You can manipulate creatures of Large size or smaller with your force powers and Way of Telekinetics features. Additionally, once per turn, when you deal force or kinetic damage to a Large or smaller creature with a force power or class feature, you can choose to either push it up to 10 feet away from you or pull it up to 10 feet closer to you.

\n

Mighty Blast

\n

At 6th level, your force powers batter and blast your enemies with the strength of a hurricane. When you cast a force power of 1st level or higher that deals force or kinetic 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.

\n

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

\n

Size Matters Not

\n

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

\n

Repulsing Wave

\n

At 14th level, when you are dealt damage by a creature within 5 feet of you, you can use your reaction to deal force damage to the creature equal to your consular level + your Wisdom or Charisma modifier (your choice, minimum of +1). If the attacker is Huge or smaller, it must also make a Strength saving throw against your universal force save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

My Ally is the Force

\n

Starting at 18th level, you can manipulate creatures of Gargantuan size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, whenever a force power you cast pushes or pulls a creature, you can increase the distance of that push or pull by an additional 20 feet.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Telekinetics.webp","effects":[]} +{"_id":"FLN1Vqb53UECBMVu","name":"Way of the Sage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Sage

\n

The rejuvenating power of the Force is incredible, and the consular is the master of this usage. Those consulars who follow the Way of the Sage assist with an array of healing powers that grant allies the strength to continue through even the harshest of encounters. Separated from the heart of the fray, the sage can be an unfailing warden to those in need.

\n

Disciple of Life

\n

When you choose this tradition at 3rd level, when you cast a force power that restores hit points, you can use Wisdom or Charisma as your forcecasting ability for it.

\n

Additionally, whenever you use a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power's level.

\n

Preserve Life

\n

At 6th level, as an action, you can channel the Force and evoke healing energy that restores a number of hit points equal to five times your consular level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Blessed Healer

\n

Beginning at 10th level, the healing powers you cast on others heal you as well. When you cast a force power that restores hit points to a creature other than you, you regain hit points equal to 2 + the power's level.

\n

Blessed by the Force

\n

At 14th level you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Supreme Healing

\n

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a power, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

"},"source":"PHB","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Sage.webp","effects":[]} +{"_id":"12fYGPcLSITUYHMK","name":"Way of the Seer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of the Seer

\n

The Force guides us in innumerable ways, often manifesting as visions. Those consulars who follow the Way of Seer attempt to harness these visions in an attempt to work towards the best possible future, as they see it.

\n

Force Visions

\n

When you choose this tradition at 3rd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

\n

Powerful Mind

\n

At 6th level, you can use your force abilities to read a creature's thoughts. You can then use your access to the creature's mind to command it.

\n

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your universal force save DC. If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about.) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and use the coerce mind force power on the creature without expending force points. The target automatically fails its saving throw against the power.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain any expended uses when you finish a long rest.

\n

Visions of the Past

\n

Beginning at 10th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a force power. Once you've used this feature, you can't use it again until you finish a short or long rest.

\n

Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

\n

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

\n

Shielded Thoughts

\n

At 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

\n

Clarity of Vision

\n

Starting at 18th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Force Visions feature, rather than two.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Forcecaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20the%20Seer.webp","effects":[]} +{"_id":"gbP89R34SpttnfPb","name":"Whills Order","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Monk","description":{"value":"

Whills Order

\n

Monks of the Whills Order hold the secrets of the Force sacred, and dedicate their lives to defending ancient knowledge of the Force and its artifacts. They master the use of ranged weapons, often crafting their own weapons in respectful admiration of the Jedi tradition of crafting lightweapons.

\n

Flurry of Light

\n

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n
    \n
  • Your Whills weapons count as melee weapons for you, and when you make a melee weapon attack with them, you deal kinetic damage equal to your Martial Arts Damage Die.
  • \n
  • When you take the Attack action on your turn and attack with a Whills weapon, you can make one additional attack with that weapon as a bonus action, or you can spend 1 focus point to make two attacks with that weapon as a bonus action. You roll a d4 in place of the normal damage of your Whills weapon when attacking as a bonus action. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you would make a ranged weapon attack with a Whills weapon, you can instead reload the weapon.
  • \n
\n

The Force is With You

\n

At 6th level, as you channel the Force through you, you gain the following benefits:

\n
    \n
  • You can use your Stunning Strike feature when you hit with a ranged weapon attack while you are wielding a Whills weapon.
  • \n
  • You can spend 1 focus point to ignore half cover with your Whills weapons. At 11th level, you can spend 2 focus points to ignore three quarters cover. At 17th level, you can spend 3 focus points to ignore total cover, as long as your target is not hidden from you.
  • \n
  • When you hit a creature with a Whills weapon, that creature has disadvantage on opportunity attacks against you until the start of your next turn.
  • \n
\n

One With the Force

\n

At 11th level, you learn how to enter a trance, preparing to unleash yourself upon your enemy. While in this trance, you can still talk and move. If you stay in the trance for at least one minute, when you roll initiative, you can make a ranged weapon attack on a number of creatures up to your Wisdom or Charisma modifier (your choice, a minimum of one) within 30 feet of you when you were in this trance.

\n

Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Guided Strikes

\n

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Whills%20Order.webp","effects":[]} +{"_id":"c89hsFFZG4WGlYcV","name":"Zoologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Zoologist Pursuit

\n

Many academics develop an affinity for nature, studying the vast fauna that inhabit the different planets throughout the galaxy. Those scholars who choose the Zoologist Pursuit capitalize on their knowledge of animals, developing a strong bond with a companion with whom they gain an advantage on the battlefield.

\n

Wilderness Expert

\n

When you choose this pursuit at 3rd level, you gain proficiency your choice of Animal Handling or Nature skills. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

\n

Beast Companion

\n

Also at 3rd level, you learn to employ all the knowledge you've accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this pursuit. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n
    \n
  • The beast obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your beast acts on its own.
  • \n
  • Your beast's level equals your scholar level, and for each scholar level you gain after 3rd, your beast companion gains an additional hit die and increases its hit points accordingly.
  • \n
  • Your beast has the proficiency bonus of a player character of the same level.
  • \n
  • Whenever you gain the Ability Score Improvement feature in this class, your beast's abilities also improve. Your beast can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your beast can't increase an ability score above 20 using this feature unless its description specifies otherwise.
  • \n
  • While your beast is the target of your Critical Analysis feature, it gains a bonus to ability checks, armor class, attack rolls, damage rolls, and saving throws equal to half your Intelligence modifier (rounded up).
  • \n
\n

Additional Maneuvers

\n

Lastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into the biology and behavior of animals. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.

\n

Loyal Bond

\n

Whenever you are hit with an attack, you can expend one superiority die to command your companion to immediately use its reaction and move up to its speed directly towards you. If it ends this movement within 5 feet of you, roll the superiority die. Your companion takes the damage instead of you, subtracting the amount you rolled from the total.

\n

Go Get 'Em

\n

While your companion is moving, you can expend a superiority die and add 5 times the number rolled to its movement speed.

\n

Pin Down

\n

When your beast attempts to grapple or knock a creature prone, you can expend a superiority die to give it direction as long as it can see or hear you. Roll a superiority die and add it to your beast's Strength (Athletics) check.

\n

Primal Endurance

\n

As an action, you can expend a superiority die to improve your beast's defense. Roll the die and add it to your beast's AC until the beginning of your next turn.

\n

Sic 'Em

\n

As an action, you can command your beast to savage a nearby enemy. Your beast can use its reaction to immediately move up to 10 feet and make one attack, adding the superiority dice to the damage roll on a hit.

\n

Spine-Chilling Howls

\n

As an action, you can expend one superiority die to command your beast to frighten another creature. The target must then succeed on a Wisdom saving throw against your Maneuver save DC or become frightened of both you and your beast for 1 minute.

\n

Wild Senses

\n

Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can request the aid of your beast by expending a superiority die, adding the number rolled to the check. You can use this maneuver before or after making the ability check, but before the results of the ability check are determined.

\n

Vicious Hunting

\n

Beginning at 6th level, your beast companion's strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Creature Comprehension

\n

Starting at 9th level, when your beast makes an attack roll, ability check, or saving throw, you may expend a superiority die and apply the benefits of a maneuver you know from this class, as if you have taken the action yourself.

\n

Feral Ferocity

\n

Once you've reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n
    \n
  • Your beast has advantage on Strength checks and Strength saving throws if it is size Medium or larger.
  • \n
  • Your beast has advantage on Dexterity checks and Dexterity saving throws if it is size Small or smaller.
  • \n
  • When your hits with an attack, it deals bonus damage equal to your Intelligence modifier.
  • \n
  • Your beast has resistance to kinetic and energy damage.
  • \n
\n

Your beast's furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast's furious state as a bonus action.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Discoveries (Zoologist)

\n

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Advantageous Companion

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n

Colossal Companion

\n

Prerequisite: 15th level

\n

You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn't already and becomes immune to this feature for 24 hours.

\n

Holocam Attachment

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n

Neat Tricks

\n

Prerequisite: 5th level

\n

Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast's size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast's size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n

Protective Friend

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n

The More The Merrier

\n

Prerequisite: 7th level

\n

Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n

Generating Your Beast

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you've selected your type of beast, you assign your beast companion's ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n

Beast Features

\n

All beasts share the following traits.

\n

Hit Points

\n
    \n
  • Hit Dice: 1d4 per beast companion level
  • \n
  • Hit Points at 1st Level: 4 + your beast's Constitution modifier
  • \n
  • Hit Points at Higher Levels: 1d4 (or 3) + your beast's Constitution modifier per beast level after 1st
  • \n
\n

Proficiencies

\n
    \n
  • Languages: Your beast can understand simple commands spoken in two languages of your choice, as well as hand signals, but it can not speak
  • \n
  • Saving Throws: Choose one from Strength, Intelligence, or Charisma, and another from Dexterity, Constitution, or Wisdom
  • \n
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Performance, Survival, and Stealth
  • \n
\n

Features

\n
    \n
  • Armor Class: 10 + your beast's Dexterity modifier
  • \n
  • Bestial Traits: Your beast companion four bestial traits of your choice. It gains an additional trait at 5th level (5), 8th level (6), 11th level (7), 14th level (8), and 17th level (9). Whenever you gain a level in this class, you can exchange one trait for another one.
  • \n
  • Natural Weapon: Your beast companion attacks with a natural weapon, such as claws or a bite. On a hit, it deals 1d4 kinetic damage.
  • \n
  • Size: Tiny
  • \n
  • Speed: 20 ft.
  • \n
  • Type: Beast
  • \n
\n

Bestial Traits

\n

The traits are presented in alphabetical order.

\n

Aerial

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n

Amphibious

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n

Burrower

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n

Charger

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n

Climber

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Darkvision

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can't discern color in darkness, only shades of gray.

\n

Evasive

\n

Your beast companion can take the Disengage action as a bonus action.

\n

Force Adept

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Force Resistance

\n

Your beast companion has advantage on saving throws against force powers.

\n

Force Sensitive

\n

Your beast companion knows one 1st-level force power of your choice, and once per long rest it can cast it at 1st-level without expending force points. Your beast's forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n

Grappler

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can't attack again while it has a creature grappled.

\n

Heavy Hide

\n

Your beast companion's armor class becomes 14.

\n

Keen Hearing

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n

Keen Sight

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n

Keen Smell

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n

Light Hide

\n

Your beast companion's armor class becomes 11 + it's Dexterity modifier.

\n

Medium Hide

\n

Your beast companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n

Natural Camouflage

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n

Nimble Weapon

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n

Pack Tactics

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn't incapacitated.

\n

Pouncer

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast's proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n

Powerful Build

\n

Your beast companion counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

\n

Rampager

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast and take a bonus action to move up to half its speed and make a melee attack.

\n

Ranged Weapon

\n

Your beast companion has a natural ranged weapon, such as a spitter or or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal kinetic damage equal to its natural weapon damage die.

\n

Reach Weapon

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n

Size: Huge

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n

Size: Large

\n

Prerequisite: Size Medium
Your beast companion's size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and it's walking speed increases to 35.

\n

Size: Medium

\n

Prerequisite: Size Small
Your beast companion's size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n

Size: Small

\n

Your beast companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and it's walking speed increases to 25.

\n

Sturdy-Legged

\n

Your beast companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n

Swift

\n

Your beast companion can take the Dash action as a bonus action.

\n

Tremorsense

\n

Your beast companion gains tremorsense out to 30 feet.

\n

Venomous Weapon

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast's proficiency bonus + your beast's Constitution modifier) or become poisoned until the end of its next turn.

"},"source":"Expanded Content","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Zoologist%20Pursuit.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 22c91893..1c8a5627 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,13 +1,10 @@ -{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Sentinel
LevelProficiency BonusFeaturesKinetic Combat Damage DieForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Kinetic Combatd4631st
2nd+2Force-Empowered Self, Sentinel Idealsd4761st
3rd+2Sentinel Callingd4992nd
4th+2Ability Score Improvementd410122nd
5th+3Extra Attackd611152nd
6th+3-d613183rd
7th+3Calling featured614213rd
8th+3Ability Score Improvementd615243rd
9th+4-d617274th
10th+4Battle Readinessd618304th
11th+4-d820335th
12th+4Ability Score Improvementd821365th
13th+5Calling featured822395th
14th+5-d824426th
15th+5Enlightened Evasiond825456th
16th+5Ability Score Improvementd826486th
17th+6-d1028517th
18th+6Calling featured1029547th
19th+6Ability Score Improvementd1030577th
20th+6Center of the Forced1030607th
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: Your choice of demolitions kit, security kit, or slicer's kit

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose two from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 6 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Kinetic Combat

\n

At 1st level, you are an unrelenting flurry of strikes. When you take the Attack action on your turn, you can make one unarmed strike or melee weapon attack as a bonus action. This attack uses your Kinetic Combat die instead of the weapon’s damage die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel class table.

\n

Additionally, when you make this bonus action attack, your movement speed increases by 10 feet until the end of your turn.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a target with your Kinetic Combat attack, you can spend 1 force point to use a Force-Empowered Self effect. You start with three such effects: Deflection, Double Strike, and Slow Time. You can only use one effect per turn.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt an ideal that exemplifies your bond with the Force. You adopt one ideal of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 11th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can use your Kinetic Combat feature.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal damage equal to your Kinetic Combat die.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half of the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to your Wisdom or Charisma modifier (your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers.

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\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the gambler background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

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The Operative
LevelProficiency BonusFeaturesSneak Attack Damage Dice
1st+2Expertise, Sneak Attack1d6
2nd+2Bad Feeling, Cunning Action1d6
3rd+2Operative Practice2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Practice feature5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Practice feature7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Practice feature9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: Your choice of demolitions kit, disguise kit, forgery kit, poisoner's kit, security kit, or slicer's kit

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Piloting, Sleight of Hand, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative1,000 + 4d4 x 100 cr
\n

Expertise

\n

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Bad Feeling

\n

Starting at 2nd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Cunning Action

\n

Also at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Practice

\n

At 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices.

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Operative.png","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the bounty hunter background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scout
LevelProficiency BonusFeaturesRanger's Quarry Damage DieTech Powers KnownTech PointsMax Power Level
1st+2Swift Response, Ranger's Quarryd4---
2nd+2Fighting Style, Techcastingd4421st
3rd+2Pathfinder, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique featured6972nd
8th+3Ability Score Improvementd61082nd
9th+4-d81193rd
10th+4Commandod812103rd
11th+4Technique featured813113rd
12th+4Ability Score Improvementd814123rd
13th+5-d1015134th
14th+5Combat Techd1016144th
15th+5Technique featured1016154th
16th+5Ability Score Improvementd1016164th
17th+6-d1217175th
18th+6Supreme Awarenessd1217185th
19th+6Ability Score Improvementd1217195th
20th+6Foe Slayerd1218205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout1,000 + 5d4 x 100 cr
\n

Swift Response

\n

Beginning at 1st level, you learn to react with swift and decisive action in combat. You gain the following benefits:

\n
    \n
  • You ignore difficult terrain.
  • \n
  • You add your proficiency bonus to initiative rolls.
  • \n
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • \n
\n

Ranger’s Quarry

\n

Also 1st level, you learn how to effectively read and track your prey. On your turn, you can choose a creature you can see within 90 feet and mark it as your quarry (no action required). For the next 10 minutes, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon’s damage. This die changes as you gain scout levels, as shown in the Ranger’s Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it’s on the same planet as you.
  • \n
\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Starting at 9th level, you can expend two uses of this feature to extend the duration to 8 hours. At 17th level, you can expend three uses to extend the duration to 24 hours.

\n

Fighting Style

\n

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Techcasting

\n

Also at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Pathfinder

\n

Beginning at 3rd level, you are skilled at navigating the untamed wilds. You gain the following benefits when traveling for an hour or more:

\n
    \n
  • Difficult terrain doesn’t slow your group’s travel.
  • \n
  • You can’t become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Those scouts who adopt the same technique tend to share a camaraderie with each other.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Scout.png","effects":[]} -{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular1,000 + 2d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Consular.png","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2—
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} -{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Jedi or Sith background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Channel the Force421st
2nd+2Force-Empowered Strikes, Guardian Aura541st
3rd+2Guardian Focus661st
4th+2Ability Score Improvement781st
5th+3Extra Attack9102nd
6th+3Force Purity10122nd
7th+3Focus feature11142nd
8th+3Ability Score Improvement12162nd
9th+4-14183rd
10th+4Additional Aura15203rd
11th+4Improved Force-Empowered Strikes16223rd
12th+4Ability Score Improvement17243rd
13th+5-19264th
14th+5Cleansing Touch20284th
15th+5Focus feature21304th
16th+5Ability Score Improvement22324th
17th+6-24345th
18th+6Aura Improvements25365th
19th+6Ability Score Improvement26385th
20th+6Focus feature27405th
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian1,000 + 5d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian class table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 30 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a creature within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the creature is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the weapon’s damage.

\n

You can’t use a higher level force slot than your Max Power Level.

\n

Guardian Aura

\n

Additionally at 2nd level, you gain an aura of your choice, as described at the end of the class description. When you reach 10th level you can select a second aura.

\n

Guardian Focus

\n

When you reach 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon’s damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you can’t be frightened.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Devotion

\n

You and friendly creatures within 5 feet of you can’t be charmed.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n

At 10th level, the range of this aura increases to 15 feet, and at 18th level, the range of this aura increases to 30 feet.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber fighting styles, called Forms, as they hone their powers.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Guardian.png","effects":[]} -{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the scientist background.

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LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
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The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s tools, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer1,000 + 3d4 x 100 cr
\n
\n

Techcasting

\n

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d6.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you’ve used this feature, you can’t use it again until you finish a long rest.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Engineer.png","effects":[]} -{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the noble background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd622-
2nd+2Discovery, Sage Advice (long rest)d6222
3rd+2Expertise, Academic Pursuitd6442
4th+2Ability Score Improvementd6442
5th+3Multitaskerd6443
6th+3Pursuit featured6443
7th+3-d8664
8th+3Ability Score Improvementd8664
9th+4Pursuit featured8665
10th+4Expertised8665
11th+4-d10685
12th+4Ability Score Improvementd10686
13th+5Sage Advice (short rest)d10686
14th+5Calm and Collectedd10686
15th+5-d128107
16th+5Ability Score Improvementd128107
17th+6Pursuit featured128107
18th+6Adaptable Intellectuald128108
19th+6Ability Score Improvementd128108
20th+6Knowledge Unboundd128108
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar1,000 + 3d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you know how to apply your studies in practical ways known as maneuvers. Your maneuvers are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d6s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

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\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
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The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter1,000 + 5d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Fighter%20Alt.png","effects":[]} -{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the agent background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial Arts Damage DieFocus PointsUnarmored Movement
1st+2Unarmored Defense, Martial Artsd4--
2nd+2Focus, Unarmored Movementd42+10 ft.
3rd+2Monastic Order, Deflect Missilesd43+10 ft.
4th+2Ability Score Improvement, Slow Falld44+10 ft.
5th+3Extra Attack, Stunning Striked65+10 ft.
6th+3Focused Strikes, Monastic Order featured66+15 ft.
7th+3Evasion, Stillness of Mindd67+15 ft.
8th+3Ability Score Improvementd68+15 ft.
9th+4Unarmored Movement Improvementd69+15 ft.
10th+4Purity of Bodyd610+20 ft.
11th+4Monastic Order featured811+20 ft.
12th+4Ability Score Improvementd812+20 ft.
13th+5Tongue of the Sun and Moond813+20 ft.
14th+5Diamond Sould814+25 ft.
15th+5Timeless Bodyd815+25 ft.
16th+5Ability Score Improvementd816+25 ft.
17th+6Monastic Order featured1017+25 ft.
18th+6Empty Bodyd1018+30 ft.
19th+6Ability Score Improvementd1019+30 ft.
20th+6Perfect Selfd1020+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, © a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk1,000 + 1d4 x 100 cr
\n

 

\n
\n

Unarmored Defense

\n

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Martial Arts

\n

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a vibrostaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • \n
\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

Some of your focus features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

Immediately after you take the Attack action on your turn, you can spend 1 focus point to make two unarmed strikes as a bonus action.

\n

Patient Defense

\n

You can spend 1 focus point to take the Dodge action as a bonus action on your turn.

\n

Step of the Wind

\n

You can spend 1 focus point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

\n

Unarmored Movement

\n

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Monastic Order

\n

When you reach 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Deflect Missiles

\n

Starting at 3rd level, you can use your reaction to deflect a projectile 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 monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Focused Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

At 10th level, your mastery of the focus flowing through you makes you immune to disease and poison.

\n

Tongue of the Sun and Moon

\n

Starting at 13th level, you learn to touch the focus of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws.

\n

Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Body

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. In addition, you no longer need food or water.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have no focus points remaining, you regain 2 focus points.

\n
"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Traditions of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques.

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Monk.png","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2—
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

\n

@Compendium[sw5e.species.BvV56gDIilVwLcFE]{Aing-Tii}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2—
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} -{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the mercenary background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2—
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

Rage burns in every berserker’s heart, a furnace that drives him or her toward greatness. Different berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel, while for others see it as a spiritual blessing.

\n

@Compendium[sw5e.archetypes.db.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.db.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.db.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.db.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.db.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.db.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.db.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.db.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.db.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.db.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.db.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.

\n

The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.

\n

Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.

\n

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.

\n

The Middle of the Road

\n

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.

\n

Solitary Action

\n

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.

\n

While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Sentinel
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelKinetic Combat
1st+2Forcecasting, Led by the Force731st-
2nd+2Force-Empowered Self, Sentinel Ideals961std4
3rd+2Sentinel Calling1192ndd4
4th+2Ability Score Improvement13122ndd4
5th+3Extra Attack15152ndd6
6th+3Sentinel Ideals (three ideals)17183rdd6
7th+3Calling feature18213rdd6
8th+3Ability Score Improvement19243rdd6
9th+4Sentinel Ideals (three manifestations)21274thd8
10th+4Battle Readiness22304thd8
11th+4Sentinel Ideals (four ideals)24335thd8
12th+4Ability Score Improvement25365thd8
13th+5Calling feature26395thd10
14th+5-28426thd10
15th+5Enlightened Evasion29456thd10
16th+5Ability Score Improvement30486thd10
17th+6Sentinel Ideals (four manifestations)32517thd12
18th+6Calling feature33547thd12
19th+6Ability Score Improvement34577thd12
20th+6Center of the Force35607thd12
\n
\n
\n

Class Features

\n

As a Sentinel, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Sentinel level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Charisma

\n

Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • (a) a demolitions kit, (b) a security kit, or (c) a slicer’s kit
  • \n
  • a combat suit and a light physical shield
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Sentinel1,000 + 3d4 x 100 cr
\n

Forcecasting

\n

Beginning at 1st level, In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel class table.

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Led by the Force

\n

Also at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

\n

Force-Empowered Self

\n

Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a creature with a melee weapon attack, you can spend 1 force point to use a Force-Empowered Self effect. Each effect uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You have three such effects: Deflection, Double Strike, and Slow Time. You can only use each effect once per turn, and you can only use one effect per hit.

\n

Deflection

\n

You can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.

\n

Double Strike

\n

You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.

\n

Slow Time

\n

You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.

\n

Sentinel Ideals

\n

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n

Sentinel Calling

\n

When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Battle Readiness

\n

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

\n

Enlightened Evasion

\n

When you reach 15th level, when you are subjected to a damage-dealing effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw if doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.

\n

Center of the Force

\n

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

\n

Sentinel Ideals

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n

Ideal of the Agile

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n

Ideal of the Artisan

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n

Ideal of the Contender

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n

Ideal of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n

Ideal of the Hunter

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n

Ideal of the Steadfast

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.

\n

Ideal of the Titan

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n

Ideal of the Tranquil

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n

Ideal of the Vigorous

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

"},"className":{"value":"Sentinel"},"atFlavorText":{"value":"

Sentinel Callings

\n

Different sentinels select different callings, called Paths, to follow as they hone their powers. Your calling grants you features at 3rd, 7th, 13th, and 18th level.

\n

@Compendium[sw5e.archetypes.3GmBJl9h0FpyIKFg]{Path of Aggression}

\n

@Compendium[sw5e.archetypes.qlg4myujDRxt6FXB]{Path of Communion}

\n

@Compendium[sw5e.archetypes.9AQImD6JBpd9c1UK]{Path of the Corsair}

\n

@Compendium[sw5e.archetypes.pnWaHtbho4xgFpIU]{Path of Etherealness}

\n

@Compendium[sw5e.archetypes.xIgy4jaHPhmry1Ub]{Path of Focus}

\n

@Compendium[sw5e.archetypes.4afEpKVpPAUq3lMe]{Path of the Forceblade}

\n

@Compendium[sw5e.archetypes.X3FsoSbXFXkvJvZO]{Path of Shadows}

\n

@Compendium[sw5e.archetypes.tND6Q1akd5unb3jf]{Path of Synthesis}

\n

@Compendium[sw5e.archetypes.BtUr8K0noVfAE11J]{Path of Tenacity}

\n

@Compendium[sw5e.archetypes.VRfBQKAhumWExGiy]{Path of Witchcraft}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":5,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakram","mode":"+","targetSpecific":false,"id":6,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleblade","mode":"+","targetSpecific":false,"id":7,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesaber","mode":"+","targetSpecific":false,"id":8,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doubleshoto","mode":"+","targetSpecific":false,"id":9,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"doublesword","mode":"+","targetSpecific":false,"id":10,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"hidden blade","mode":"+","targetSpecific":false,"id":11,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"lightfoil","mode":"+","targetSpecific":false,"id":12,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"light ring","mode":"+","targetSpecific":false,"id":13,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":14,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrorapier","mode":"+","targetSpecific":false,"id":15,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":16,"itemId":"1KSGcLL9HvLEkanx","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Sentinel.png","effects":[]} +{"_id":"2femmWtRKWpl2VAl","name":"Operative","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Bothan spy takes a moment to adjust her infrared goggles. Nimbly sidestepping the laser grid in the room, she slips to the computer at the far end. Counting down the seconds in her head, she slices the mainframe. Twenty seconds. Ten seconds. A handful of soldiers bursts into the room, but she is already gone—with the data in hand.

\n

With a wary eye on the door, a scruffy-looking Duros plays pazaak in a seedy cantina. When two city guards appear at the exit, he smiles and reaches under the table. Before they can move in, the smuggler flips the table and opens fire. The crowd scatters in panic, giving him just enough cover to escape.

\n

A gorgeous young human dances before an intoxicated senator in his parlor. She winks enticingly through her golden blonde hair as she sways closer. Leaning in for a kiss, the senator is instead surprised by the barrel of a hold-out blaster pistol shoved into his mouth. He has no time to shout before the assassin pulls the trigger.

\n

Operatives, whether good, bad, or neutral, are those who focus on a specific practice and utilize it to get the upper hand. They can come from any world or region in the galaxy, with origins from the lowliest scoundrel to the once social elite.

\n

Evading Danger

\n

Operatives have a knack for getting out of trouble. They have an instinct for self-preservation that keeps them alive, but it’s usually tempered with a need to experience the thrills that their profession has to offer, and many adventurous operatives are also saddled with a sense of honor that sometimes makes them go against their natural inclinations. No matter what their immediate concerns may be, survival is the name of the game.

\n

Outside the Law

\n

Operatives don’t often start out seeking to defy authority and break the law. Some are thrust into the profession as a means of rebellion. Others wind up on the wrong side of the law due to bad luck, poor decisions, or circumstances beyond their control. The skills they pick up along the way make them great members of any mission team.

\n

While creating your operative character, consider how you first started on your path. Maybe you were raised on the street and fell into the criminal element as a means of survival. You could be a simple trader who decided to strike against the Sith Empire when it encroached on your business. What would you say is your greatest skill set? What is your core, the truest essence about yourself that keeps you focused? Why would society treat you as a criminal, yet your allies hold you as a loyal companion?

\n

Quick Build

\n

You can make an operative quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence or Charisma. Second, choose the @Compendium[sw5e.backgrounds.IgvB3RMSetUpL1l0]{Gambler} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":4,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Operative
LevelProficiency BonusFeaturesSneak AttackOperative Exploits
1st+2Expertise, Sneak Attack1d6-
2nd+2Cunning Action, Operative Exploits1d62
3rd+2Bad Feeling, Operative Practice2d62
4th+2Ability Score Improvement2d62
5th+3Uncanny Dodge3d62
6th+3Expertise3d62
7th+3Evasion4d63
8th+3Ability Score Improvement4d63
9th+4Practice feature5d63
10th+4Ability Score Improvement5d63
11th+4Reliable Talent6d63
12th+4Ability Score Improvement6d63
13th+5Practice feature7d64
14th+5Blindsense7d64
15th+5Slippery Mind8d64
16th+5Ability Score Improvement8d64
17th+6Practice feature9d65
18th+6Elusive9d65
19th+6Ability Score Improvement10d65
20th+6Stroke of Luck10d65
\n
\n
\n

Class Features

\n

As a Operative, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Operative level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier

\n

Tools: One specialist's kit of your choice

\n

Saving Throws: Dexterity, Intelligence

\n

Skills: Choose any four

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a vibrorapier, (b) a hidden blade, (c) a simple blaster and a power cell, or (d) a simple vibroweapon
  • \n
  • (a) a simple blaster and two power cells or (b) a simple vibroweapon and a light physical shield
  • \n
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • \n
  • A tool with which you are proficient
  • \n
  • Combat suit and a vibrodagger
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Operative7d4 x 100 cr
\n

Expertise

\n

Beginning at 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

\n

Sneak Attack

\n

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

\n

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the operative class table.

\n

Cunning Action

\n

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

Operative Exploits

\n

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

Bad Feeling

\n

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

Operative Practice

\n

Also at 3rd level, you choose a practice that you emulate in the exercise of your operative abilities, which is detailed at the end of the class description. Your practice choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Uncanny Dodge

\n

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

\n

Evasion

\n

Beginning at 7th level, when you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Reliable Talent

\n

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Blindsense

\n

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

\n

Slippery Mind

\n

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

\n

Elusive

\n

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

\n

Stroke of Luck

\n

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

\n

Operative Exploits

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n

Commander’s Exploit

\n

You gain proficiency in medium armor.

\n

Explorer’s Exploit

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

Fate’s Exploit

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Fighter’s Exploit

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Freedom’s Exploit

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Guerrilla’s Exploit

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Learner’s Exploit

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Mentor’s Exploit

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n

Skill’s Exploit

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n

Technologist’s Exploit

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n

Weaponmaster’s Exploit

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

"},"className":{"value":"Operative"},"atFlavorText":{"value":"

Operative Practices

\n

Operatives have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different operatives steer those talents in varying directions, embodied by the different operative practices. Your practice grants you features at 3rd, 9th, 13th, and 17th level.

\n

@Compendium[sw5e.archetypes.uKs4nEUZxYJ6iAd7]{Acquisitions Practice}

\n

@Compendium[sw5e.archetypes.xUUk8lINd1wpQrIh]{Beguiler Practice}

\n

@Compendium[sw5e.archetypes.KXH9dZsv2CAXAa6X]{Disabling Practice}

\n

@Compendium[sw5e.archetypes.HAbjFjbdRHO3mBss]{Gunslinger Practice}

\n

@Compendium[sw5e.archetypes.G1F7NBAvLma5Aot4]{Lethality Practice}

\n

@Compendium[sw5e.archetypes.owhXRBD1NnGWXdr6]{Performance Practice}

\n

@Compendium[sw5e.archetypes.A3MyNIRoyvE9fP64]{Ruffian Practice}

\n

@Compendium[sw5e.archetypes.lETcZuQWPZg3n2u0]{Saboteur Practice}

\n

@Compendium[sw5e.archetypes.TgUiU6MrAP7Xyj3H]{Sawbones Practice}

\n

@Compendium[sw5e.archetypes.RulD3rQZqDk5H0Pl]{Scrapper Practice}

\n

@Compendium[sw5e.archetypes.YByrgf4R9lfeVVBQ]{Sharpshooter Practice}

"}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"modules/sw5e/Icons/Classes/Operative.png","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Rough and grizzled looking, a human stalks alone through the shadows of trees, hunting the quarry he knows is planning a raid on a nearby settlement. Clutching a techblade in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

\n

After tumbling away from the shrapnel of a missile’s explosion, a bothan finds her feet and quick-fires two shots from her carbine at the oncoming tank. Shrugging off the wave of fear that threatens to permeate her entire being, she strafes around her foe, firing shot after shot to try to penetrate the tank’s thick armor.

\n

Glancing at his wristpad, a sullustan looks through the eyes of his tracker droid. Transmitting instructions, he sends his droid to distract the houk he’s been tracking while he readies his sniper rifle for the shot.

\n

Scouts are the first on the trail and the last to lose it, tracking their quarry for miles unimpeded. They are adaptable, wielding both tech powers and their weaponry to overcome their foes.

\n

Deadly Hunters

\n

Warriors in their own right, scouts specialize in tracking and hunting the monsters that threaten civilization—humanoid raiders, rampaging beasts and monstrosities, terrible Force-wielders, and renegade droids. They learn to track their quarry as a predator does, moving stealthily through any terrain and hiding themselves in brush and rubble. Scouts focus their combat training on techniques that are particularly useful against their specific favored foes.

\n

Scouts acquire the ability to cast tech powers through utilization of a wristpad. Their powers, like their combat abilities, emphasize speed, stealth, and the hunt. A scout’s talents and abilities are honed with deadly focus on the grim task of protecting the civilization.

\n

Independent Adventurers

\n

Though a scout might make a living as a bounty hunter, a guide, or a tracker, a scout’s true calling is to defend civilization from the ravages of monsters and humanoid hordes that press in. In some places, scouts gather in secretive orders, though many scouts are independent almost to a fault, knowing that, when a rancor or a band of pirates attacks, a scout might be the first—and possibly the last—line of defense. This fierce independence makes scouts well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, scouts respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

\n

As you create your scout character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, tracking together until you mastered the scout's ways? Did you leave your apprenticeship, or was your mentor slain-perhaps by some kind of bestial monstrosity on which you've sworn revenge? Or perhaps you learned your skills as part of a band of mercenaries. What's the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

\n

Quick Build

\n

You can make a scout quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Intelligence. Second, choose the @Compendium[sw5e.backgrounds.wjFDb34eLfyjff1k]{Bounty Hunter} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Scout
LevelProficiency BonusFeaturesRanger's QuarryTech Powers KnownTech PointsMax Power Level
1st+2Ranger's Quarry, Pathfinderd4---
2nd+2Techcasting, Fighting Styled4421st
3rd+2Scout Routine, Scout Techniqued4531st
4th+2Ability Score Improvementd4641st
5th+3Extra Attackd6752nd
6th+3Expertised6862nd
7th+3Technique feature, Scout Routine (two routines)d6972nd
8th+3Ability Score Improvementd61082nd
9th+4Scout Routine (15-foot radius)d81293rd
10th+4Commandod813103rd
11th+4Technique featured814113rd
12th+4Ability Score Improvementd815123rd
13th+5-d1016134th
14th+5Expertise, Combat Techd1017144th
15th+5Technique feature, Scout Routine (three routines)d1018154th
16th+5Ability Score Improvementd1019164th
17th+6Scout Routine (30-foot radius)d1220175th
18th+6Supreme Awarenessd1221185th
19th+6Ability Score Improvementd1222195th
20th+6Foe Slayerd1223205th
\n
\n
\n

Class Features

\n

As a Scout, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Scout level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster carbine, and two power cells
  • \n
  • (a) a simple vibroweapon and a light or medium physical shield or (b) two simple vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • A wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scout8d4 x 100 cr
\n

Ranger's Quarry

\n

Beginning at 1st level, you learn how to effectively read and track your prey. Once on each of your turns, you can choose a creature you can see within 120 feet and mark it as your quarry (no action required). For the next hour, you gain the following benefits:

\n
    \n
  • Once per round, when you hit the target with a weapon attack, you can deal 1d4 additional damage to it of the same type as the weapon's damage. This die changes as you gain scout levels, as shown in the Ranger's Quarry Damage Die column of the scout class table.
  • \n
  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it while it's on the same planet as you.
  • \n
\n

You can only have one creature marked in this way at a time. Beginning at 5th level, you can use your reaction to mark a creature when it enters your line of sight, provided it is within range of your Ranger’s Quarry.

\n

The duration increases to 8 hours at 9th level and 24 hours at 17th level.

\n

Pathfinder

\n

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n
    \n
  • Difficult terrain doesn't slow your group's travel.
  • \n
  • You can't become lost by unenhanced means.
  • \n
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • \n
  • If you are traveling alone, you can move stealthily at a normal pace.
  • \n
  • When you forage, you find twice as much food as you normally would.
  • \n
  • When you make a Wisdom (Survival) check, you gain a bonus to the check equal to your Intelligence modifier.
  • \n
\n

Techcasting

\n

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout class table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout class table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus +your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus +your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can't take a Fighting Style option more than once, even if you later get to choose again.

\n

Scout Routine

\n

Beginning at 3rd level, you’ve developed one routine, as detailed at the end of the class description. You develop an additional routine at 7th and 15th level.

\n

Scout Technique

\n

Also at 3rd level, you choose to focus on a specific scout technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Expertise

\n

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Commando

\n

Starting at 10th level, you can take the Dash and Hide actions as a bonus action on each of your turns. Additionally, you can remain perfectly still for long periods of time to set up ambushes.

\n

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

\n

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

\n

Additionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.

\n

Combat Tech

\n

At 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.

\n

Supreme Awareness

\n

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

\n

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

\n

Foe Slayer

\n

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll but before any effects of the roll are applied.

\n

Scout Routines

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n

Adaptability Routine

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Maven’s Routine

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Mesmer’s Routine

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Nomad’s Routine

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Responder’s Routine

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n

Sharpshooter’s Routine

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n

Strider’s Routine

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n

Warden’s Routine

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

"},"className":{"value":"Scout"},"atFlavorText":{"value":"

Scout Techniques

\n

Scouts tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Your technique grants you features at 3rd, 7th, 11th, and 15th level.

\n

@Compendium[sw5e.archetypes.sgoAH5OjfxsXf2fp]{Artillerist Technique}

\n

@Compendium[sw5e.archetypes.hJfD06NmantavchV]{Bulwark Technique}

\n

@Compendium[sw5e.archetypes.ZDNCB88TzeMFGY6i]{Deadeye Technique}

\n

@Compendium[sw5e.archetypes.Ls55Gc4qha7Muacz]{Hunter Technique}

\n

@Compendium[sw5e.archetypes.174qCi5FWBd5LDP0]{Illusionist Technique}

\n

@Compendium[sw5e.archetypes.BEMJgPn6JKghk2zh]{Inquisitor Technique}

\n

@Compendium[sw5e.archetypes.EOnRnPaACPP1vRTQ]{Mastermind Technique}

\n

@Compendium[sw5e.archetypes.xAObT0H9SNxYOQh2]{Predator Technique}

\n

@Compendium[sw5e.archetypes.EEBl6B5YPcztiGRm]{Slayer Technique}

\n

@Compendium[sw5e.archetypes.EipqN28Px01dBfmH]{Stalker Technique}

\n

@Compendium[sw5e.archetypes.np8PlkH43bFHGOjq]{Teleportation Technique}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":3,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[],"label":"Abilities Dexterity Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MN79cDvuWQ2YGjNA","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Scout.png","effects":[]} +{"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A twi’lek in black robes steps on a terrified rodian, who scampers away on the ground. Lightning sparks from his fingers, illuminating his red and black tattoos. The rodian’s pleas for mercy fall on deaf ears as the Sith channels his lightning into his failed apprentice, leaving nothing but a charred husk behind.

\n

Sitting cross-legged on a dense patch of grass, a miraluka mystic meditates on the Force. With every breath, the trees sway with a rhythmic breeze. Though she lacks simple vision, she can see the Force as it moves everything around her.

\n

A drably-robed human focuses inward, channeling the Force into the ground around him. Slowly, all the debris within arms reach rises into the air around him; with a flick of his wrist, he clears the air, sending his projectiles to pound on the approaching tank.

\n

Consulars are the supreme wielders of the Force, defined and united by the powers they cast. Drawing on the omnipresent Force that permeates the universe, consulars cast powers of rejuvenating healing and destructive lightning, draining life-force and manipulating minds; the most powerful with the Force can even experience brief glimpses of the future.

\n

Strong with the Force

\n

Refraining from drawing their lightsabers except as a measure of last resort, consulars spend a great deal of time studying the mysteries of the Force. Their knowledge allows them to channel the Force to greater heights, unlocking unrivaled power, and twisting those powers to greater effect.

\n

Sage or Sorcerer

\n

Consulars who follow the light side of the Force, using their powers to better their communities and people, are often called sages, while consulars who fall to the dark side and subjugate or cast aside all in their path are commonly called sorcerers. Alternatively, they may tend toward the middle, refraining from politics and war, spending their time in isolation and study.

\n

While creating your consular, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Perhaps you were ostracized from your primitive village out of superstition or jealousy. You may have been brutally trained from a young age in the dark side, fueling your innate thirst for power, or perhaps you were trained as a padawan in one of the Jedi temples. How do you treat strangers, and how do they treat you once they know your abilities? What was your family like, or what did you have instead of a family? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a consular quickly by following these suggestions. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d6","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Consular
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Force Recovery841st
2nd+2Force-Empowered Casting, Force Shield981st
3rd+2Consular Tradition, Hidden Force11122nd
4th+2Ability Score Improvement12162nd
5th+3-14203rd
6th+3Tradition feature15243rd
7th+3-17284th
8th+3Ability Score Improvement18324th
9th+4-20365th
10th+4Tradition feature21405th
11th+4-23446th
12th+4Ability Score Improvement24486th
13th+5-26527th
14th+5Tradition feature27567th
15th+5-29608th
16th+5Ability Score Improvement30648th
17th+6-32689th
18th+6Tradition feature33729th
19th+6Ability Score Improvement34769th
20th+6One with the Force35809th
\n
\n
\n

Class Features

\n

As a Consular, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d6 per Consular level

\n

Hit Points at 1st Level: 6 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple lightweapons, simple vibroweapons

\n

Tools: None

\n

Saving Throws: Wisdom, Charisma

\n

Skills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple lightweapon or (b) a simple vibroweapon
  • \n
  • (a) a scholar’s pack, (b) an explorer’s pack, or © a diplomat’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Consular5d4 x 100 cr
\n

 

\n

Forcecasting

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 8 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular class table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the consular class table.

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Force Recovery

\n

Also at 1st level, you have learned to regain some of your energy by briefly meditating. When you finish a short rest, you can regain a number of force points equal to half your consular level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one). Once you’ve used this feature, you must complete a long rest before you can use it again.

\n

Force-Empowered Casting

\n

At 2nd level, you gain the ability to twist your powers to suit your needs. When you cast a force power, you can expend additional force points to modify the power. You gain two of the following Empowerment options of your choice. You gain another one at 10th and 17th level.

\n

You can use only one Empowerment option on a power when you cast it, unless otherwise noted.

\n

Careful Power

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

Distant Power

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

When you cast a power that has a range of touch, you can spend 1 additional force point to make the range of the power 30 feet.

\n

Extended Power

\n

When you cast a power that has a duration of 1 minute or longer, you can spend 1 additional force point to double its duration, to a maximum duration of 24 hours.

\n

Heightened Power

\n

When you cast a power that forces a creature to make a saving throw to resist its effects, you can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

\n

Improved Power

\n

When you roll damage for a power, you can spend 1 additional force point to reroll a number of the damage dice up to your Wisdom or Charisma modifier (your choice, minimum of one). You must use the new rolls.

\n

You can use Improved Power even if you have already used a different Empowerment option during the casting of the power.

\n

Lingering Power

\n

When you cast a power that requires concentration to maintain you can choose to spend 3 additional force points. If you do, when you lose concentration on the power, the power will not end until the end of your next turn.

\n

Pinpoint Power

\n

When you cast a power that allows you to force creatures in an area to make a saving throw you can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

\n

Quickened Power

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

Refocused Power

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw. You can use this option even if you have already used a different Empowerment option during the casting of the power.

\n

Twinned Power

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

\n

Force Shield

\n

Also at 2nd level, you learn how to defend yourself purely through your strength with the Force. When you are hit by an attack, you can use your reaction to shroud yourself in Force energy. Until the start of your next turn, you have a bonus to AC equal to your Wisdom or Charisma modifier (your choice, a minimum of +1). This includes the triggering attack.

\n

You can use this feature twice. You gain an additional use at 5th, 11th, and 17th level in this class. You regain all expended uses when you finish a long rest.

\n

Consular Tradition

\n

When you reach 3rd level, you choose a consular tradition, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

\n

Hidden Force

\n

Also at 3rd level, you learn how to conceal the casting of your force powers. When you cast a force power, you can choose to conceal the presence of that casting from others. A creature that sees you cast the force power can make an Investigation (Intelligence) check against your universal force save DC. On a success, they can determine that you used the Force in some way. If a creature has the force sight force power active, they automatically succeed on this check. A creature that can not see you automatically fails this check.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a long rest.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

One with the Force

\n

At 20th level, your attunement to the Force is absolute. Your Wisdom or Charisma score increases by 4, and your maximum for this score increases by 4. Additionally, you gain mastery over a single force power, and can cast it with little effort. Choose one 3rd-level force power that you know as your signature power. You can cast it once at 3rd level without expending force points. When you do so, you can’t do so again until you finish a short or long rest.

\n

If you want to cast it at a higher level, you must expend force points as normal.

"},"className":{"value":"Consular"},"atFlavorText":{"value":"

Consular Traditions

\n

Different consulars select different traditions, called Ways, to follow as they hone their powers. Your tradition grants you features at 3rd, 6th, 10th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.kqAxtz1x4ydhppPG]{Way of Balance}

\n

@Compendium[sw5e.archetypes.Lz0gdQ5ou3k5E7Fo]{Way of Confluence}

\n

@Compendium[sw5e.archetypes.Y1JjyA1CuOSRCjAb]{Way of Endurance}

\n

@Compendium[sw5e.archetypes.e1tObWwWnq5gt9zE]{Way of Lightning}

\n

@Compendium[sw5e.archetypes.q208WP2Lacp7dG6v]{Way of Manipulation}

\n

@Compendium[sw5e.archetypes.6JrXY2jDqQiuuUGq]{Way of Negation}

\n

@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}

\n

@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}

\n

@Compendium[sw5e.archetypes.FLN1Vqb53UECBMVu]{Way of the Sage}

\n

@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple lightweapons","mode":"+","targetSpecific":false,"id":1,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[],"label":"Abilities Charisma Proficiency"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"O414X0HamnCKpEF5","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Consular.png","effects":[]} +{"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A massive wookiee hunter prowls through the forest, hefting his vibroaxe. With a roar he charges at the pair of trandoshans who dared poach his kin.

\n

A gamorrean snarls at the latest challenger to his authority over their savage tribe, ready to break his neck with his bare hands as he did to the last six rivals.

\n

Frothing at the mouth, a nikto slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.

\n

These berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For every berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

\n

Primal Instinct

\n

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive where the civilized don't.

\n

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

\n

A Life of Danger

\n

Not every person deemed \"berserker\" by scions of civilized society has the berserker class. A true berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don't have to.

\n

Their courage in the face of danger makes berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a berserker. Some berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

\n

Creating a Berzerker

\n

When creating a berserker character, think about where your character comes from and his or her place in the world. Talk with your GM about an appropriate origin for your berserker. Did you come from a remote planet, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where berserkers are common?

\n

What led you to take up the adventuring life? Were you lured to settled planets by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority?

\n

Quick Build

\n

You can make a berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.1auJD75qZvgEEUdq]{Mercenary} background.

","chat":"","unidentified":""},"levelsTable":{"value":"
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Berserker Approach3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d12","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":"
AUGMENTED APPROACH

\n

The Augmented Approach is for those who seek to increase their prowess through cybernetic enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.

\n

Basic Cybernetics

\n

When you choose this approach at 3rd level, you learn the mending and analyse tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyse this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.

\n

Overdrive Enhancement

\n

Also at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.

\n

Dermal Armor

\n

While raging you have resistance to all damage except psychic damage.

\n

Morbid Protrusions

\n

While raging, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. \\r\\n\\r\\nThis unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.\\r\\n\\r\\n#### Pressurised Limbs\\r\\nWhile raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Consitution modifier (minimum of one). You regain all expended uses when you complete a long rest.\\r\\n\\r\\n#### Twitchlock Actuators\\r\\nWhile you're raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.\\r\\n\\r\\n### Support Enhancement\\r\\nAt 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.\\r\\n\\r\\n#### Body Sculpting\\r\\nYou gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.\\r\\n\\r\\n#### Holdout Cavity\\r\\nYou have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.\\r\\n\\r\\n#### Krykna Anchors\\r\\nYou gain a climbing speed equal to your movement speed.\\r\\n\\r\\n#### Panspectral Optics\\r\\nYou can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\\r\\n\\r\\n#### Support Structure\\r\\nYour carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.\\r\\n\\r\\n### More Machine than Man\\r\\nStarting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.\\r\\n\\r\\n### Final Enhancement\\r\\nAt 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.\\r\\n\\r\\n#### Holoskin Emitters\\r\\nWhile you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\\r\\n\\r\\n#### Hydraulic Overrides\\r\\nWhile you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\\r\\n\\r\\n#### Integrated Boosters\\r\\nWhile raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\\r\\n\\r\\n#### Ysalamir Capacitor Mesh\\r\\nWhen you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power's caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

"},"classFeatures":{"value":"
\n
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The Berserker
LevelProficiency BonusFeaturesRagesRage DamageBerserker Instincts
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Berserker Instincts2+22
3rd+2Danger Sense, Berserker Approach3+22
4th+2Ability Score Improvement3+22
5th+3Extra Attack, Fast Movement3+22
6th+3Path feature4+22
7th+3Feral Impulse4+23
8th+3Ability Score Improvement4+23
9th+4Brutal Critical (1 die)4+33
10th+4Path Feature4+33
11th+4Relentless Rage4+33
12th+4Ability Score Improvement5+33
13th+5Brutal Critical (2 dice)5+34
14th+5Path Feature5+34
15th+5Persistent Rage5+34
16th+5Ability Score Improvement5+44
17th+6Brutal Critical (3 dice)6+45
18th+6Indomitable Might6+45
19th+6Ability Score Improvement6+45
20th+6Primal ChampionUnlimited+45
\n
\n
\n

 

\n

Class Features

\n

As a Berserker, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d12 per Berserker level

\n

Hit Points at 1st Level: 12 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All vibroweapons, simple blasters

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) two techaxes or (b) two vibrospears
  • \n
  • An explorer's pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealthusing the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Berserker5d4 x 100 cr
\n


Rage

\n

Beginning at 1st level, in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n
    \n
  • You have advantage on Strength checks and Strength saving throws.
  • \n
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a berserker, as shown in the Rage Damage column of the Berserker table.
  • \n
  • You have resistance to kinetic and energy damage.
  • \n
\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

Once you have raged the number of times shown for your berserker level in the Rages column of the Berserker table, you must finish a long rest before you can rage again.

\n

Unarmored Defense

\n

Also at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

\n

Reckless Attack

\n

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

\n

Berserker Instincts

\n

Also at 2nd level, you've honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n

Danger Sense

\n

At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

\n

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.

\n

Berserker Approach

\n

Also at 3rd level, you choose an approach that shapes the nature of your rage which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Feral Impulse

\n

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

\n

Brutal Critical

\n

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

\n

Relentless Rage

\n

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

\n

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

\n

Persistent Rage

\n

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

\n

Indomitable Might

\n

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

\n

Primal Champion

\n

At 20th level, you embody the power of the wilds. Your Strength or Dexterity score increases by 2, and your Consitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.

\n

Berserker Instincts

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n

Acklay’s Instinct

\n

While raging, you have advantage on Constitution saving throws.

\n

Bantha’s Instinct

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n

Blurrg’s Instinct

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n

Boggdo’s Instinct

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n

Chirodactyl’s Instinct

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n

Dewback’s Instinct

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n

Fighter’s Instinct

\n

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Fyrnock’s Instinct

\n

While raging, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to each creature within 5 feet of where you land. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

Hawk’s Instinct

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n

Katarn’s Instinct

\n

You gain a climbing speed equal to your movement speed.

\n

Llothcat’s Instinct

\n

While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.

\n

Predator’s Instinct

\n

Your speed increases by 10 feet.

\n

Rancor’s Instinct

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n

Tactician’s Instinct

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n

Tracker’s Instinct

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n

Terentatek’s Instinct

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n

Varactyl’s Instinct

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

"},"className":{"value":"Berzerker"},"atFlavorText":{"value":"

Berserker Approaches

\n

For berserkers, rage is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Your approach grants you features at 3rd, 6th, 10th, and 14th level.

\n

@Compendium[sw5e.archetypes.PCwepUZqHYlxr4T3]{Addicted Approach}

\n

@Compendium[sw5e.archetypes.hlZPMF7NjGemaw66]{Ballistic Approach}

\n

@Compendium[sw5e.archetypes.cjI8o9tAfKsuSGAP]{Bloodstorm Approach}

\n

@Compendium[sw5e.archetypes.XxG8t5Tr9agbjytr]{Brawling Approach}

\n

@Compendium[sw5e.archetypes.bBMsNrnCUOXGfb0h]{Cyclone Approach}

\n

@Compendium[sw5e.archetypes.4zUolY92dTrk3e5B]{Frenzied Approach}

\n

@Compendium[sw5e.archetypes.jEXfkSLXZvy0BQG7]{Industrial Approach}

\n

@Compendium[sw5e.archetypes.QRwypM2cIYxW0NVN]{Juggernaut Approach}

\n

@Compendium[sw5e.archetypes.Fo2ZNwCWXfWuDJji]{Marauder Approach}

\n

@Compendium[sw5e.archetypes.q4cqalPyT4rkroVr]{Precision Approach}

\n

@Compendium[sw5e.archetypes.pSIVnxwvRlyNoFM4]{Warchief Approach}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":4,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"Q14Bi1e8iFPQYbpz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Berserker.png","effects":[]} +{"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A dark-skinned human quickly runs down a corridor, the metal armor under his grey cloak clanking with each step. He rounds the corner into the prison while the lights and power are still out, urging the weakened prisoners to escape. Just then a handful of slavers arrive and ready their blasters. The man draws and ignites a white-bladed lightsaber, ready to die for the strangers behind him.

\n

A sith pureblood, clad head to toe in black and red armor, charges towards a line of soldiers. Shot after shot deflects off his armor until he reaches his prey, where he unleashes his fury in a series of devastating lightsaber sweeps.

\n

A zabrak general dramatically leaps to his soon-to-be overrun squad, landing with a flurry of lightsaber attacks. At the arrival of this powerful Jedi, the attackers fall back.

\n

Guardians are the master of the art of lightsaber combat. They focus on utilizing the everpresent power of the Force to enable devastating attacks, often single-handedly turning the tide of battle.

\n

Protector or Destroyer

\n

An unstoppable agent of the Force, the guardian channels the power flowing through him into his weapons. Their skills with a lightsaber are unrivalled. Subduing their enemies and bolstering their allies, the guardian uses the Force to control what happens around them.

\n

Natural Leaders

\n

The guardian’s command of the Force lends them a powerful presence. Whether through fear and intimidation or respect and admiration, the guardian is one of the greatest generals on the battlefield. They are a symbol of power to their followers.

\n

While creating your guardian, consider your attraction to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you a soldier tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?

\n

Quick Build

\n

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the @Compendium[sw5e.backgrounds.8WMQJLQ6JqRcTZUc]{Jedi} or @Compendium[sw5e.backgrounds.eOpE0XX7z0jx8lwI]{Sith} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
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The Guardian
LevelProficiency BonusFeaturesForce Powers KnownForce PointsMax Power LevelFocused Strikes
1st+2Forcecasting, Channel the Force521st-
2nd+2Force-Empowered Strikes, Fighting Style741st2d8
3rd+2Guardian Aura, Guardian Focus961st2d8
4th+2Ability Score Improvement1081st2d8
5th+3Extra Attack12102nd3d8
6th+3Force Purity13122nd3d8
7th+3Focus feature14142nd3d8
8th+3Ability Score Improvement15162nd3d8
9th+4Guardian Aura (15-foot radius)17183rd4d8
10th+4Guardian Aura (two auras)18203rd4d8
11th+4Improved Force-Empowered Strikes19223rd4d8
12th+4Ability Score Improvement20243rd4d8
13th+5-22264th5d8
14th+5Cleansing Touch23284th5d8
15th+5Focus feature24304th5d8
16th+5Ability Score Improvement25324th5d8
17th+6Guardian Aura (30-foot radius)27345th6d8
18th+6Guardian Aura (three auras)28365th6d8
19th+6Ability Score Improvement29385th6d8
20th+6Focus feature30405th6d8
\n
\n
\n

Class Features

\n

As a Guardian, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Guardian level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.

\n

Proficiencies

\n

Armor: Light armor, medium armor

\n

Weapons: All lightweapons, all vibroweapons

\n

Tools: None

\n

Saving Throws: Constitution, Charisma

\n

Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a lightweapon or vibroweapon and a light or medium physical shield or (b) two lightweapons or vibroweapons
  • \n
  • (a) combat suit and a light physical shield or (b) mesh armor
  • \n
  • (a) a priest’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Guardian8d4 x 100 cr
\n

 

\n
\n

Forcecasting

\n

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

Force Points

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

Max Power Level

\n

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the guardian table.

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.

\n

Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier

\n

Force attack modifier = your proficiency bonus + your forcecasting ability modifier

\n

Channel the Force

\n

You know how to channel the Force to create a unique effect. You start with your choice from two such effects: Cause Harm and Lend Aid. At 3rd level, your Guardian Focus grants you an additional effect. When you use your Channel the Force, you choose which effect to create.

\n

Some Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.

\n

You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, minimum of once). You regain all expended uses when you finish a short or long rest.

\n

Cause Harm

\n

As an action, you can expend a use of your Channel the Force to sap the life from a hostile creature you can see within 60 feet. That creature must make a Constitution saving throw. On a failed save, the creature takes necrotic damage equal to your guardian level + your Charisma modifier (minimum of one), or half as much on a successful one.

\n

Lend Aid

\n

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

Force-Empowered Strikes

\n

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

Fighting Style

\n

Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6. You can’t take a fighting style option more than once, even if you later get to choose again.

\n

Guardian Aura

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. You gain an additional aura at 10th and 18th level.

\n

Guardian Focus

\n

Also at 3rd level, you begin to focus your studies on a specific lightsaber form, which is detailed at the end of the class description. Your focus grants you features at 3rd level and again at 7th, 15th, and 20th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Force Purity

\n

By 6th level, the Force flowing through you makes you immune to poison and disease.

\n

Improved Force-Empowered Strikes

\n

By 11th level, you are so in tune with the Force that all your melee weapon strikes carry the power of the Force with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. If you also use your Force-Empowered Strikes with an attack, you add this damage to the extra damage of your Force-Empowered Strikes. The damage is the same type as the weapon's damage.

\n

Cleansing Touch

\n

Beginning at 14th level, you can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

Guardian Auras

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n

Aura of Conquest

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

Aura of Conviction

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

Aura of Hatred

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n

Aura of Presence

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n

Aura of Protection

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

Aura of Vigor

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

Aura of Warding

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
"},"className":{"value":"Guardian"},"atFlavorText":{"value":"

Guardian Foci

\n

Different guardians focus on different lightsaber styles, called Forms, as they hone their powers. Your focus grants you features at 3rd, 7th, 15th, and 20th level.

\n

@Compendium[sw5e.archetypes.cROcc25Zj1MT6Yf6]{Form I: Shii-Cho}

\n

@Compendium[sw5e.archetypes.rW7zqxiNXePBLnui]{Form II: Makashi}

\n

@Compendium[sw5e.archetypes.ECxUMB1p8nu6WAGL]{Form III: Soresu}

\n

@Compendium[sw5e.archetypes.9Hva27QHj2ruQXTA]{Form IV: Ataru}

\n

@Compendium[sw5e.archetypes.i0AaMWBnSREQdQsg]{Form V: Shien/Djem So}

\n

@Compendium[sw5e.archetypes.w1XQ5LzJNpk6PT0F]{Form VI: Niman}

\n

@Compendium[sw5e.archetypes.3yOiMsM439IfwEBm]{Form VII: Juyo/Vapaad}

\n

@Compendium[sw5e.archetypes.t5LS6epj3270S38n]{Form VIII: Sokan}

\n

@Compendium[sw5e.archetypes.ucmQpCjxdEN6tpxD]{Form IX: Tràkata}

\n

@Compendium[sw5e.archetypes.pr7Xe82MOaof0IXj]{Form X: Jar'Kai}

\n

@Compendium[sw5e.archetypes.VXmVX5a3ac4kKAIT]{Ysannanite Form}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all lightweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":4,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.cha.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"X7aZfupQsjnLVS8D","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"modules/sw5e/Icons/Classes/Guardian.png","effects":[]} +{"_id":"XZhWixwwCdFfnhoT","name":"Engineer","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.

\n

Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.

\n

A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.

\n

Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running.

\n

Behind the Curtain

\n

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.

\n

Unflappable

\n

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.

\n

While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

\n

Quick Build

\n

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.zjfwlWucPUtTTuQo]{Scientist} background.

","chat":"","unidentified":""},"levelsTable":{"value":"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelModification Slots
1+2Techcasting, Potent Aptitude (d6)621st-
2+2Infuse Item, Tool Expertise741st-
3+2Engineering Discipline962nd4
4+2Ability Score Improvement1082nd4
5+3Potent Aptitude (d8), Quick Thinking11103rd5
6+3Engineering Discipline feature12123rd5
7+3-13144th5
8+3Ability Score Improvement14164th6
9+4-15185th6
10+4Potent Aptitude (d10)16205th6
11+4-17226th7
12+4Ability Score Improvement18246th7
13+5-19267th7
14+5Engineering Discipline feature20287th8
15+5Potent Aptitude (d12)21308th8
16+5Ability Score Improvement22328th8
17+6-23349th9
18+6Engineering Discipline feature24369th9
19+6Ability Score Improvement25389th9
20+6Tech Mastery26409th9
"},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","damage":{"parts":[]},"attributes":{"spelldc":10},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Engineer
LevelProficiency BonusFeaturesTech Powers KnownTech PointsMax Power LevelPotent AptitudeModification Slots
1+2Techcasting, Potent Aptitude 621std4-
2+2Infuse Item (+1), Tool Expertise741std4-
3+2Engineering Discipline962ndd44
4+2Ability Score Improvement1082ndd44
5+3Quick Thinking12103rdd65
6+3Engineering Discipline feature13123rdd65
7+3-15144thd65
8+3Ability Score Improvement16164thd65
9+4-18185thd86
10+4Infuse Item (+2)19205thd86
11+4-21226thd87
12+4Ability Score Improvement22246thd87
13+5-23267thd108
14+5Engineering Discipline feature24287thd108
15+5Infuse Item (+3)25308thd108
16+5Ability Score Improvement26328thd108
17+6-27349thd129
18+6Engineering Discipline feature28369thd129
19+6Ability Score Improvement29389thd129
20+6Tech Mastery30409thd129
\n
\n
\n

Class Features

\n

As a Engineer, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Engineer level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

\n

Proficiencies

\n
Armor: Light armor\n

Weapons: Simple blasters, simple vibroweapons

\n

Tools: Tinker's tools, and one of your choice

\n

Saving Throws: Constitution, Intelligence

\n

Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • Combat suit, a set of tinker’s implements, a vibrodagger, and a wristpad
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Engineer6d4 x 100 cr
\n
\n

Techcasting

\n

Beginning at 1st level, during your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th level once. You regain the ability to do so after a long rest.

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

\n

Potent Aptitude

\n

Also at 1st level, your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d4. This die changes as you gain engineer levels, as shown in the Potent Aptitude column of the engineer table.

\n

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

\n

A creature can have only one Potent Aptitude die at a time.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

\n

Infuse Item

\n

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor, a shield, or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

\n

Once you've used this feature, you can't use it again until you finish a long rest.

\n

This bonus increases to +2 at 10th level and +3 at 15th level.

\n

Tool Expertise

\n

Also at 2nd level, you gain expertise in any tool proficiencies you gain from this class.

\n

Engineering Discipline

\n

Starting at 3rd level, you begin to focus on a specific engineering discipline, which is detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 6th, 14th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Quick Thinking

\n

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

\n

Tech Mastery

\n

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.

\n
"},"className":{"value":"Engineer"},"atFlavorText":{"value":"

Engineering Disciplines

\n

The wide range of tool applications gives birth to well defined distinctions between different engineering disciplines. Each discipline focuses on maximizing the personal use of a certain tool. Your discipline grants you features at 3rd, 6th, 14th, and 18th level.

\n

@Compendium[sw5e.archetypes.2Cloz2rrPw76ACn0]{Armormech Engineering}

\n

@Compendium[sw5e.archetypes.Mbe9qsurpJ0mb4F2]{Armstech Engineering}

\n

@Compendium[sw5e.archetypes.F3eJbFw1kKde9Zg9]{Artificer Engineering}

\n

@Compendium[sw5e.archetypes.avFn1m9oUpDgKAAF]{Astrotech Engineering}

\n

@Compendium[sw5e.archetypes.UsIUJiNPmFWbEgjK]{Audiotech Engineering}

\n

@Compendium[sw5e.archetypes.uqpzyWm3JoIJlHrb]{Biochem Engineering}

\n

@Compendium[sw5e.archetypes.m0oQQxDCTO6nqWnz]{Cybertech Engineering}

\n

@Compendium[sw5e.archetypes.SsvsNMkJX1wW2rs6]{Gadgeteer Engineering}

\n

@Compendium[sw5e.archetypes.KDx2Pjxk4RZQD05d]{Unstable Engineering}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.toolProf.value","value":"tin","mode":"+","targetSpecific":false,"id":4,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XZhWixwwCdFfnhoT","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Engineer.png","effects":[]} +{"_id":"glPjmRU5IT8dn4GW","name":"Scholar","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

An overwhelming horde of tusken raiders bears down on a chiss and her fellow adventurers. She gives the order and her allies unleash a single coordinated attack cutting deep into their lines. Under her command the enemy is quickly routed against all odds, all according to plan.

\n

Deep within the once thought abandoned ruins, a nautolan tends to his companions wounds as they rest. Countless long nights of study and training have conditioned him to keep going even when all others have exhausted themselves. He will see them through this.

\n

A twi’lek in fine vestments addresses a gathering crowd. What was the making of an angry mob begins to disperse, his mere presence putting them at ease, giving his companions time to make their escape.

\n

Scholars are master of the mundane arts, using methodical practices to turn the tables to their advantage. From years of study and testing, scholars take in the situation around them and quickly formulate the means to achieve whatever they have minds set to. Whatever pursuit they follow, a scholar will have a plan for anything that comes their way.

\n

The Pursuit of Knowledge

\n

A true scholar is never satisfied. They are always seeking out a new answer to a new question. This often goes hand-in-hand with seeking a life of adventure, to explore new, hidden areas, or accompany those that do. The life of a scholar often times begins in the mundane, as a teacher or sage. Sometimes they serve as doctors, diplomats, or as officers in the military.

\n

To Learn, To Know

\n

For scholars, mundane life is often too slow. When life becomes stagnant or when an answer cannot be found, the call to adventure rings louder. Scholars will often go to ancient, forgotten, and often dangerous places to find something to quench their thirst for knowledge.

\n

As you create a scholar, it's important to think of where you gained your knowledge. Did you serve as an apprentice under a master? Did you attend college or other formal education? Perhaps you gained it on your own, searching out and pouring over dusty tomes found in forgotten places. Where did your thirst for knowledge come from? Insatiable curiosity? Always wanting to know the right answer? Or do you have something to prove? Think about what field you wish to pursue and think of what is driving you in that direction.

\n

Quick Build

\n

You can make a scholar quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Dexterity. Second, choose the @Compendium[sw5e.backgrounds.aiBPuaLODR08hveu]{Noble} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Scholar
LevelProficiency BonusFeaturesAcademic SuperioritySuperiority DiceManeuvers KnownDiscoveries
1st+2Academic Superiority, Critical Analysisd422-
2nd+2Discovery, Sage Advice (long rest)d4222
3rd+2Expertise, Academic Pursuitd4444
4th+2Ability Score Improvementd4444
5th+3Multitaskerd6445
6th+3Pursuit featured6445
7th+3-d6665
8th+3Ability Score Improvementd6665
9th+4Pursuit featured8666
10th+4Expertised8666
11th+4-d8887
12th+4Ability Score Improvementd8887
13th+5Sage Advice (short rest)d10888
14th+5Calm and Collectedd10888
15th+5-d1010108
16th+5Ability Score Improvementd1010108
17th+6Pursuit featured1210109
18th+6Adaptable Intellectuald1210109
19th+6Ability Score Improvementd1210109
20th+6Knowledge Unboundd1210109
\n
\n
\n

Class Features

\n

As a Scholar, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Scholar level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scholar level after 1st

\n

Proficiencies

\n

Armor: Light armor

\n

Weapons: Simple blasters, simple vibroweapons, techblades

\n

Tools: Any one

\n

Saving Throws: Wisdom, Intelligence

\n

Skills: Choose three from Deception, Insight, Intimidation, Investigation, Lore, Medicine, Nature, Persuasion, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a simple vibroweapon or (b) a simple blaster and two power cells
  • \n
  • (a) scholar’s pack or (b) explorer’s pack
  • \n
  • a combat suit
  • \n
  • any tool of your choice
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Scholar6d4 x 100 cr
\n

Academic Superiority

\n

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar class table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar class table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Administer Aid

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

Assess the Situation

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

Crippling Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s speed is reduced by 10 feet until the end of their next turn.

\n

Deliberate Movement

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

Exploit Weakness

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Heads Up

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

Measured Action

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

One Step Ahead

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

Targeted Strike

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

Critical Analysis

\n

At 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n
    \n
  • When you analyze a hostile creature, your attack and damage rolls made with weapons with the finesse property or blaster weapons against that target may use your Intelligence modifier instead of Strength or Dexterity.
  • \n
  • When you analyze a friendly creature, the target can end your Critical Analysis on them (no action required) to add your Intelligence modifier to one attack roll, ability check, or saving throw. Once a friendly creature has benefited from this ability, they can not do so again until they complete a short or long rest.
  • \n
\n

Discovery

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed at the end of the class description. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar class table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

Sage Advice

\n

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you've used this feature, you can't use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

Expertise

\n

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

\n

Academic Pursuit

\n

At 3rd level, you dedicate your studies towards a pursuit, which is detailed at the end of the class description. The pursuit you choose grants you features at 3rd level, and again at 6th, 9th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Multitasker

\n

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

Calm and Collected

\n

Beginning at 14th level, when you make a saving throw from an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

Once you have used this feature, you must wait until a short or long rest before using it again.

\n

Adaptable Intellectual

\n

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discover that you could learn at that level.

\n

Knowledge Unbound

\n

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge.

\n

Discoveries

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. If a discovery requires a level, you must be that level in this class to learn the discovery. You can learn the discovery at the same time you meet its prerequisites.

\n

Academic Memory

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n

Adaptive

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n

Ambassador

\n

You learn three additional languages of your choice.

\n

You my choose this discovery multiple times.

\n

Clever Applications

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n

Mental Prowess

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n

Hardened Mind

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n

Lifelong Learning

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n

Lingering Advice

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n

Master’s Advice

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

Perfect Maneuver

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n

Quick Analysis

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n

Reliable Sources

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n

Resolute

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

Running on Fumes

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n

Survival Expert

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

Targeted Analysis

\n

Prerequisite: 5th level
Your attack rolls against the target of your critical analysis feature cannot suffer from disadvantage.

\n

Tech Amateur

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

Universal Language

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

"},"className":{"value":"Scholar"},"atFlavorText":{"value":"

Academic Pursuits

\n

Your pursuit is a representation of which fields you have studied or how you practically apply your knowledge. Your pursuit grants you features at 3rd, 6th, 9th, and 17th level.

\n

@Compendium[sw5e.archetypes.jTIquPrCJE4cdUTt]{Chef Pursuit}

\n

@Compendium[sw5e.archetypes.PI1B9vYofzCXU9so]{Doctor Pursuit}

\n

@Compendium[sw5e.archetypes.rhte8G7Duf9dtKLV]{Explorer Pursuit}

\n

@Compendium[sw5e.archetypes.lGoI3XalF3gv8el4]{Gambler Pursuit}

\n

@Compendium[sw5e.archetypes.nP8lpZPBh0HGKUJR]{Geneticist Pursuit}

\n

@Compendium[sw5e.archetypes.UZCwqqLLp7IBjqku]{Politician Pursuit}

\n

@Compendium[sw5e.archetypes.ovm5WJyAM317IC4K]{Slicer Pursuit}

\n

@Compendium[sw5e.archetypes.OZ0ln6ZxQgdEUxoy]{Tactician Pursuit}

\n

@Compendium[sw5e.archetypes.c89hsFFZG4WGlYcV]{Zoologist Pursuit}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":2,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":3,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.wis.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[],"label":"Abilities Wisdom Proficiency"},{"modSpecKey":"data.abilities.int.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"glPjmRU5IT8dn4GW","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Scholar.png","effects":[]} +{"_id":"oWdjvPwScXkQxEzd","name":"Fighter","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

A Trandoshan runs frantically across rooftops, constantly looking over his shoulder. As he prepares to leap a gap, a blaster bolt hits him in the back and renders him unconscious. His blurry vision barely makes out the figure of a masked woman who casually approaches, ready to collect her bounty.

\n

With his muscular arms held wide, a grizzled-looking Wookiee grins to his bloodthirsty crowd. He turns back to his arena opponent just in time to see the Besalisk take a swing. He ducks, punching the four-armed fighter in the gut. Two wild haymakers later, and he stands alone as the gladiatorial champion.

\n

Taking a deep breath, a Republic soldier looks out onto the war zone waging across the frozen surface of Ilum. He grips his blaster rifle tightly then, with a nod to the dozen squad-mates beside him, he charges onto the battlefield.

\n

Fighters combine discipline with martial skills to become the best pure warriors in the galaxy. Fighters can be stalwart defenders of those in need, cruel marauders, or brave advent-urers. They fight for glory, honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

\n

All in a Day’s Work

\n

Many fighters see adventures, raids on enemy strongholds, and dangerous missions as their jobs. Some want to defend those who can’t defend themselves while others seek to use their muscle to carve their own place of importance in the galaxy. Fighters can take the form of guards, champions, bounty hunters, enforcers, mercenaries, freedom fighters, or simply armed explorers.

\n

Code Red

\n

Most fighters come to the profession after receiving at least some amount of formal training from a military organization. Some attend formal academies; others are self-taught and well tested. A fighter may have taken up his weapon to escape a mundane life while another may be following a proud family tradition. Whatever their origins, most fighters share an unshakeable loyalty. Fighters follow orders with little hesitation, as failure can often mean death.

\n

While creating your fighter character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig. What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

\n

Quick Build

\n

You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability modifier, depending on whether you want to focus on melee combat or on ranged weapons (or finesse weapons). Your next-highest score should be Constitution. Second, choose the @Compendium[sw5e.backgrounds.6jOIxwB8TYnShEJJ]{Soldier} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Fighter
LevelProficiency BonusFeaturesSuperiority DiceManeuvers Known
1st+2Fighting Style, Second Wind--
2nd+2Action Surge (one use), Combat Superiority22
3rd+2Fighter Specialty22
4th+2Ability Score Improvement22
5th+3Extra Attack22
6th+3Ability Score Improvement22
7th+3Fighter Specialty feature33
8th+3Ability Score Improvement33
9th+4Indomitable (one use)33
10th+4Fighter Specialty feature33
11th+4Greater Extra Attack34
12th+4Ability Score Improvement34
13th+5Indomitable (two uses)34
14th+5Ability Score Improvement34
15th+5Fighter Specialty feature45
16th+5Ability Score Improvement45
17th+6Action Surge (two uses), Indomitable (three uses)45
18th+6Fighter Specialty feature45
19th+6Ability Score Improvement45
20th+6Master of Combat45
\n
\n
\n

Class Features

\n

As a Fighter, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d10 per Fighter level

\n

Hit Points at 1st Level: 10 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

\n

Proficiencies

\n

Armor: All armor

\n

Weapons: All blasters, all vibroweapons

\n

Tools: None

\n

Saving Throws: Strength, Constitution

\n

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Lore, Insight, Intimidation, Perception, and Survival

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) mesh armor or (b) combat suit, blaster rifle, and two power cells
  • \n
  • (a) a martial vibroweapon and a light or medium physical shield or (b) two martial vibroweapons
  • \n
  • (a) a hold-out and a power cell or (b) two vibrodaggers
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Fighter8d4 x 100 cr
\n

 

\n

Fighting Style

\n

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options, detailed in Chapter 6. You can’t take a Fighting Style option more than once, even if you later get to choose again.

\n

Second Wind

\n

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again.

\n

Action Surge

\n

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

\n

Combat Superiority

\n

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

Maneuvers

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

Superiority Dice

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter class table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

Saving Throws

\n

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

\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n

Maneuvers

\n

The maneuvers are presented in alphabetical order.

\n

Commander’s Strike

\n

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

Disarming Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

\n

Distracting Strike

\n

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

\n

Evasive Footwork

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n

Feinting Attack

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

Goading Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n

Lunging Attack

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

Maneuvering Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you.

\n

That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

\n

Menacing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n

Parry

\n

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

\n

Precision Attack

\n

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

\n

Pushing Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

\n

Rally

\n

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

\n

Riposte

\n

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

\n

Sweeping Attack

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n

Trip Attack

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

\n

Fighter Specialty

\n

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Indomitable

\n

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

\n

Greater Extra Attack

\n

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

\n

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

\n

Master of Combat

\n

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores increases by 2.

\n

Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

"},"className":{"value":"Fighter"},"atFlavorText":{"value":"

Fighter Specialties

\n

Different fighters choose different approaches to perfecting their fighting prowess. The fighter specialty you choose to emulate reflects your approach. Your specialty grants you features at 3rd, 7th, 10th, 15th, and 18th level.

\n

@Compendium[sw5e.archetypes.6HRxOPMOmOiKmuIG]{Adept Specialist}

\n

@Compendium[sw5e.archetypes.vWCA4gae11g8s1xq]{Assault Specialist}

\n

@Compendium[sw5e.archetypes.7OqolLOiiu5K59rD]{Blademaster Specialist}

\n

@Compendium[sw5e.archetypes.V4vCxmTwJFxi0HGM]{Demolitions Specialist}

\n

@Compendium[sw5e.archetypes.dY9gPH2vjYpS9onW]{Enhancement Specialist}

\n

@Compendium[sw5e.archetypes.n46s1RsRnnQjxHvX]{Heavy Weapons Specialist}

\n

@Compendium[sw5e.archetypes.uV3tG38Fo7JAXF0W]{Mounted Specialist}

\n

@Compendium[sw5e.archetypes.zxnST2OeLGmt8buI]{Praetorian Specialist}

\n

@Compendium[sw5e.archetypes.huTTmKT9yzE89Go1]{Shield Specialist}

\n

@Compendium[sw5e.archetypes.SKluJRGJzsX03qlx]{Tactical Specialist}

\n

@Compendium[sw5e.archetypes.CRRgJPKHIHD72CEt]{Totem Specialist}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":1,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":2,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"hvy","mode":"+","targetSpecific":false,"id":3,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"shl","mode":"+","targetSpecific":false,"id":4,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all blasters","mode":"+","targetSpecific":false,"id":5,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"all vibroweapons","mode":"+","targetSpecific":false,"id":6,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.con.proficient","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[],"label":"Abilities Constitution Proficiency"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"oWdjvPwScXkQxEzd","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Fighter%20Alt.png","effects":[]} +{"_id":"wekZnR9jIMVn4Gfq","name":"Monk","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"

\n

Her vibrostaff a blur as they deflect an incoming hail of blaster bolts, a human springs over a barricade and throws herself into the massed ranks of pirates on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

\n

Taking a deep breath, a zabrak covered in tattoos settles into a battle stance. As the first charging mercenaries reach him, he exhales and a blast of negative energy courses from his hands, engulfing his foes.

\n

Moving with the silence of the night, a black-clad mirialan steps into a shadow beneath an arch and nimbly climbs to the balcony a stone’s throw above her. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the warlord, so vulnerable in the grip of sleep.

\n

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

\n

The Power of Focus

\n

Monks make careful study of a mystical energy that most monastic orders call focus. This energy is an element of the power that suffuses the galaxy—specifically, the element that flows through living bodies. Monks harness this energy within themselves to create powerful effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of focus in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of focus gives them more power over their bodies and the bodies of their foes.

\n

Training and Asceticism

\n

Most monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other power.

\n

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or brigands.

\n

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth.

\n

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery's threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself? Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community's rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a result of the structured life of a monastic community and the discipline required to harness focus, monks are typically lawful in alignment.

\n

Quick Build

\n

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the @Compendium[sw5e.backgrounds.db.uIAswoyitMSQjwU6]{Agent} background.

","chat":"","unidentified":""},"source":"PHB","levels":1,"subclass":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"none","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"none","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"

Test

"},"classFeatures":{"value":"
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
The Monk
LevelProficiency BonusFeaturesMartial ArtsFocus PointsMonastic VowsUnarmored Movement
1st+2Martial Arts, Unarmored Defensed4---
2nd+2Focus, Monastic Vowsd422-
3rd+2Unarmored Movement, Deflect Missiles, Monastic Orderd432+10 ft.
4th+2Ability Score Improvement, Slow Falld442+10 ft.
5th+3Extra Attack, Stunning Striked652+15 ft.
6th+3Enhanced Strikes, Monastic Order featured662+15 ft.
7th+3Evasion, Stillness of Mindd673+15 ft.
8th+3Ability Score Improvementd683+15 ft.
9th+4Unarmored Movement Improvementd893+20 ft.
10th+4Ability Score Improvementd8103+20 ft.
11th+4Monastic Order featured8113+20 ft.
12th+4Ability Score Improvementd8123+20 ft.
13th+5Purity of Bodyd10134+25 ft.
14th+5Diamond Sould10144+25 ft.
15th+5Timeless Vesseld10154+25 ft.
16th+5Ability Score Improvementd10164+25 ft.
17th+6Monastic Order featured12175+30 ft.
18th+6Empty Bodyd12185+30 ft.
19th+6Ability Score Improvementd12195+30 ft.
20th+6Perfect Selfd12205+30 ft.
\n
\n
\n

Class Features

\n

As a Monk, you gain the following class features.

\n

Hit Points

\n

Hit Dice: 1d8 per Monk level

\n

Hit Points at 1st Level: 8 + your Constitution modifier

\n

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

\n

Proficiencies

\n

Armor: None

\n

Weapons: Simple blasters, simple vibroweapons, chakrams, techblades

\n

Tools: None

\n

Saving Throws: Strength, Dexterity

\n

Skills: Choose two from Acrobatics, Athletics, Insight, Lore, Perception, and Stealth

\n

Equipment

\n

You start with the following equipment, in addition to the equipment granted by your background

\n
    \n
  • (a) a chakram, (b) a techblade, (c) a simple vibroweapon, or (d) a simple blaster and a power cell
  • \n
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • \n
  • 10 vibrodarts
  • \n
\n

Variant: Starting Wealth

\n

In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:

\n\n\n\n\n\n\n\n\n\n\n\n
ClassFunds
Monk4d4 x 100 cr
\n

 

\n

Martial Arts

\n

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

\n
    \n
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.
  • \n
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • \n
  • You can use Dexterity instead of Strength whenever you would make a Strength (Athletics) check to grapple, shove, or trip a creature.
  • \n
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • \n
  • You can take the Dash and Disengage actions as a bonus action.
  • \n
\n
\n

Variant: Monks with Lightweapons
If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
\n

Unarmored Defense

\n

Also at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

\n

Focus

\n

Starting at 2nd level, your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the Monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n

Flurry of Blows

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n

Patient Defense

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n

Step of the Wind

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n

Monastic Vows

\n

Also at 2nd level, you’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

Unarmored Movement

\n

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n

Deflect Missiles

\n

Also at 3rd level, you can use your reaction to deflect a projectile 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 monk level.

\n

If you reduce the damage to 0, and the damage is energy or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

\n

Monastic Order

\n

Lastly at 3rd level, you commit yourself to one a monastic order, which is detailed at the end of the class description. Your order grants you features at 3rd level and again at 6th, 11th, and 17th level.

\n

Ability Score Improvement

\n

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

\n

Slow Fall

\n

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

\n

Extra Attack

\n

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

\n

Stunning Strike

\n

Starting at 5th level, you can interfere with an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

Enhanced Strikes

\n

Starting at 6th level, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

Evasion

\n

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular's force storm or an engineer's explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

\n

Stillness of Mind

\n

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

\n

Purity of Body

\n

Starting at 13th level, your mastery of the focus flowing through you makes you immune to disease and poison and resistant to poison damage.

\n

Diamond Soul

\n

Beginning at 14th level, your mastery of focus grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 focus point to reroll it and take the second result.

\n

Timeless Vessel

\n

At 15th level, your focus sustains you so that you suffer none of the frailty of old age, and you can't be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

Empty Body

\n

Beginning at 18th level, you can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

\n

Perfect Self

\n

At 20th level, you've gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

\n

Monastic Vows

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n

Vow of Deflection

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

Vow of the Devoted

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

\n

Vow of Fate

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n

Vow of the Fighter

\n

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6. You can’t take a fighting Style option more than once, even if you later get to choose again.

\n

Vow of Fortitude

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n

Vow of Freedom

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

Vow of Intuition

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

Vow of the Limber

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n

Vow of Mettle

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Mortal

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of the Nemesis

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn't restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n

Vow of the Open Mind

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

Vow of Precision

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n

Vow of Requital

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n

Vow of Restoration

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

Vow of the Sentry

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

Vow of Serenity

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

Vow of the Shrewd

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

Vow of Spirit

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

Vow of the Versatile

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

"},"className":{"value":"Monk"},"atFlavorText":{"value":"

Monastic Orders

\n

Orders of monastic pursuit are common in the locales scattered across the galaxy. Each order is based in a specific culture and is mutually exclusive, despite relying on the same basic techniques. Your order grants you features at 3rd, 6th, 11th, and 17th level.

\n

@Compendium[sw5e.archetypes.f6laKRexQAH7Oa3b]{Aing-Tii Order}

\n

@Compendium[sw5e.archetypes.5ZfztAWnxh7mqTL7]{Crimson Order}

\n

@Compendium[sw5e.archetypes.0s8yk4E0Kneqe4zt]{Echani Order}

\n

@Compendium[sw5e.archetypes.PoyYtrej7B5BZRRG]{Jal Shey Order}

\n

@Compendium[sw5e.archetypes.MorU2Jy5yx77N9QO]{Kage Order}

\n

@Compendium[sw5e.archetypes.Vtk1Pw4AILqZk27u]{Kyuzo Order}

\n

@Compendium[sw5e.archetypes.taNiZralaSUdH6a2]{Matukai Order}

\n

@Compendium[sw5e.archetypes.igjYYoVyL95UNC0c]{Nightsister Order}

\n

@Compendium[sw5e.archetypes.OPVska67MO0Zauct]{Trickster Order}

\n

@Compendium[sw5e.archetypes.gbP89R34SpttnfPb]{Whills Order}

"}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":1,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple vibroweapons","mode":"+","targetSpecific":false,"id":2,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"chakrams","mode":"+","targetSpecific":false,"id":3,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblades","mode":"+","targetSpecific":false,"id":4,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.abilities.str.proficient","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[],"label":"Abilities Strength Proficiency"},{"modSpecKey":"data.abilities.dex.proficient","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"wekZnR9jIMVn4Gfq","active":false,"_targets":[]}]}},"img":"modules/sw5e/Icons/Classes/Monk.png","effects":[]} diff --git a/packs/packs/lightsaberforms.db b/packs/packs/lightsaberforms.db new file mode 100644 index 00000000..9cc69b22 --- /dev/null +++ b/packs/packs/lightsaberforms.db @@ -0,0 +1,11 @@ +{"_id":"BQEDghtJMBfhnnr6","name":"Ysannanite Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

\n

Additionally, until the end of your next turn, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

"},"source":{"value":"Expanded Content"}},"flags":{"core":{"sourceId":"Item.QjBBl7KevWVvKDmy"}},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Ysannanite%20Form.webp","effects":[]} +{"_id":"CJQwWFwTc98U4BpX","name":"Niman Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Until the start of your next turn, you can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your melee weapon attacks. You must use the same modifier for both rolls.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Niman%20Form.webp","effects":[]} +{"_id":"GBccAWbpxgNPTz0D","name":"Makashi Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

Until the start of your next turn, when a creature makes a melee weapon attack against you and misses, you can use your reaction to make one melee weapon attack against that creature.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Makashi%20Form.webp","effects":[]} +{"_id":"OmPlZtMXi2b3Vo64","name":"Jar'Kai Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Each time you hit with an attack on this turn, you can move up to 5 feet without provoking opportunity attacks from the creature you hit.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Jar%27Kai%20Form.webp","effects":[]} +{"_id":"Xg7qB6sQLw3V6V4p","name":"Sokan Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

Until the start of your next turn, you ignore difficult terrain. Additionally, when an opponent makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that opponent without provoking opportunity attacks, imposing disadvantage on the triggering roll.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Sokan%20Form.webp","effects":[]} +{"_id":"hGM2crUL5i4fZX9G","name":"Tràkata Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

As a part of the bonus action to adopt this form, you can flourish your weapon to attempt to distract an enemy you can see. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of one creature that you can see within 5 feet of you. On a success, that creature has disadvantage on the next attack roll it makes against you.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Trakata%20Form.webp","effects":[]} +{"_id":"m9nBfNVSNb6baCA1","name":"Shien/Djem So Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

Until the start of your next turn, you can add half your Wisdom or Charisma modifier (your choice, rounded down) to the next ability check or attack roll you make using Strength.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Shien-Djem%20So%20Form.webp","effects":[]} +{"_id":"pVYkXLQwn732LwKK","name":"Soresu Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

The first time you take kinetic, energy, or ion damage from a weapon before the start of your next turn, that damage is reduced by half.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Soresu%20Form.webp","effects":[]} +{"_id":"rUL9jO0rPLWqOliO","name":"Shii-Cho Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

As a part of the bonus action to adopt this form, if you took the Attack action, you can engage in Double- or Two-Weapon Fighting.

Additionally, the first time you hit a creature within 5 feet of you with a weapon attack before the start of your next turn, you can force the target to make a Strength saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Shii-Cho%20Form.webp","effects":[]} +{"_id":"ve7n3q7jNXUph8SD","name":"Juyo/Vapaad Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

Until the start of your next turn, your critical hit range with weapons increases by 1.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Juyo-Vapaad%20Form.webp","effects":[]} +{"_id":"yfCFM4d8xPdcsNKe","name":"Ataru Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"lightsaberform","data":{"description":{"value":"

You can leap up to 15 feet to an unoccupied space you can see.

"},"source":{"value":"PHB"}},"flags":{},"img":"systems/sw5e/packs/Icons/Lightsaber%20Forms/Ataru%20Form.webp","effects":[]} diff --git a/packs/packs/species.db b/packs/packs/species.db index db8c7a2a..d335360f 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -1,104 +1,107 @@ -{"_id":"01jsKSKQwUn7QQGc","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp"} -{"_id":"02OQjDIlNWaUZFdN","name":"Ugnaught","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.

\n

Society and Culture

\n

Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their \"blood profession,\" with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting \"yaa-yaah\" is considered a personal insult to Ugnaughts. If this occurrs, it is advisable to duck and cover, as various mechanical implements will be thrown one's way. Ugnaughts are often enslaved as they are fairly meek.

\n

Names

\n

Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.

\n

  Male Names. Banax, Dral, Durn, Togre, Yirkux

\n

  Female Names. Admeva, Olnito, Ruskor, Vurlilli

\n

  Surnames. Col, Gnatro, Mikk, Roc, Sag

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Ugnaughts reach adulthood at 20 and can live to reach 200.

\n

Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.

\n

Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25.

\n

Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Crafters. You have proficiency in one tool of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Industrial Hazards. You have resistance to acid damage.

\n

Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause harmless tremors for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.

"},"skinColorOptions":{"value":"Varying shades of pink"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Black and red"},"distinctions":{"value":"Diminutive stature, porcine features, technological affinity"},"heightAverage":{"value":"3'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Gentes"},"slanguage":{"value":"Ugnaught"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ugnaught","mode":"=","targetSpecific":false,"id":1,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"acid","mode":"+","targetSpecific":false,"id":7,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.custom","value":"tinker's tools","mode":"+","targetSpecific":false,"id":8,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ugnaught","mode":"+","targetSpecific":false,"id":10,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ugnaught.webp"} -{"_id":"09TvdniWvojAlLLD","name":"Quarren","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.

\n

Society and Culture

\n

Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently. The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.

\n

Names

\n

Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.

\n

  Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz

\n

  Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Quarren reach adulthood in their late teens and live less than a century.

Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.

Size. Quarren typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Climb. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.

"},"skinColorOptions":{"value":"Orange, pink, purple, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or green"},"distinctions":{"value":"Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Quarrenese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Quarren","mode":"=","targetSpecific":false,"id":1,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"quarrenese","mode":"+","targetSpecific":false,"id":10,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Quarren.webp"} -{"_id":"0i5tzj8KUvqhOGLj","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp"} -{"_id":"1NcqPc9tlfSI5aAE","name":"Karkarodon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.

Society and Culture

Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons. \r\n\r\nKarkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.\r\n\r\nKarkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.

Names

Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.

  Male Names. Aurb, Rend, Riff, Trak, Vour

  Female Names. Dewb, Garr, Rast, Scrat, Zend

  Surnames. Alben, Gerdall, Kibben, Tamson, Zendall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Kakarodon reach adulthood in their early teens and live to be about 70.

Alignment. Karkarodons' warmongering nature causes them to tend toward the dark side, though there are exceptions

Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Amphibious. You can breathe air and water.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.

"},"skinColorOptions":{"value":"Blue, gray, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Multiple rows of sharp teeth, powerful jaws, shark-like heads"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Karkaris"},"slanguage":{"value":"Karkaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Karkarodon","mode":"=","targetSpecific":false,"id":1,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"karkaran","mode":"+","targetSpecific":false,"id":8,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Karkarodon.webp"} -{"_id":"1kGACJMqt4pxyk1o","name":"Zabrak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.

In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.

Lastly, zabraks possess a second heart.

Society and Culture

Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species' overall value throughout the galaxy.

Names

Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.

  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra

  Female Names. Blostopa, Mega, Novrar, Rebroke

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Zabraks reach adulthood in their late teens and live less than a century.

Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.

Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Coercive. You have proficiency with Persuasion or Intimidation (your choice).

Crafters. You have proficiency with with one artisan's tool of your choice.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Zabraki.

"},"skinColorOptions":{"value":"Pale to dark brown, red, orange and yellow"},"hairColorOptions":{"value":"Black, blonde, brown, red, or purple"},"eyeColorOptions":{"value":"Yellow, green, orange, brown, blue, red, or purple"},"distinctions":{"value":"Horns, two hearts, facial tattoos"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iridonia or Dathomir"},"slanguage":{"value":"Zabraki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zabrak","mode":"+","targetSpecific":false,"id":1,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zabraki","mode":"+","targetSpecific":false,"id":7,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Zabrak.webp"} -{"_id":"3ACoWIZwrbi5gX2B","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp"} -{"_id":"3XBohUxOjTnVmqQl","name":"Verpine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Verpine are thin bipedal insectoids whose heads are dominated by large compound eyes. They also have two antennae, one located behind each eye. Their hardened carapace, composed of a green chitinous substance called carahide, is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. The Verpine circulatory system does not contain a heart.\r\n\r\nVerpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves which pick up sound. Their antennae are also sensitive to radio waves, giving Verpine the natural ability to sense and transmit radio waves to communicate with another Verpine in their language over long distances.

Society and Culture

The Verpine people hail from the Roche asteroid field, which is the fractured remnants of their home planet. The Roche live in artificial, self-sustaining environments inside these fragments.\r\n\r\nVerpine culture is oriented around crafting; they are noteworthy manufacturers of weapons, shield generators, armor, as well as personal use items such as breathing apparatuses. They are also gifted pilots.

Names

Verpine had variable naming customs. Not all Verpines adopt surnames. Male and female Verpine names do not differentiate.

  First Names. Fxz'et, Kuli, Moegid, Ss's, Zix

  Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Verpine reach adulthood in their 40's and live an average of 200 years.

Alignment. Verpine's altruistic and generous nature cause them to tend toward the light side, though there are exceptions.

Size. Verpine stand between 6 and 7 feet tall and rarely weigh more than 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafters. You have proficiency in one tool of your choice.

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tympanic Antennae. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within that radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Languages. You can speak, read, and write Verpine. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. You can communicate with other Verpine at distances of up to a mile using your antennae.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Hive-based insectoids, radio wave senses, technological aptitude, hardened carapace, short snouts, and small, toothless mouths"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Roche asteroid field"},"slanguage":{"value":"Verpine"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Verpine","mode":"=","targetSpecific":false,"id":1,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"verpine","mode":"+","targetSpecific":false,"id":9,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Verpine.webp"} -{"_id":"4PBOlQ1k9qQhadw2","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp"} -{"_id":"4Yntq6WBf8FSN1j0","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp"} -{"_id":"5M8G0Lrvlb6AMPns","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp"} -{"_id":"5cjO1b6HxjL25cqC","name":"Clawdite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

In their natural form, clawdites resemble reptilian humanoids, having evolved from reptomammals. They have sunken cheeks with a narrow nose, a small mouth, large eyes with slit-like pupils, and a thin line that runs down their foreheads, creasing their nose. Clawdites possess an extremely rare ability to change their appearance. They can change the color and texture of their skin and eyes, and even grow hair, to mimic other species, though they cannot add significant physical mass to their bodies.

Society and Culture

By nature, clawdites are quiet and solitary beings, often shunning the company of others unless it benefits them. Due to their nature as shapeshifters, they are often mistrusted by strangers. Consequently, they view the galaxy pragmatically, and are often harsh realists.

Not all clawdites use their shapeshifting abilities due to the pain the transformation causes. These clawdites are often inclined to remain on their homeworld of Zolan, avoiding the company of other species.

On Zolan, clawdites are feared and shunned by the zolanders, who are a deeply religious people, believing that clawdites are impure and sinful. Zolanders force clawdites to live in slums scattered across the planet.

Those clawdites who leave their homeworld tend to gravitate toward professions that celebrate their shapeshifting, such as smuggling, bounty hunting, or espionage.

Names

Clawdite names often have a rolling or hissing quality to them. Surnames are familial, though clawdites rarely use them.

  Male Names. Nuri, Pol, Renneyn, Rosat, Turman

  Female Names. Bargu, Cato, Murna, Sora, Zam

  Surnames. Durra, Noviee, Parasitti, Virten, Wesell

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Clawdites reach adulthood in their early teens and live less than a century.

\n

Alignment. Clawdites' pragmatism cause them to tend towards neutral balanced, though there are exceptions.

\n

Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion

\n

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

\n

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.

"},"skinColorOptions":{"value":"Green to yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, gold, or blue"},"distinctions":{"value":"Shapechanging capabilities"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zolan"},"slanguage":{"value":"Clawdite"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Clawdite","mode":"=","targetSpecific":false,"id":1,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":5,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"clawdite","mode":"+","targetSpecific":false,"id":6,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Clawdite.webp"} -{"_id":"65qyT2VoIU6ZaeyH","name":"Chadra-Fan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan's state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.

\n

Society and Culture

\n

The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan's children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home. Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness.

\n

Names

\n

Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.

\n

  First Names. Dubi, Kattar, Naska, T'yabah, O'yasha

\n

  Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.

Alignment. Chadra-Fan's open, clan-based culture cause them to tend toward the light side, though there are exceptions.

Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Climb. You have a climbing speed of 25 feet.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Trance. Chadra-Fan only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Black, brown, or grey"},"eyeColorOptions":{"value":"Dark"},"distinctions":{"value":"Large ears, flat noses with four nostrils"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Chad"},"slanguage":{"value":"Chadra-Fan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.traits.size","value":"Chadra-Fan","mode":"=","targetSpecific":false,"id":1,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"chadra-fan","mode":"+","targetSpecific":false,"id":9,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp"} -{"_id":"7RBY72SzD1lIA8r5","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[]} -{"_id":"8jvoMIkFNTTWCuow","name":"Pau'an","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Pau'ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau'ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau'ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of \"Ancients\".

Society and Culture

Pau'ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau'ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau'ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau'ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.

Names

Pau'an names are fairly simple, and generally melodic. Surnames are familial.

  Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud

  Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan

  Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Pau'ans reach adulthood in their 30's and have been known to live up to 700 years old.

Alignment. Pau'ans' commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.

Size. Pau'ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Authoritative. You have proficiency in Persuasion or Intimidation (your choice).

Cultured. You have proficiency in the Lore skill.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hypersensitive Hearing. Pau'ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.

Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.

"},"skinColorOptions":{"value":"Gray or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or silver"},"distinctions":{"value":"Red eye sockets, pinstriped skin, long lifespan, jagged teeth"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Utapau"},"slanguage":{"value":"Utapese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":""},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pau'an","mode":"=","targetSpecific":false,"id":1,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"utapese","mode":"+","targetSpecific":false,"id":9,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Pau%27an.webp"} -{"_id":"9Py5dVppnKtyIhk1","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"core":{"sourceId":"Item.8ixQCWdaLUlQA9pK"}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[]} -{"_id":"AKut85ESxmROyxOK","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp"} -{"_id":"AtWa8aR4jhcwjsiN","name":"Geonosian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.

Society and Culture

Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.

Names

Geonosian names are usually harsh sounding. Lower castes don't get surnames. Upper caste surnames are familial.

  Male Names. Buck, Goshey, Nik, Sozz, Techtu

  Female Names. Datte, Kida, Miri, Nare, Tenessi

  Surnames. Chak, Hor, Lur, Marpes, Zol","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.

Age. Geonosians reach adulthood at 10 and live less than a century.

Alignment. Geonosians' greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.

Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan's tools of your choice.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Geonosian Weaponry. You have proficiency in simple blasters.

Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians' dual mandibles. This makes it difficult for other species to learn to speak it.

"},"skinColorOptions":{"value":"Gray, green, or orange"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Hive-based, winged semi-insectoids"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Geonosis"},"slanguage":{"value":"Geonosian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Geonosian","mode":"=","targetSpecific":false,"id":1,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":5,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"geonosian","mode":"+","targetSpecific":false,"id":9,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Geonosian.webp"} -{"_id":"BvV56gDIilVwLcFE","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

"},"chat":"","unidentified":"","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[]} -{"_id":"C5RRwmK2QZadlFPy","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp"} -{"_id":"CQynRq1eakOfEG2w","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp"} -{"_id":"ELH8899fqDlpo706","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp"} -{"_id":"ERcr4XP2zgzBaokE","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp"} -{"_id":"F68MnYTcQtyxIwlI","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp"} -{"_id":"FYxEN2urNy7sozbA","name":"Pa'lowick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The pa'lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet—three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim. The most prominent feature of pa'lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa'lowick are also born with sharp tusks, which some lose by middle age.

\n

Society and Culture

\n

Pa'lowick live in large, independent communities with a feudal system of government. Many pa'lowick become fishers or hunters, as their biology allows. Songs and stories are the most treasured aspect of pa'lowick culture. Pa'lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa'lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa'lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.

\n

Names

\n

Pa'lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.

\n

  Male Names. Loran, Jelanto, Neeamesh, Samoos

\n

  Female Names. Larisselle, Rensilla, Sy, Tripika

\n

  Surnames. Chatrunis, Dym, Geeci, Snootles

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Pa'lowick reach adulthood in their late teens and live about 75 years.

Alignment. Pa'lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.

Size. Pa'lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Pa'lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Proud Performer. Pa'lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.

Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.

Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.

"},"skinColorOptions":{"value":"Generally tan and greenish hues"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, gray, red-orange"},"distinctions":{"value":"Long snout, bulbous body on thin legs"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lbs."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lowick"},"slanguage":{"value":"Lowickese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pa'lowick","mode":"=","targetSpecific":false,"id":1,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lowickese","mode":"+","targetSpecific":false,"id":8,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp"} -{"_id":"GKCRpz01aEGR5iis","name":"Aleena","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Aleena are short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena's bodies are long compared to their short arms and stubby legs. Warm-blooded reptiles, they possess exceptional reflexes as well as a fast metabolism which allow them to convert food into energy very rapidly in order to escape predators on their harsh home planet.

\n

Society and Culture

\n

Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and protect those they care about fiercely. Due to their inborn curiosity, the aleena are stereotypically galactic travelers, tourists in every sense. This, combined with their strong dedication to their relatives, results in aleena families traveling even to most unusual and dangerous locations just to see its sights. The appearance of aleena family walking through an intergalactic metropolis is a common sight on many planets. The aleena's love of sports and particularly, adventure and thrill sports, draw many into the galactic community. Most who enter professional classes are experts or diplomats.

\n

Aleena settlements are small, and most individuals are part of a single lineage, or tahiko. The chief of each tahiko leads the community and represents their wishes to the planetary advisory body. The advisory body elects a king to govern the planet. This indivisdual is generally revered as a religious figure tasked with officiating at all religious ceremonies.

\n

Names

\n

Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko or tribal lineage.

\n

  Male Names. Batts, Gratz, Wakka, Zakan, Zetts

\n

  Female Names. Arkei, Harza, Sutci, Tsuon, Yenn

\n

  Surnames. Anares, Kylar, Ors, Practes, Targae

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Aleena reach adulthood in their late teens and live to be about 80.

\n

Alignment. Aleena's benevolent yet curious nature causes them to tend toward chaotic light side, though there are exceptions.

\n

Size. Aleena typically stand 2 and a half to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier. Additionally, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack's normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

\n

Cosmopolitan. You have proficiency in Lore.

\n

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

\n

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

\n

Racer's Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled but before the GM determines if you have passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Undersized. Your small stature makes it hard for you to wield large weapons. You cannot use heavy shields. Additionally, you cannot use martial weapons with the two-handed property unless it also has the light property, and, if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.

"},"skinColorOptions":{"value":"Blue, gray, purple, tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue"},"distinctions":{"value":"Short stature, scaly skin, crested head"},"heightAverage":{"value":"2'1\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Aleen"},"slanguage":{"value":"Aleena"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aleena","mode":"+","targetSpecific":false,"id":1,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"aleena","mode":"+","targetSpecific":false,"id":8,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aleena.webp"} -{"_id":"GQSV6hBEKnGAprfK","name":"Herglic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.

Society and Culture

The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy. \r\n\r\nHerglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.

Names

Male names are typically harsher sounding than female names. Herglics rarely use surnames.

  Male Names. Biglu, Melchi, Sehvorah

  Female Names. Mahg-Raet, Seese, Uddn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Herglic reach adulthood in their late teens and live up to 120 years.

Alignment. Herglics' gentle nature causes them to tend toward the light side, though there are exceptions.

Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.

"},"skinColorOptions":{"value":"Black, gray, pale blue, pale pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Aquatic organs, massive size"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Giju"},"slanguage":{"value":"Herglese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Herglic","mode":"=","targetSpecific":false,"id":1,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"herglese","mode":"+","targetSpecific":false,"id":9,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Herglic.webp"} -{"_id":"GcPfseXCDeXeu6az","name":"Balosar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Physically similar to humans, balosars appear to be sickly and gaunt when compared with the galaxy's most common species due to the heavy pollution of their homeworld. The most striking difference between balosars and humanity is a pair of antennapalps which sprouts from underneath the thick, coarse hair on their skulls. Retractable, these atennapalps allow them to listen into the subsonic range and give the species physical intuition and preternatural reflexes, which members of the Jedi Order sometimes mistook for Force sensitivity. Balosars also possess an acute tolerance for poisonous substances, a byproduct of life on their toxic homeworld.

\n

Society and Culture

\n

Early in its history, the balosar homeworld was overrun by galactic megacorporations eager to exploit the world's lax ecological protection laws. The planet was home to the balo mushroom, a key ingredient in death sticks, one of the galaxy's most infamous narcotics. After its discovery, Balosar was wrought with corruption, addiction, and pollution from the production and usage of death sticks. Since there is little opportunity to flourish on their homeworld, balosars often leave in search of fortune elsewhere. Their natural resistance to the lethal—but not the addictive—effects of the drug encourages some to enter the death stick business.

\n

Names

\n

Balosar names have a slight exotic tinge to them—often because Balosar parents name their children while on a death stick high. Their surnames are familial.

\n

  Male Names. Barin, Elan, Fantes, Zerba

\n

  Female Names. Delaana, Ferrika, Reki, Vetyl

\n

  Surnames. Cher'dak, Mer'darro, Sel'Sabagno

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Balosars reach adulthood in their late teens and live about 70 years naturally, though death stick addiction has lead to a general decline in their lifespan.

Alignment. Balosars are notoriously cynical, selfish, and pragmatic, causing most to be neutral dark side. However, there are exceptions.

Size. Balosar stand at an average height of about 5 feet, and weigh about 115 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Hearing. Your antennapalps give you advantage on Wisdom (Perception) checks based on hearing.

Snap Senses. Through your antennapalps, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you've used this trait, you can't use it again until you finish a short or long rest.

Spicer. You are proficient in spicer's tools.

Toxin Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Balosur. Balosur is known by its throaty rasps and deep vocalizations, and is considered crude as a written language.

"},"skinColorOptions":{"value":"Pale"},"hairColorOptions":{"value":"Black, blond, orange, brown, white"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Antennapalps, resistance to toxins"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Balosar"},"slanguage":{"value":"Balosur"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Balosar","mode":"=","targetSpecific":false,"id":1,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"balosur","mode":"+","targetSpecific":false,"id":9,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":10,"itemId":"GcPfseXCDeXeu6az","active":false,"_targets":[],"label":"Traits Tool Prof"}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Balosar.webp"} -{"_id":"GhiozA8Buw9TdeDD","name":"Rodian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians' finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

\n

Society and Culture

\n

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

\n

Names

\n

Female names tend to be longer than male names. Surnames are familial.

\n

  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

\n

  Female Names. Heebmu, Iissi, Teezle, Whunam

\n

  Surnames. Bluchosso, Encekserr, Gieeseaagg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

\n

Age. Rodians reach adulthood in their late teens and live less than a century.

\n

Alignment. Rodian culture's violent focus causes them to tend toward the dark side, though there are exceptions.

\n

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adept Climbers. You have a climbing speed of 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with each other using pheromones. Force-sensitives can detect this communication, though they can't understand it.

"},"skinColorOptions":{"value":"Blue, green, purple, turquoise, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, green, purple, or red"},"distinctions":{"value":"Large and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rodia"},"slanguage":{"value":"Rodese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rodian","mode":"=","targetSpecific":false,"id":1,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rodese","mode":"+","targetSpecific":false,"id":11,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rodian.webp"} -{"_id":"Gm36EJaO9DLRf1PL","name":"Chironian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The chironian lower body has four legs, similar to that of a horse, and each ends in a dainty, cloven hoof. A chironian can sit down by folding his or her horse-like legs underneath the body. Chironians can also kick backward with both hind legs; this strong kick is sufficient to knock over other beings. A chironian's pace can vary between a walk, a canter, and a gallop.

\n

Each year, chironian heads grows two horns above the temples. These horns start as small knobs covered by red-furred velvet: a vascular tissue. Once the knobs have grown sufficiently, they break through the velvet naturally, emerging as transparent horns, as bright as diamond, cool to the touch and with smooth ridges. However, if the velvet is cut artificially, chironians can die from the injury. Over time, the horns grow long and sharp enough that adolescent chironians can use them to gore opponents.

\n

Society and Culture

\n

Chironians express emotions through the mannerisms of their hooves: when impatient, they stamp them; when excited, they tap them in a quick dance, or canter in a spot. The centauriforms frequently shake their heads and manes, and when angry, their faces flush a deeper shade. Young chironians, when frightened, are known to rub or press their velvet-covered horns against the foreheads of other beings to whom they are emotionally close.

\n

Names

\n

Chironian names are soft and melodic, despite the thick nature of their native language. Important family names are passed down through generations. They don't use surnames.

\n

  Male Names. Jefin, Slaturn, Cinall, Leathes

\n

  Female Names. Olachi, Luna, Sinall, Trespen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chironians reach adulthood in their late teens and live less than a century.

\n

Alignment. Chironians tend toward no particular alignment. The best and worst are found among them.

\n

Size. Chironians typically stand 6 to 8 feet tall and generally weigh about 600 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 40 feet.

\n

Cultured. You have proficiency in the Lore skill.

\n

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

\n

Hooves and Horns. Your hooves (and depending on your age, horns) are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Chironan. Chironan is characterized by its soft, melodic sounds.

"},"skinColorOptions":{"value":"Brown, gold, or red"},"hairColorOptions":{"value":"Black, brown, gold, or red"},"eyeColorOptions":{"value":"Red to gold"},"distinctions":{"value":"Two transparent horns, centauriform"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"450 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Chiron"},"slanguage":{"value":"Chironan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chironian","mode":"=","targetSpecific":false,"id":1,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"40","mode":"=","targetSpecific":false,"id":5,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chironan","mode":"+","targetSpecific":false,"id":8,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chironian.webp"} -{"_id":"HIdsJ1LwAwfXBlTb","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp"} -{"_id":"HbzqZVIWuDLq1BCe","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp"} -{"_id":"J63s4PYWmcsQ7nfL","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp"} -{"_id":"JQTyulcDfIjFia29","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp"} -{"_id":"K2ocmGZoIOkZ2FIa","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp"} -{"_id":"LJzk1qex3LPX23D6","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp"} -{"_id":"M5XN9RBikORVr3jS","name":"Klatooinian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.

Society and Culture

For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.\r\n\r\nKlatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.

Names

Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.

  Male Names. Barada, Castas, Sta-Den, Tarados

  Female Names. Gelis, Petkara, Sterasi, Yelmith

  Surnames. Eek, Gort, Gon, Ovin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.

Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.

Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.

Wisdom of the Elders. You are proficient in the Lore skill.

Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.

"},"skinColorOptions":{"value":"Green, gray, brown"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, gray"},"distinctions":{"value":"Heavy brows, short canine muzzles"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Klatooine"},"slanguage":{"value":"Huttese, Klatooinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Klatooinian","mode":"=","targetSpecific":false,"id":1,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"klatooinian","mode":"+","targetSpecific":false,"id":10,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":11,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Klatooinian.webp"} -{"_id":"MzXJ5OOAH7rA9ye2","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp"} -{"_id":"NZ2xK7COFF1YoQgR","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp"} -{"_id":"NcOqxyAmCCNgwMUS","name":"Ortolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.

\n

Society and Culture

\n

Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education. While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes—they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.

\n

Names

\n

Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.

\n

  Male Names. Donmb, Hegh, Nax, Parm, Teeb  

\n

  Female Names. Bedla, Folfe, Nelni, Phoff, Sallo  

\n

  Surnames. Bigek, Lubum, Nad, Rojool, Somo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Ortolans are considered adults at the age of seven and typically live less than a century.

Alignment. Ortolans' love of food and music causes them to tend toward chaotic light side, though there are exceptions.

Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Musical. You have proficiency in Performance and one musical instrument of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Ortolan. Ortolan is characterized by its grunts and hoots.

"},"skinColorOptions":{"value":"Light colors"},"hairColorOptions":{"value":"Light colors"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur"},"heightAverage":{"value":"2'10\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Orto"},"slanguage":{"value":"Ortolan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ortolan","mode":"=","targetSpecific":false,"id":1,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ortolan","mode":"+","targetSpecific":false,"id":8,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":9,"itemId":"NcOqxyAmCCNgwMUS","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ortolan.webp"} -{"_id":"Nd8ukRRsQ8fkT0vy","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp"} -{"_id":"NkuEwg5RmLPOlR2E","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp"} -{"_id":"ORS47F3cvZlzQNj7","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp"} -{"_id":"P2zQrfOOL5Iv8RTO","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp"} -{"_id":"PZ4DzYK4FOjbAInS","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

"},"skinColorOptions":{"value":"Gray or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, magenta, or purple"},"distinctions":{"value":"Elongated, tapered skull with an undersized face"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Oba Diah"},"slanguage":{"value":"Pyke"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pyke","mode":"=","targetSpecific":false,"id":1,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"pyke","mode":"+","targetSpecific":false,"id":8,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":9,"itemId":"PZ4DzYK4FOjbAInS","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Pyke.webp"} -{"_id":"PpFNX2Bdtmk4Ey3o","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp"} -{"_id":"Q4mag5CFIgDC8atN","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp"} -{"_id":"T3wVlxjJNH9yTElp","name":"Ardennian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ardennians are sentient humanoid simians hailing from the tropical paradise of Ardennia. They are covered in fur from head to their wrists and ankles, with brown and grey being the most common fur colors. Ardennians sport four arms and prehensile feet. All six of their limbs are equally dexterous.

\n

Society and Culture

\n

The Ardennian people themselves are a friendly communal species that are well known for welcoming visitors and inviting newcomers to traditional feasts and dances on the sandy beaches of Ardennia. Rural Ardiennan's live in modern tree-villages in the thick, dim jungle canopy on the majority of the islands. Ground level accommodations are available for off world visitors even in the smaller villages. Most off-worlders stay in the large modern resort complexes which boast having miles of private beaches or in the modern cities. Several large cities exist, scattered around the world, which typically encompass an entire island or a series of smaller islands joined together.

\n

Ardennia's distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it's a popular one for those who don't mind the extra travel time. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Ardennia is notable for having the most beach per square meter in the galaxy.

\n

Names

\n

Ardennians' names are typically concise and rarely more than two syllables, with a familal surname.

\n

  Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno

\n

  Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya

\n

  Surnames. Betal, Durant, Jabut, Karon, Rambuan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Ardennians reach adulthood in their late teens and live less than a century.

Alignment. Ardennians' peaceful nature causes them to tend toward the light side, though there are exceptions.

Size. Ardennians typically stand 4 to 4 and a half feet tall and weigh around 60 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Four-Armed. Ardennians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Jungle Dweller. Growing up in the tree-villages of Ardennia has left an impact. You don't treat jungle terrain as difficult terrain.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Galactic Basic and Ardennian. Ardennian has a bubbly, energizing tone to it.

"},"skinColorOptions":{"value":"Brown or black"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Brown or black"},"distinctions":{"value":"Four arms, fur-covered, prehensile feet"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Ardennia"},"slanguage":{"value":"Adrennian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Ardennian","mode":"=","targetSpecific":false,"id":1,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ardennian","mode":"+","targetSpecific":false,"id":9,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ardennian.webp"} -{"_id":"U2Y2N8VQvNaz8bLa","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp"} -{"_id":"VTBgnw9jfqeAWijM","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Precognition. You see brief visions of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Mystic Healing. You have proficiency in Medicine.

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

Inscrutable. Your calm demeaoer and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp"} -{"_id":"VWbu8HnzLtyrbDi7","name":"Weequay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.

Society and Culture

Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay's pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.\r\n\r\nMale Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.

Names

Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as \"Weequay\". In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.

  Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn

  Female Names. Gila, Qommi, Palsa, Sex, Xelror

  Surnames. Britreg, Dlur, Klanz, Maub, Semu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Weequay reach adulthood in their late teens and live less than a century.

Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.

Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charming. You have proficiency in Deception or Persuasion.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can't understand it.

"},"skinColorOptions":{"value":"Brown, gray, red, or yellow"},"hairColorOptions":{"value":"Black or blond"},"eyeColorOptions":{"value":"Black, gold, or gray"},"distinctions":{"value":"Tough, leathery skin that provided resistance to blasterfire"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sriluur"},"slanguage":{"value":"Sriluurian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Weequay","mode":"=","targetSpecific":false,"id":1,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"+","targetSpecific":false,"id":7,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"sriluurian","mode":"+","targetSpecific":false,"id":9,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Weequay.webp"} -{"_id":"WP9bLQxwXYvgCUxM","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp"} -{"_id":"X9XkCc2o3zoLBrlS","name":"Kage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.

Society and Culture

The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.\r\n\r\nKage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.

Names

Kage names are generally multisyllable with melodic intonations. Surnames are familial.

  Male Names. Baalin, Forta, Krismo, Rafa, Timko

  Female Names. Chena, Fari, Moora, Ooni, Pluma

  Surnames. Buno, Keeli, Nima, Sodi, Tani","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kage reach adulthood in their late teens and live less than a century.

Alignment. Kages' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Animal Handler. You are proficient in Animal Handling.

Athletic. You have proficiency in the Athletics skill.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Gray, pale yellow, white"},"eyeColorOptions":{"value":"Green, pink, red, yellow"},"distinctions":{"value":"Athleticism, pale skin, piercing eyes"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Quarzite"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kage","mode":"=","targetSpecific":false,"id":1,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"+","targetSpecific":false,"id":4,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electroprod","mode":"+","targetSpecific":false,"id":9,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electrostaff","mode":"+","targetSpecific":false,"id":10,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kage.webp"} -{"_id":"YqIEJFFym6aAXLcU","name":"Yevetha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.

Society and Culture

Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.

Names

Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.

  First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov

  Surnames. Faalk, Naalar, Giinn, Ralle, Xoota","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Yevetha reach adulthood in their early teens and live less than a century.

Alignment. Yevetha's xenophobic attitude causes them to tend toward the dark side, though there are exceptions.

Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.

"},"skinColorOptions":{"value":"Green or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Retractable dewclaws, six fingers"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"N'zoth"},"slanguage":{"value":"Yevethan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Yevetha","mode":"=","targetSpecific":false,"id":1,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"yevethan","mode":"+","targetSpecific":false,"id":7,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Yevetha.webp"} -{"_id":"Yz4weM0JsYuxZ5Fl","name":"Gand","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.

\n

Society and Culture

\n

Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called \"Gand,\" as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.

\n

Names

\n

Until a Gand has earned the use of a name, they go simply by the term \"Gand.\" Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves \"Gand\" until they prove themselves again. Male and female names are not distinct.

\n

  First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix

\n

  Surname. Diqlu, Krakee, Praafri, Quudya, Zooq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.

Alignment. Gand tend toward no particular alignment. The best and worst are found among them.

Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Lungless. Gand do not have lungs, and therefore do not need to breathe.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.

"},"skinColorOptions":{"value":"Varying shades of brown, green, and purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, green, or silver"},"distinctions":{"value":"Exoskeletons, three-fingered hands"},"heightAverage":{"value":"4'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Gand"},"slanguage":{"value":"Gand"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gand","mode":"=","targetSpecific":false,"id":1,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gand","mode":"+","targetSpecific":false,"id":9,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gand.webp"} -{"_id":"Z8UFss9KSFlmoU5S","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp"} -{"_id":"ZM7yobAHJ0IJIOhA","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp"} -{"_id":"a6nvR93PW0IDP5Al","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp"} -{"_id":"aBRVO9ICxIfQ6qQm","name":"Ewok","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"

Society and Culture

Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a \"Central Village\" of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.\r\n\r\nEwoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.

Names

Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.

  Male Names. Coostick, Erphek, Grarphil, Moodoo

  Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi

  Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Ewoks reach adulthood in their early teens and live about 50 years.

Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

Natural Survivalist. You have proficiency in Nature and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Shades of white, brown, red, and black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Furry, short stature, acute sense of smell"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Forest Moon of Endor"},"slanguage":{"value":"Ewokese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ewok","mode":"=","targetSpecific":false,"id":1,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ewokese","mode":"+","targetSpecific":false,"id":9,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Ewok.webp"} -{"_id":"aIXZKACdXMAvif5B","name":"Zygerrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians' faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.

\n

Society and Culture

\n

A warlike species, the Zygerrians hold strength—both physical and mental—in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians. Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings. The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.

\n

Names

\n

Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.

\n

  Male Names. Agruss, Darts, Atai, Sono

\n

  Female Names. Miraj, Faralhi, Latrans, MaDall

\n

  Surnames. D'nar, Molec, Scientel, Thanda, Tyne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Zygerrians reach adulthood in their late teens and live less than a century.

Alignment. Zygerrian culture's emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.

Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acrobatic. You have proficiency in Acrobatics.

Claws. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.

Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Black, brown, gray, or red"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Large pointed ears, clawed hands, fur-covered faces, bony facial spurs"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zygerria"},"slanguage":{"value":"Zygerrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zygerrian","mode":"=","targetSpecific":false,"id":1,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":9,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":10,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zygerrian","mode":"+","targetSpecific":false,"id":12,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Zygerrian.webp"} -{"_id":"asPxOGoIYdH7PZxC","name":"Sith Pureblood","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Sith are a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive.

Sith purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory gaze.

Society and Culture

Sith culture is a rigid and stratified caste-based society. For the sith, war and violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of Korriban as well as cultivated an intensely xenophobic society.

Names

Sith pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely share surnames, since they do not value family ties. When a sith pureblood achieves a success or victory, they often change their name to match their perceived newfound status. Since Force-sensitivity is common in sith purebloods, and their culture is built around strength, most sith are called simply \"My Lord,\" or some other epithet, by their underlings.

  Male Names. Aqorzum, Khashai, Sihmot, Wirjol

  Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Sith reach adulthood in their late teens and live less than a century.

\n

Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power once per day. Charisma is your forcecasting ability for these powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Sadistic. You have proficiency with saberwhips, vibrowhips, and nets.

\n

Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language, in which words or even phrases were made up of linear sequences of distinct meaningful units.

"},"skinColorOptions":{"value":"Black or red"},"hairColorOptions":{"value":"Black, brown, gray, red, or white"},"eyeColorOptions":{"value":"Orange, red, or yellow"},"distinctions":{"value":"Tentacle facial appendages, often wear jewelry or have tattoos, bone spurs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Korriban"},"slanguage":{"value":"Sith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sith Pureblood","mode":"=","targetSpecific":false,"id":1,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhips","mode":"+","targetSpecific":false,"id":7,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhips","mode":"+","targetSpecific":false,"id":8,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"nets","mode":"+","targetSpecific":false,"id":9,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sith","mode":"+","targetSpecific":false,"id":11,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp"} -{"_id":"bNxLD92bmefy1FI5","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp"} -{"_id":"beKEiFfbXTdoquLD","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp"} -{"_id":"bm3Q9H2LWfkGuXeh","name":"Talz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness—able to blind sensitive optical organs—leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.

\n

Society and Culture

\n

Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy. Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it's rare; they are rebellious against authority and don't take well to slavery. There are rumors that Talz are captured for scientific experimentation.

\n

Names

\n

Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it's rare that a Talz shares them with non-Talz.

\n

  Male Names. Drak, Fedirk, Imom, Ke, Twift

\n

  Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc

\n

  Surnames. Dic, Noetoc, Suptat, Wume, Zapak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Talz reach adulthood at 10 and rarely live longer than 50 years.

Alignment. Talz' peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.

Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.

"},"skinColorOptions":{"value":"Black or grey"},"hairColorOptions":{"value":"Grey, pink, or white"},"eyeColorOptions":{"value":"Black, dark blue, or dark red"},"distinctions":{"value":"Covered in fur, four eyes, unable to speak Galactic Basic"},"heightAverage":{"value":"6'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Orto Plutonia"},"slanguage":{"value":"Talzzi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Talz","mode":"=","targetSpecific":false,"id":1,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"talzzi","mode":"+","targetSpecific":false,"id":9,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Talz.webp"} -{"_id":"c98uGMijMGhFkeQb","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp"} -{"_id":"ct5x6lNWNOOAH9c0","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp"} -{"_id":"eeFpKKYDuyD3C1YU","name":"Gamorrean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Society and Culture

Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.

Names

Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.

  Male Names. Ark, Blarrp, Blubrak, Cuab, Shos

  Female Names. Dabrisz, Mernoos, Ogreb, Tagorq

  Surnames. Doofnarq, Griks, Lurc, Poogmokk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.

Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.

Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.

Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.

"},"skinColorOptions":{"value":"Black, brown, green, pink, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, brown, or gold"},"distinctions":{"value":"Porcine humanoids with tusks and horns"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Gamorr"},"slanguage":{"value":"Gamorrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gamorrean","mode":"=","targetSpecific":false,"id":1,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroaxe","mode":"+","targetSpecific":false,"id":6,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":7,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrosword","mode":"+","targetSpecific":false,"id":8,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gamorrese","mode":"+","targetSpecific":false,"id":10,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Gamorrean.webp"} -{"_id":"gMVVHc3sU9JU4i5I","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp"} -{"_id":"gX5ylCt4qb06wn4y","name":"Mustafarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.

Society and Culture

Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.\n\nNative mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.

Names

Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.

  Male Names. Aumstrogh, Chivos, Ikt, Ulon

  Female Names. Altoa, Hailith, Saonji, Yura

  Surnames. Fal'co, Glost, Mensix, Nek'dem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Mustafarians reach adulthood in their late teens and live about 80 years.

\n

Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.

\n

Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.

\n

Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Refinery Specialist. You have proficiency in your choice of constructor's tools, scavenging kit, or surveyor's tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.

\n

Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Extremophiles"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mustafar"},"slanguage":{"value":"Mustafarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mustafarian","mode":"=","targetSpecific":false,"id":1,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"fire","mode":"+","targetSpecific":false,"id":7,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mustafarian","mode":"+","targetSpecific":false,"id":9,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Mustafarian.webp"} -{"_id":"gXrsezOAOEruIQGi","name":"Rakata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

In appearance, rakata are smooth skinned amphibian-like humanoids that had tall craniums along with eyes that protruded from each side of their heads on short stalks. These bipedal beings have three digit hands that are tipped with claws for digging through packed dirt. As a species, they are uniformly lean and tall; while most rakata have a similar height and weight, females tend to be more slender than males, though just as tall. Rakata are primarily carnivorous, likely stemming from the fact that they are cannibalistic, often making a meal of other species. Long term abuse of the Force in their society, exacerbated by a plague, culled the rakata's ability to sense the Force.

\n

Society and Culture

\n

Rakatan technology and structures hold the unique property of blending with the Force, creating powerful and long-lasting monuments that are almost impossibly to replicate. Rakatan society is devoted to conquering and enslaving those they deem weak. At the height of its power, the Rakatan Infinite Empire had conquered and enslaved dozens of worlds. They would strip entire planets of their resources and then terraform them to fit their own needs. After a plague ravaged their civilization and caused the fall of the Infinite Empire, rakata broke off into smaller tribes rather than a unified organization. Despite their newfound tribal nature, rakata retained their ability to quickly adapt to and appropriate technology.

\n

Names

\n

Rakatan names do not distinguish by gender, and they do not use surnames.

\n

  Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Rakata reach adulthoood by 20 and rarely live longer than 90 years.

Alignment. Rakata's propensity towards war and aggression cause them to tend toward lawful dark side, though there are exceptions.

Size. Rakata typically stand between 6 and 7 feet tall and weigh around 180 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Adaptive Resilience. Prolongued use of technology allows rakata to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.

Amphibious. You can breathe air and water.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Claws. Rakata have savage claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Force Insensitive. While rakata can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Blue, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, brown, gold, or yellow"},"distinctions":{"value":"Horizontal eye stalks, vertical blade shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lehon"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rakata","mode":"=","targetSpecific":false,"id":1,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":10,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Rakata.webp"} -{"_id":"ghKmUoOj75TEKey2","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp"} -{"_id":"gp0KtLjQemuzHgEv","name":"Umbaran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Umbarans, called the \"Shadow People\" by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet's primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.

\n

Society and Culture

\n

Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans' talents for reading and influencing the emotions of others. Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.

\n

Names

\n

Umbaran names are typically no more than one or two syllables. Surnames are familial.

\n

  Male Names. Mee, Pir, Nyss, Moshenu
  Female Names. Sly, Syll, Myn, Sata
  Surnames. Deechi, Moore, Phobi, Nenn

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.

\n

Age. Umbarans reach adulthood in their late teens and live less than a century.

\n

Alignment. Umbarans' desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions

\n

Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.

\n

Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.

"},"skinColorOptions":{"value":"Pale grey or white"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Blue tinted skin and sunken, colorless eyes"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Umbara"},"slanguage":{"value":"Umbaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Umbaran","mode":"=","targetSpecific":false,"id":1,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"umbaran","mode":"+","targetSpecific":false,"id":8,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Umbaran.webp"} -{"_id":"gyxbb9bpgWSuSF8m","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp"} -{"_id":"hRwDVxmSkmAcT0sx","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp"} -{"_id":"ihLAbWdtALEwBW1F","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp"} -{"_id":"jDUz5AdEXnnTLXn9","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp"} -{"_id":"jH3OrTNFYwwm7aqf","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp"} -{"_id":"jV9V2p4ovAPgGJz5","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp"} -{"_id":"jp4rs9Gqh2BoGrW3","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp"} -{"_id":"jtc9UxDAvgVO6TQS","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp"} -{"_id":"k1tyTOdbaTrgpFjz","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp"} -{"_id":"k48d8CW9Vw34bRXg","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp"} -{"_id":"kIHixP4V6Z5tFKg9","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp","effects":[]} -{"_id":"lKcn8ww5HVgSclnq","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp"} -{"_id":"mgRv3f3TJ1ohL1kp","name":"Noghri","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.

Society and Culture

Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.\r\n\r\nNoghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.\r\n\r\nEach Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan's Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.

Names

Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.

  Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh

  Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh

  Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Noghri reach adulthood in their late teens and live less than a century.

Alignment. Noghri's honorable society causes them to tend toward a lawful alignment, though there are exceptions.

Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hunter. You are proficient in Survival and Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.

"},"skinColorOptions":{"value":"Bluish-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Advanced olfactory senses, claws, hunting prowess."},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Honoghr"},"slanguage":{"value":"Honoghran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Noghri","mode":"=","targetSpecific":false,"id":1,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"honoghran","mode":"+","targetSpecific":false,"id":9,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Noghri.webp"} -{"_id":"nmgbNVIrrwuvR9RF","name":"Nautolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.

Society and Culture

The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon. \r\n\r\nNo cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.

Names

Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.

  Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat

  Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu

  Surnames. Iarre, Rirrall, Sompanong, Uzumdall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Nautolans reach adulthood in their early teens and live about 70 years on average.

Alignment. Nautolans' benevolence cause them to tend toward the light side, though there are exceptions.

Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.

"},"skinColorOptions":{"value":"Blue, brown, green, purple, or grey"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or red"},"distinctions":{"value":"Extrasensory head tentacles capable of detecting chemicals"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Glee Anselm"},"slanguage":{"value":"Nautila"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nautolan","mode":"=","targetSpecific":false,"id":1,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"nautila","mode":"+","targetSpecific":false,"id":9,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Nautolan.webp"} -{"_id":"nxE30y2QA5jm0NhM","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. Iktotchi reach adulthood in their late teens and live less than a century.

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Precognition. You can see brief fragments of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Pilot. You have proficiency in the Piloting skill.

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content","colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp"} -{"_id":"pd0o8uIkm4MwXBU8","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp"} -{"_id":"pwkipuJbTpCnrD8S","name":"Twi'lek","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Twi'leks are usually thin, although corpulent individuals were known to exist. Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates obesity as a sign of affluence and success.

\n

Society and Culture

\n

The natural grace and exotic beauty of the female twi'leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth's harsh environment. A number of twi'leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi'leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.

\n

Names

\n

Twi'lek names combine their first name and a clan name into a single name, rather than having a separate surname.

\n

  Male Names. Ecrizsati, Gaj'mogos, Ukelweko

\n

  Female Names. Arag'mure, Oanicfuba, Unaecripi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Twi'leks reach adulthood in their late teens and live less than a century.

Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.

Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elegant Dancers. You have proficiency with the Performance skill.

Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-verbally with other twi'leks through a complex language of subtle head-tail motions.

"},"skinColorOptions":{"value":"Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, brown, green, hazel, orange, pink, purple, or yellow"},"distinctions":{"value":"Lekku, sharp claw-like nails, males often file their teeth to points"},"heightAverage":{"value":"5'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ryloth"},"slanguage":{"value":"Twi'leki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Twi'lek","mode":"=","targetSpecific":false,"id":1,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"twi'leki","mode":"+","targetSpecific":false,"id":10,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Twi_lek.webp"} -{"_id":"rWoNw7uajtS30t6R","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp"} -{"_id":"s3KOpiCDVbCaengP","name":"Hutt, Adolescent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hutts are a massive slug-like species who have large mouths and stubby arms. They have three lungs and thick leathery skin, which is wrinkled and slimy. Hutts often have watery eyes and lack facial expressions. Their tails are supported by a skeletal spine. Despite their legendary size, hutts start out as tiny huttlets less than half a foot in height, and continually grow over the long lives.

\n

Society and Culture

\n

Most hutts are crime lords who live opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting. This is not true for all, however, as some eschew the life of a decadent, obese version of their species and prefer a more mobile existence. Hutt society is divided into families known as kajidics, a social structure that is both familial and a crime gang. Hutts are encouraged to make a name for themselves around the age of 150 while simultaneously not threatening the welfare of the clan. At around 200, they will likely stop being saved by the clan and encouraged even further to fend for themselves while benefiting the kajidic; they may even be granted a star system or two. Nomadic or kajidic-less hutts are often hunted or killed by other hutts in fear of the nomad coming to claim a territory.

\n

Names

\n

Hutt names with a suffix title as \"the Hutt\" are usually reserved for noteworthy huts, with the name of a hutt's kajidic coming before the title. Because hutts are hermaphroditic, choosing a gender at will, their names are considered androgynous.

\n

  First Names. Arok, Gorga, Jabba, Mama, Ziro

\n

  Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age. Hutts are considered a child until around the age of 200 in which they are a full fledged adult. Hutts can live upwards of 900 years with even more ancient ones exceeding that.

Alignment. Hutts are selfish, greedy, and highly organized, causing them to tend toward chaotic dark side, though there are exceptions.

Size. Hutts have a unique special characteristic; from birth to death, they never stop growing. As an adolescent hutt, you typically stand between 6 and 7 feet tall and weigh at least 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 20 feet.

Closed Mind. Hutt brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Slow and Lethargic. Hutts are slow and generally incapable of moving quickly. You have disadvantage on Dexterity saving throws, and when determining your bonus to AC from your Dexterity, you can't add more than +3.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Huttese. Hutts rarely speak Galactic Basic, even though they are perfectly able; if the person with whom they are speaking doesn't understand Huttese, they are more likely to use an interpretor than deign to speak the language of lesser species.

"},"skinColorOptions":{"value":"Black, blue, brown, gold, green, purple, tan, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, gray, green, orange, turquoise, violet, or yellow"},"distinctions":{"value":"Three lungs, slug-like appearance"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Nal Hutta"},"slanguage":{"value":"Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hutt","mode":"=","targetSpecific":false,"id":1,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":5,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":7,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Hutt.webp"} -{"_id":"sHKKwOYgHLqtPbFk","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp"} -{"_id":"tnaLRAM5HqoK4Oue","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp"} -{"_id":"u8yRVqWG6Wj3jK9C","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp"} -{"_id":"vcONUajhg6OJXHkK","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp"} -{"_id":"w0cdUATy9TZBzZPP","name":"Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Humans are an intelligent species that originated on Coruscant but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which have five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi'leks, mon calamari, or zabraks, are referred to as \"humanoids\" because of their structural resemblance to humans.

Society and Culture

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.

Names

Humans are the most populous species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.

  Male Names. Koth, Liorz, Satapak, Tin, Vuc

  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu

  Surnames. Jauli, Kudi, Melmi, Windu, Wobec

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, blond, orange, brown, gray to white (usually with age)"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Biped with bilateral symmetry, opposable thumbs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Coruscant"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Human","mode":"=","targetSpecific":false,"id":1,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":4,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Human.webp"} -{"_id":"wEtNtIVlifqgV0oU","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp"} -{"_id":"x1uVRjZtOkYyMy8s","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

Society and Culture

Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

Names

Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

  First Names. Annak, Effed, Emmet, Gorro, Koto

  Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Cultured. You have proficiency in the Lore skill.

Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

"},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp"} -{"_id":"xLME2MFdVzkrYoyF","name":"Kyuzo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A lanky, bipedal humanoid species, the Kyuzo originate on the gravity-heavy Outer Rim world of Phatrong. Kyuzo are tall and slender, though their appearance belies their strength and quickness. Due to the uncommon makeup of their homeworld's atmosphere, Kyuzo frequently wear corrective lenses and a highly pressurized filter mask over their faces to protect their sensitive respiratory systems and assist them in coping with uncomfortable climates like galactic standard habitable environments. As well as causing respiratory and vision problems, exposure to such conditions causes a Kyuzo to become ill within in a short period of time, interfering with their ability to concentrate and slowing them down.

Society and Culture

A species known for its strong sense of justice and honor, most Kyuzo regard oaths and contracts as unbreakable and many species seek them as mercenaries, law-enforcement personnel and bounty hunters. A highly political species, the Kyuzo developed societies that span considerable geographical areas, and most identify as members of a particular country or region. Most major islands and continents on Phatrong are their own political units, though they do form a loose confederacy.

Names

Male names typically end in vowels, while female names end in consonants. Surnames are based on region.

  Male Names. Drego, Embo, Khalu, Mhali, Zuvio

  Female Names. Catras, Garing, Streehn, Turung

  Surnames. Brihney, Ghall, Khambey, Maway, Vori","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Kyuzo reach adulthood in their late teens and live less than a century.

Alignment. Kyuzos' belief in justice and honor cause them to tend toward lawful balanced, though there are exceptions.

Size. Kyuzo typically stand between 6 and 7 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. Kyuzo struggle in atmospheres other than those of Phatrong. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Kyuzo. Kyuzo is characterized by short words and quick phrases. Kyuzo struggle with Galactic Basic as it is grammatically dissimilar to Kyuzo.

"},"skinColorOptions":{"value":"Green, ranging from lighter olive shades to deep blue-green colors"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Compound or slit-pupiled eyes, dense musculature, suffer from respiratory and vision problems in standard gravity environments"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Phatrong"},"slanguage":{"value":"Kyuzo"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kyuzo","mode":"=","targetSpecific":false,"id":1,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kyuzo","mode":"+","targetSpecific":false,"id":8,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Kyuzo.webp"} -{"_id":"xee82EWG0lXG1Xoj","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp"} -{"_id":"xkUc7ucP4A0eVKWz","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp"} -{"_id":"yGlMx4Dyz7r9MSeM","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp"} -{"_id":"zQNp5mXGmWMm8ubB","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp"} -{"_id":"BvV56gDIilVwLcFE","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

"},"chat":"","unidentified":"","traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""}},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[]} +{"_id":"0BdKf8ebU5W7z7q2","name":"Geonosian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Geonosians have a hard chitin exoskeleton that provided protection from physical impacts and bouts of radiation that occasionally shower their world. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. The head of a Geonosian is elongated and large with their skulls ridged on the top and by the side where they have bulbous, thick-lidded eyes. Both are physically strong and covered with bony ridges which protected their arms, legs, and vital organs.

Society and Culture

Geonosian society is caste-based with little upward mobility, though some of the lower caste do develop ambition. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tend to be highly competitive and are eager to prove themselves. They are born with an abnormal level of intelligence, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted freedom. Ultimately, their society exist to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative. They constantly move towards improving their standing and holdings while sumultaneously working to ruin their rivals.

Names

Geonosian names are usually harsh sounding. Lower castes don't get surnames. Upper caste surnames are familial.

  Male Names. Buck, Goshey, Nik, Sozz, Techtu

  Female Names. Datte, Kida, Miri, Nare, Tenessi

  Surnames. Chak, Hor, Lur, Marpes, Zol","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. You Dexterity score increases by 2, and your Constitution or Intelligence score increases by 1.

Age. Geonosians reach adulthood at 10 and live less than a century.

Alignment. Geonosians' greedy and self-serving nature causes them to tend toward the dark side, though there are exceptions.

Size. Geonosians typically stand from 5 to 6 feet tall and rarely weigh more than 80 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafter. Geonosian culture promotes artisanry. You have proficiency in one set of artisan's tools of your choice.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Geonosian Weaponry. You have proficiency in simple blasters.

Languages. You can speak, read, and write Galactic Basic and Geonosian. The Geonosian language consists of click consonants through use of a Geonosians' dual mandibles. This makes it difficult for other species to learn to speak it.

"},"skinColorOptions":{"value":"Gray, green, or orange"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Hive-based, winged semi-insectoids"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Geonosis"},"slanguage":{"value":"Geonosian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Geonosian","mode":"=","targetSpecific":false,"id":1,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":5,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.weaponProf.custom","value":"simple blasters","mode":"+","targetSpecific":false,"id":7,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"geonosian","mode":"+","targetSpecific":false,"id":9,"itemId":"WBiaOzIzielpRhTw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Geonosian.webp","effects":[{"_id":"pjSHHuM2UzrJ1wY8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Geonosian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"simple blasters","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"geonosian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Geonosian.webp","label":"Geonosian","tint":"","transfer":true}]} +{"_id":"0SUp9etkswtIdrro","name":"Yevetha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Physically, the Yevetha are tall beings with a ghoulish appearance that is bereft of any body hair, being described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. The species possesses six fingered hands that have retractable dewclaws. Each one is located on the inside of the wrist above their six-fingered hands. Their dewclaws shoot from a sheath of a skin beneath their cadaverous hands and are capable of being retracted. When extended fully, the wrist blades reach about a foot in length, and are used in close combat and blood sacrifices. The Yevetha also possess a greater tolerance for g-forces when compared to Human pilots.

Society and Culture

Within their society, blood is an important aspect of their culture and is a central focus of their religious belief system. This has resulted in them becoming a particularly violent species. For the Yevetha, death is not to be feared. They are described as being dutiful, attentive, cautious but also fatalistic in their view of the universe. When fighting against other foes, Yevetha are notable for being ruthless fighters who never surrender even in the face of certain defeat. Due to the brutal nature of their society, the Yevetha do not possess a single jail, penitentiary or stockade as they believe there is no need for such facilities. In fact, they do not possess a word in their language for either convict or incarcerate.

Names

Yevetha names are sharp and are kept to one syllable, not varying significantly based on gender. Surnames are familial.

  First Names. Ral, Var, Cax, Tav, Fol, Sip, Nov

  Surnames. Faalk, Naalar, Giinn, Ralle, Xoota","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Yevetha reach adulthood in their early teens and live less than a century.

Alignment. Yevetha's xenophobic attitude causes them to tend toward the dark side, though there are exceptions.

Size. Yevetha typically stand between 6 and 6 and a half feet tall and generally weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Arm Blades. Your retractable dewclaws are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mechanical Memory. Whenever you make an Intelligence (Technology) check related to memorizing or duplicating mechanical readouts, you are considered to have expertise in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Yevethan. Yevetha are able to speak other languages, but their isolationist nature makes them tend to reject the languages of other species. Only rarely would a Yevethan speak Galactic Basic, as this would often decrease their social standing.

"},"skinColorOptions":{"value":"Green or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Retractable dewclaws, six fingers"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"N'zoth"},"slanguage":{"value":"Yevethan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.ideal","value":"Yevetha","mode":"=","targetSpecific":false,"id":1,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Details Ideal"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"yevethan","mode":"+","targetSpecific":false,"id":7,"itemId":"9v67K9UOo5SzR0gV","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Yevetha.webp","effects":[{"_id":"WdaVVsfj3z9Snv6g","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.ideal","value":"Yevetha","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"yevethan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Yevetha.webp","label":"Yevetha","tint":"","transfer":true}]} +{"_id":"0Sh7oO5oDMiv6Lcs","name":"Devaronian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A bipedal mammalian species, Devaronians evolved in the dense jungles of Devaron as a hunter-gather species. Their bodies are denser than most humanoids' and as a result they were heavier than their appearance would tend to indicate. Devaronians have silver-based blood, which appears thick and black when exposed. They possess a unique blood filtration and cleansing system which processes through two livers. Because their bodies are constantly cleansed of toxins and carcinogens, the species is highly resistant to poison. To this end, sulfur is used as a stimulant on Devaron to enhance speed and strength, because inhaling it causes the substance to enter the bloodstream rapidly. Their livers struggle to eliminate sulfur from their system, meaning that long-term use can be dangerous.

Society and Culture

Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one place to another; they are often found traveling the galaxy as tramp freighter captains and scouts. Female Devaronians, on the other hand, are content to remain in a single location, raising the young and running the government of Devaron. The males send money back to their homeworld to support their families, but otherwise hardly ever return. The females are content with this arrangement, as they tend to view the restless males as disruptive to home life.

Names

Devaronian names are dark, complex and often guttural, with some harsher tones mixed in here and there.

  Male Names. Cir, Gremegris, Keirtihk, Kucx, Niruhk

  Female Names. Crilnuy, Ghal, Milma, Nola, Taoluel

  Surnames. Breiz, Droddost, G'vaulnel, Raokt","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Devaronians reach adulthood in their late teens and live less than a century.

Alignment. Devaronians' greediness causes them to tend toward chaotic balanced, though there are exceptions.

Size. Devaronians typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Jungle Dweller. Growing up in the jungles of Devaron has left an impact. You are proficient in Survival. Additionally, you don't treat jungle terrain as difficult terrain.

Tech Resistance. Growing up around technology leaves an impact on devaronians. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Two Livered. Devaronians have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Devaronese. Devaronese is characterized by grunts and grumbles. It is rare to hear a Devaronian speak it any where other than their homeworld of Devaron.

"},"skinColorOptions":{"value":"Red, pink, brown, or white"},"hairColorOptions":{"value":"Brown, black, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns or horn spots, long pointed ears"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Devaron"},"slanguage":{"value":"Devaronese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Devaronian","mode":"=","targetSpecific":false,"id":1,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"devaronese","mode":"+","targetSpecific":false,"id":9,"itemId":"zdVXV0I4cWy1hez4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Devaronian.webp","effects":[{"_id":"NXVgSk9AHJm492iG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Devaronian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"devaronese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Devaronian.webp","label":"Devaronian","tint":"","transfer":true}]} +{"_id":"0oJRleT6ITT9vdMx","name":"Anzellan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The anzellans are a diminutive species hailing from the secluded planet Anzella. Their eyes have floating corneal micro-lenses that allow them to see microscopic details. Anzellans are a bubbly and receptive people. They are a jovial and trusting people that tend to welcome strangers with open arms. Due to their volcanic homeworld, anzellans are also adapted towards heat. This, coupled with their small size, make them well-suited to working in compact places.

\n

Society and Culture

\n

Anzella is a tropical planet covered in thousands of small volcanic islands. Many of these islands are developed as small villages, with the largest islands designed to accommodate larger species. Anzellan culture is generally based around tourism and crafting; in fact, anzellans are renowned craftsmen due to their discerning eyesight and ability to fit into small spaces. Anzellan government is generally casual. Each village has its own governing council of rotating members; these villages act independently from one another unless their decisions would affect more than a single island. In that case, all of the councils work together to come to a planet-wide decision.

\n

Names

\n

Anzellan names are rarely longer than two syllables, with a bouncy intonation to them. Their surnames are familial.

\n

  Male Names. Babu, Gridel, Moru, Rano, Yodel

\n

  Female Names. Dibi, Fing, Nooni, Teena, Zazi

\n

  Surnames. E'ayoo, Frik, Meer, Tanni, Vrut

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.

Age. Anzellans are considered adults at ten years old. They are a short-lived species, however, that rarely lives longer than 60 years.

Alignment. Anzellans are a friendly and respectful people, which causes them to tend toward lawful light side, though there are exceptions.

Size. Anzellans stand between 1 and 2 feet tall and weigh around 10 lbs. Regardless of your position in that range, your size is Tiny.

Speed. Your base walking speed is 20 feet.

Crafters. You have proficiency in one tool of your choice.

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

Pintsized. Your tiny stature makes it hard for you to wield bigger weapons. You can't use medium or heavy shields. Additionally, you can't wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.

Puny. Anzellans are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can't add more than +3.

Small and Nimble. You are too small and fast to effectively target. You have a +1 bonus to AC, and you have advantage on Dexterity saving throws.

Tanned. You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Technician. You are proficient in the Technology skill.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, create a soothing melody for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Languages. You can speak, read, and write Galactic Basic and Anzellan. Anzellan is characterized by its bouncy sound and emphasis on alternating syllables.

","source":"Expanded Content"},"skinColorOptions":{"value":"Brown, green, or tan"},"hairColorOptions":{"value":"Black, gray, or white"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Diminutive size, wispy eyebrows"},"heightAverage":{"value":"1'0\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"3 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Anzella"},"slanguage":{"value":"Anzellan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Anzellan","mode":"=","targetSpecific":false,"id":1,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"tin","mode":"=","targetSpecific":false,"id":3,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"anzellan","mode":"+","targetSpecific":false,"id":9,"itemId":"bIEwmrB96DiRuntI","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Anzellan.webp","effects":[{"_id":"ZGdzAq1Gl4xaxDRD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Anzellan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"tin","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":20,"mode":5,"priority":5},{"key":"data.attributes.ac.value","value":1,"mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.custom","value":"Tinker's tools","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"anzellan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Anzellan.webp","label":"Anzellan","tint":"","transfer":true}]} +{"_id":"0zpe6RsrehpXTreR","name":"Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Humans are an intelligent species that originated on Coruscant but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which have five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allows for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi'leks, mon calamari, or zabraks, are referred to as \"humanoids\" because of their structural resemblance to humans.

Society and Culture

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.

Names

Humans are the most populous species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.

  Male Names. Koth, Liorz, Satapak, Tin, Vuc

  Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu

  Surnames. Jauli, Kudi, Melmi, Windu, Wobec

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

Proficiency. You gain proficiency in one skill, one tool, and one weapon of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi'lek musical expressions, chiss military phrases, and so on.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, blond, orange, brown, gray to white (usually with age)"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Biped with bilateral symmetry, opposable thumbs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Coruscant"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Human","mode":"=","targetSpecific":false,"id":1,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":4,"itemId":"w0cdUATy9TZBzZPP","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Human.webp","effects":[{"_id":"Qsqg856LCqJHnAta","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Human","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Human.webp","label":"Human","transfer":true}]} +{"_id":"1Ko3BqXgUcFiRyQl","name":"Toydarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A mammalian species of winged, stout bodied humanoids, the Toydarians have stubby facial tusks which protruded from their lower jaw and framed a short pudgy trunk. While their stubby legs can support their body weight, Toydarians' primary mode of locomotion was their use of the wings on their upper back. Though their wings can beat as fast as ten times a second, the effort burned up large amounts of energy, causing the species to need to replenish itself often through regularly eating mass quantities of food. In order to fuel this hyperactive metabolism, Toydarians eat concentrated foods and egg-seeds. Most of the bloodiest wars in their history were fought over food supplies.

Society and Culture

Despite being ruled by the Hutts, the Toydarian people are able to govern themselves free of major outside intervention through the establishment of a feudal monarchy. A ruling king sits on the planet's throne, allowing vassals to form allegiances and have minor disputes to solve their own problems. The king makes sure to keep his vassals happy and to have their allegiance, but will occasionally encourage infighting to reveal the true character of the vassals and weed out treachery. \r\n\r\nToydarians are known as shrewd businessmen.

Names

Toydarian names are fairly simple and guttural, but a few harsher elements can be found here and there. Male names are generally shorter than female names. Female names always end in a vowel.

  Male Names. Dod, Nesteddo, Tul, Zloomroo

  Female Names. Fefiffe, Lenlibo, Nugni, Zoldibu

  Surnames. Daab, Faabb, Kepo, Mitra, Vulba","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Toydarians reach adulthood at 10 and live less than a century.

Alignment. Toydarians' greedy nature causes them to tend toward chaotic balanced, though there are exceptions.

Size. Toydarians average 4 feet tall and weigh less than 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Business Savvy. A common trait of all Toydarians is their shrewd business sense and their ability to haggle any deal. A loyal and proud people, these traits could be off-putting to outsiders, as many Toydarians in the galaxy were seen as crooks or slimy businessmen, but this was not always the case. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Closed Mind. Toydarian brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Flight. You have a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic, Huttese, and Toydarian.

"},"skinColorOptions":{"value":"Blue, green, grey, or pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or green"},"distinctions":{"value":"Two wings, facial tusks, snout, three fingers and toes on appendages"},"heightAverage":{"value":"3'3\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Toydaria"},"slanguage":{"value":"Toydarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Toydarian","mode":"=","targetSpecific":false,"id":1,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":8,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"toydarian","mode":"+","targetSpecific":false,"id":9,"itemId":"EiVUpSvIoZoSRt5z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Toydarian.webp","effects":[{"_id":"uswPAoIbJ2GUTyBM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Toydarian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"toydarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Toydarian.webp","label":"Toydarian","tint":"","transfer":true}]} +{"_id":"1nGunVgBqvKkwPyA","name":"Zabrak","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zabrak are near-human, but have a number of significant physical characteristics that set them apart from baseline Humanity. The most striking of these are a series of vestigial horns that crown the heads of both males and females. These horns grow at puberty in varying patterns and signified that their rite of passage is drawing near.

In addition to their horns, another of the traits that make zabrak instantly recognizable are their facial tattoos, which are made up of thin lines received during their rite of passage. These could symbolize many things, including but not limited to family lineage, place of birth, or even a design that reflected their individual personalities.

Lastly, zabraks possess a second heart.

Society and Culture

Zabrak are often seen by most other species as being single-minded, an observation that is not terribly incorrect. This single-minded determination comes from the fact that they are a species with a strong sense of self-assuredness, confident that they are able to accomplish any task that they set out to do. However, this does not lead a zabrak to develop a sense of prideful superiority towards others. Though it is not uncommon to see competition between colonies, this is not seen as a negative. The zabraks believe that the various experiences of the different colonies only serve to add to the species' overall value throughout the galaxy.

Names

Zabrak names are usually derived from the animals living on their planet. Zabraks don't use surnames.

  Male Names. Kadro, Muraa, Neqama, Ruvroo, Xadra

  Female Names. Blostopa, Mega, Novrar, Rebroke

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Zabraks reach adulthood in their late teens and live less than a century.

Alignment. Zabraks tend toward no particular alignment. The best and worst are found among them.

Size. Zabraks stand anywhere from 5 to 7 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Coercive. You have proficiency with Persuasion or Intimidation (your choice).

Crafters. You have proficiency with with one artisan's tool of your choice.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Zabraki.

"},"skinColorOptions":{"value":"Pale to dark brown, red, orange and yellow"},"hairColorOptions":{"value":"Black, blonde, brown, red, or purple"},"eyeColorOptions":{"value":"Yellow, green, orange, brown, blue, red, or purple"},"distinctions":{"value":"Horns, two hearts, facial tattoos"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iridonia or Dathomir"},"slanguage":{"value":"Zabraki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zabrak","mode":"+","targetSpecific":false,"id":1,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zabraki","mode":"+","targetSpecific":false,"id":7,"itemId":"1kGACJMqt4pxyk1o","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zabrak.webp","effects":[{"_id":"o7n6csSMm1fhRWhM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zabrak","mode":5,"priority":20},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zabraki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zabrak.webp","label":"Zabrak","tint":"","transfer":true}]} +{"_id":"2IAh5PMX5hwrHbl7","name":"Ewok","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ewoks are sentient humanoid mammals, averaging about one meter in height, which can provide an advantage when trying to hide. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade an Ewok can get. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. Their appearance has been likened to \"little bears,\" though they are sometimes referred to as \"mini Wookiees.\"

Society and Culture

Most Ewoks live high among the trees of the forest moon, in villages built between the closely spaced trees. The basic design of a tree village has a \"Central Village\" of thatched-roof huts on the primary limbs. These huts are high enough above the ground to be out of reach of predators. Suspended bridges connect the gaps between trees, adjoining distant huts. Knotted rope ladders allow access up or down.\r\n\r\nEwoks enjoy singing and playing music during celebrations and rituals. They are resourceful and tend to make use of everything they get their hands on; they use a variety of crude drums, horns, flutes, and other instruments in their music.

Names

Ewok names are comprised of growled consonants. Female names always end in a vowel. Surnames are clan-based.

  Male Names. Coostick, Erphek, Grarphil, Moodoo

  Female Names. Booshi, Chela, Fesasha, Lipe, Ypezzi

  Surnames. Fedrimra, Jellyng, Moomrack, Trantelaa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Ewoks reach adulthood in their early teens and live about 50 years.

Alignment. Ewoks are inherently accepting, albeit naive, and tend toward the light side, though there are exceptions.

Size. Ewoks stand between 3 and 4 feet tall and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Crude Weapon Specialists. Ewoks are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon's damage suffers a -1 penalty.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Musical Culture. Ewoks incorporate music in their celebrations and rituals. You have proficiency in an instrument of your choice.

Natural Survivalist. You have proficiency in Nature and Survival.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Ewokese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Shades of white, brown, red, and black"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Furry, short stature, acute sense of smell"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Forest Moon of Endor"},"slanguage":{"value":"Ewokese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ewok","mode":"=","targetSpecific":false,"id":1,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ewokese","mode":"+","targetSpecific":false,"id":9,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"7rCK1LQZIbDjw3xG","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ewok.webp","effects":[{"_id":"jwNxli358V22lYXu","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ewok","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"ewokese","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ewok.webp","label":"Ewok","tint":"","transfer":true}]} +{"_id":"4NORCG0p2LtW6L7Q","name":"Echani","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Echani are characterized by their white skin, hair, and eyes, and their remarkable tendency to look very much alike one another to outside observers, particularly amongst family members. It is thought that their origins stem from Arkanian experimentation on the human genome, a hypothesis that could explain their physical conformity.

Society and Culture

A matriarchal, caste-based society originating from the Inner Rim world of Eshan, the echani spread to encompass a confederacy of six worlds including Bengali and Thyrsus, known as the Six Sisters, governed by the all-female Echani Command. \r\n\t\r\nEchani generals are sometimes seen by others as having the ability to predict their opponent's next move. This is no biologicial trait inherent to the species, but rather stems from the fact that combat is so ingrained into every level of echani culture; the echani hold to the idea that combat is the truest form of communication, and to know someone fully, you must fight them. While their combat rituals require complete freedom of movement and unarmed martial arts, in warfare, they tend towards light armor and melee weapons, and are considered excellent craftsmen of such.

Names

Echani names tend to lack hard consonants, but are otherwise as variable as human ones. Echani surnames are tied directly to their place in the caste system.

  Male Names. Caelian, Inarin, Losor, Uelis, Yusanis

  Female Names. Astri, Brianna, Isena, Raskta, Senriel

  Surnames. Authal, Elysi, Fenni, Kinro, Lsu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Echani reach adulthood in their late teens and live less than a century.

Alignment. Echani culture's emphasis on honor and combat cause them to tend towards lawful alignments, though there are exceptions.

Size. Echani stand between 5 and a half and 6 feet tall and weigh around 150 lbs, with little variation between them. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Allies of the Force. Whenever you make a Wisdom (Insight) check against someone you know to wield the Force, you are considered to have expertise in the Insight skill.

Unarmed Combatant. Your unarmed strikes deal 1d6 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Echani Art. If a humanoid you can see makes a melee weapon attack, you can use your reaction to make a Wisdom (Insight) check against the target's Charisma (Deception). On a success you learn one of the following traits about that creature: it's Strength, Dexterity or Constitution score; bonus to Strength, Dexterity or Constitution saving throws; armor class; or current hit points. On a failure, the target becomes immune to this feature for one day. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses on a long rest.

Combative Culture. You have proficiency in Lore and Acrobatics.

Martial Upbringing. You have proficiency in light armor, and gain proficiency with two martial vibroweapons of your choice.

Languages. You can speak, read, and write Galactic Basic and one extra language of your choice.

"},"skinColorOptions":{"value":"Pale tones"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Silver"},"distinctions":{"value":"Fair skin, white hair and eyes, remarkable familial similarity."},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+1d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Eshan"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Echani","mode":"=","targetSpecific":false,"id":1,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":8,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"RZ06rVoMQ80tK8W1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Echani.webp","effects":[{"_id":"HNBMxZCToQEy6PSr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Echani","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Echani.webp","label":"Echani","tint":"","transfer":true}]} +{"_id":"4jWAq6DnK7IgsGhX","name":"Colicoid","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Colicoids are tall insectoids that held multiple appendages. Their bodies are chitinous and include a powerful stinging tail. A colicoid's physiology allows them to curl up into a protective ball and unfurl suddenly which allow them to catch their prey unaware. This rolling method of locomotion is second nature to the colicoids. Their insectoid minds provide them a natural defense against mind tricks.

\n

Some members are colicoid queens that are different as they are more than twice the size of even the largest warrior breeds. This makes them extremely dangerous and are the only colicoids that possess a unique poisonous stinger. This combined with their strength and size makes them deadly combatants, especially when within their nests. However, a queen tends to only fight when her young are being threatened.

\n

Society and Culture

\n

Though highly intelligent, colicoids are emotionless and cannibalistic in nature. Their ruthless cunning serves them well on the battlefield as it does on the negotiating table. It is known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they are known to be brutally efficient in their business practices. They are noted for being vicious and calculating creatures that are driven by greed whilst showing little regard for others. The colicoids have numerous successful commercial ventures and hold strict business protocols.

\n

Names

\n

Colicoid names are typically very short and gender neutral, with surnames being based on the queen from which they spawned.

\n

  First Names. Gal, Het, Kaf, Lyp, Nok, Yin

\n

  Surnames. Bek, Dor, Set, Tel, Wim, Zal

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength or Constitution score increases by 1.

Age. Colicoids reach adulthood by 8 and live to be about 65.

Alignment. Colicoid's emotionless nature causes them to tend towards balanced alignments, though there are exceptions.

Size. Colicoids typically stand 6 to 6 and a half feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 25 feet.

Acute Senses. You have proficiency in the Perception skill.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Closed Mind. Colicoid brains have an unusual composition which gives them a natural defense against the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Defensive Ball. You are able to curl into a rolling ball for extra protection. When you take the Dash action while you aren't wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.

Natural Armor. Due to your carapace and the shape of your body, you are ill-suited to wearing armor. Your carapace provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Stinger. Your stinger is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Colicoid. The Colicoid language uses sounds produced by the antennae and jointed legs of the colicoids, including humming sounds and clicks, which makes it difficult for other species to speak.

"},"skinColorOptions":{"value":"Brown, green, or purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange, purple, red, or yellow"},"distinctions":{"value":"Carnivorous insectoids, four legs, defensive \"ball mode\""},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Colla IV"},"slanguage":{"value":"Colicoid"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Colicoid","mode":"=","targetSpecific":false,"id":1,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":4,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.attributes.ac.min","value":"17","mode":"=","targetSpecific":false,"id":6,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"colicoid","mode":"+","targetSpecific":false,"id":8,"itemId":"RtHXk9SkonTC4Z8L","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Colicoid.webp","effects":[{"_id":"lNQzl0PRPGz1LnkR","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Colicoid","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.min","value":17,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"colicoid","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Colicoid.webp","label":"Colicoid","tint":"","transfer":true}]} +{"_id":"65bbS4D4qSYS1bPx","name":"Aing-Tii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

BIOLOGY AND APPEARANCE

\n

The aing-tii are a species of sentient, toothless mammals who stand on two clawed feet with two spindly arms, each with three large digits. Their bodies are covered in jointed white, bony plates covered in unique painted motifs. The aing-tii head is small and juts out perpendicularly from their chest, featuring two large eyes and six long, thin, green tongues extending from their mouths. They have a long, prehensile tail. The species is incapable of producing sound and conveys information via tasting, smelling and touching each other with their tongues.

\n

SOCIETY AND CULTURE

\n

The aing-tii are native to a planet whose location in the Kathol Rift is a closely guarded secret. Although in a dangerous area of space, the majority of Aing-Tii never leave their homeworld nor have any contact with the outside world. Those who do—commonly called aing-tii warrior monks—are often xenophobic and reclusive. The monks spend their entire lives performing errands for their gods, in the hope that they will receive \"an answer\" from them. The aing-tii hate slavery, and often attack slavers who roam the Kathol Outback.

\n

While the aing-tii are Force-sensitive, they avoid wielding the Force, which they see as sacred. The aing-tii believe that everything is somehow guided by the Force. They do not believe in the light or dark sides of the Force. Instead, they hold that there are many different aspects to the Force.

\n

NAMES

\n

Aing-tii names are, in reality, non-verbal and only truly understandable via taste, smell, and touch. The few aing-tii who have been known to the outside world have used translators to convey an auditory identifier.

\n

  Male Names. Ben'Sur, Looshen'Fel, Tadar'Ro

\n

  Female Names. Kulan'Pa, Laman'So, Te'Nuriel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Aing-tii reach adulthood in their late teens and live more than a century.

\n

Alignment. Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions.

\n

Size. Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Armored Plates. You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier.

\n

Closed Mind. Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

\n

Force-Sensitive. You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Force-sensitivity, unique technology, six green tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Aing-Tii homeworld in the Kathol Rift"},"slanguage":{"value":"Non-verbal communication via taste, smell, and touch"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"Ability Score Increase":{"value":"Ability Score Increase"},"Your Wisdom score increases by 2, and your Constitution score increases by 1":{"":{"value":"Your Wisdom score increases by 2, and your Constitution score increases by 1."}},"Age":{"value":"Age"},"Aing-tii reach adulthood in their late teens and live more than a century":{"":{"value":"Aing-tii reach adulthood in their late teens and live more than a century."}},"Alignment":{"value":"Alignment"},"Aing-tii's foreign nature causes them to be hard to understand":{" Most aing-tii tend toward neutral light side, though there are exceptions":{"":{"value":"Aing-tii's foreign nature causes them to be hard to understand. Most aing-tii tend toward neutral light side, though there are exceptions."}}},"Size":{"value":"Size"},"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs":{" Regardless of your position in that range, your size is Medium":{"":{"value":"Aing-tii typically stand 6 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium."}}},"Speed":{"value":"Speed"},"Your base walking speed is 30 feet":{"":{"value":"Your base walking speed is 30 feet."}},"Armored Plates":{"value":"Armored Plates"},"You have thick armored plates":{" When you aren't wearing armor, your AC is 13 + your Dexterity modifier":{"":{"value":"You have thick armored plates. When you aren't wearing armor, your AC is 13 + your Dexterity modifier."}}},"Closed Mind":{"value":"Closed Mind"},"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers":{" You have advantage on Wisdom and Charisma saving throws against force powers":{"":{"value":"Aing-tii have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers."}}},"Force-Sensitive":{"value":"Force-Sensitive"},"You know the force push/pull at-will force power":{" Wisdom or Charisma (your choice) is your forcecasting ability for this power":{"":{"value":"You know the force push/pull at-will force power. Wisdom or Charisma (your choice) is your forcecasting ability for this power."}}},"Prehensile Tail":{"value":"Prehensile Tail"},"You have supreme control over your tail and can use it to manipulate objects as well as your hands":{"":{"value":"You have supreme control over your tail and can use it to manipulate objects as well as your hands."}},"Wisdom of the Elders":{"value":"Wisdom of the Elders"},"You are proficient in the Lore skill":{"":{"value":"You are proficient in the Lore skill."}},"Languages":{"value":"Languages"},"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii":{" However, you cannot speak or make noise verbally":{"":{"value":"You can understand, read, and write Galactic Basic, and the non-verbal communication of the aing-tii. However, you cannot speak or make noise verbally."}}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"effects":[{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":7,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":"+","targetSpecific":false,"id":8,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.details.species","value":"Aing-Tii","mode":"=","targetSpecific":false,"id":9,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":10,"itemId":"BvV56gDIilVwLcFE","active":false,"_targets":[],"label":"Attributes Armor Class Min"}],"equipActive":true,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","effects":[{"_id":"3aUdsUbBSwi6cZH0","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.languages.custom","value":"the non-verbal communication of the Aing-Tii","mode":0,"priority":0},{"key":"data.details.species","value":"Aing-Tii","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":13,"mode":4,"priority":5}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aing-Tii.webp","label":"Aing-Tii","tint":"","transfer":true}]} +{"_id":"6GCmK7Bw7jJjxnMT","name":"Muun","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Muuns are tall, gaunt humanoids with thin bodies, long limbs, and elongated hairless heads. They typically have pale pink or white skin, most likely derived from their propensity for staying indoors. Muuns have tiny ears on the middle of the sides of their heads, flat noses, and slim mouths which leads to a commonly nasally voice.

\n

Society and Culture

\n

Muuns believe in tradition, with an established culture based on intelligence and merit. A class-based hierarchy, Muuns consider the the intellectual pursuits—financiers, lawyers, engineers, diplomats, scientists—as the highest levels of society. Muun culture, and life, revolves around economics and finance. Intense competition among coworkers encourages economic growth, increased productivity, and superior work ethic. Muuns also have a fundamental respect for justice, though they typically adhere to the letter of the law rather than the spirit. Since Muuns tend to shy away from fighting and physical pursuits, Muun society relies on alternative means for their planet's protection, using vast financial resources to purchase massive floating defense platforms to defend their civilization from attack.

\n

Names

\n

Muun names are typically clear and concise, rarely containing more than two syllables, with familial surnames.

\n

  Male Names. Clu, Hego, Nix, Pors, San

\n

  Female Names. Dax, Efra, Gil, Rel, Ter

\n

  Surnames. Card, Damask, Hill, Lesser, Tonith

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Muuns reach adulthood in their late teens and live an average of a century.

Alignment. Muuns' lawful culture nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Muuns typically stand 6 and a half to 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Finance Savvy. Muun share a keen business sense and an ability to find value where others don't. Whenever you make a Charisma (Persuasion) check involving finances you are considered to have expertise in the Persuasion skill.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Three Hearts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Languages. You can speak, read, and write Galactic Basic and Muun. The Muuns' admiration of mathematics carries over into their language, which bares a striking resemblance to Binary.

"},"skinColorOptions":{"value":"Light pink or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or grey"},"distinctions":{"value":"Three hearts, long limbs, elongated heads"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Scipio"},"slanguage":{"value":"Muun"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Muun","mode":"=","targetSpecific":false,"id":1,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"muun","mode":"+","targetSpecific":false,"id":7,"itemId":"BtYRsEwkEvpcpGoj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Muun.webp","effects":[{"_id":"8gvuuKqgXs6QeD14","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Muun","mode":5,"priority":5},{"key":"data.abilities.int.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"muun","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Muun.webp","label":"Muun","transfer":true}]} +{"_id":"6Xtx9VeFamCeXo3R","name":"Kaminoan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kaminoans' evolution from aquatic creatures in the vast oceans of Kamino is reflected in their tall shape, glassy coated eyes, near luminescent skin, and long, thin necks. The almond-shaped eyes of kaminoans are also able to see color in the ultraviolet spectrum. While female kaminoans are bald, males possess headcrests and fin ridges along the rear of their small, bulbous skulls.

Society and Culture

The kaminoans see themselves as a superior form of life, but nevertheless remained polite to outsiders. To them any species seeking self-improvement is worthy of respect, but those who do not are obviously inferior; self-improvement has a central role in Kaminoan society. Through the development and mastery of selective breeding, genetics, and cloning, the kaminoans were able to overcome a cataclysm that pushed them to the brink of extinction. \n\nKaminoans live in a caste based society, determined by the color of the kaminoan's eyes. Gray eyed individuals handle administration and are considered of the highest-level caste; middle castes had yellow eyes and handle the skilled work; and lower castes had blue eyes and perform manual labor and other menial tasks. Although it is extremely rare, kaminoans are sometimes born with green eyes. Those are viewed as genetically inferior and as a threat to the kaminoans' well ordered society and as such are exterminated shortly after birth.

Names

Kaminoan names typically are composed by around two syllables and a brief surname.

  Male Names. Lama, Ni, Orun, Koa

  Female Names. Taun, Ko, Nala, Kina

  Surnames. Ha, Su, We, Sai, Wa","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1.

\n

Age. Kaminoans reach adulthood at 11 years old and live around 100 years.

\n

Alignment. Kaminoans highly organized society lead individuals to tend toward a lawful alignment, though there are exceptions.

\n

Size. Kaminoans typically stand 7 to 8 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Geneticist. You have proficiency in the Medicine skill.

\n

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

\n

Tech Dabbler. You know the temporary boost at-will tech power. Intelligence is your techcasting ability for this power. You do not require use of a wristpad for this powers.

\n

Ultraviolet Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Kaminoan. Kaminoan is characterized by its flowing water-like sound.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Grey, yellow, blue, green"},"distinctions":{"value":"Very tall, long limbs, long necks"},"heightAverage":{"value":"6'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kamino"},"slanguage":{"value":"Kaminoan, Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaminoan","mode":"=","targetSpecific":false,"id":1,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaminoan","mode":"+","targetSpecific":false,"id":8,"itemId":"PKrdvMip9Lfs98d5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","effects":[{"_id":"bAvoarff91YbaQxe","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kaminoan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaminoan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaminoan.webp","label":"Kaminoan","tint":"","transfer":true}]} +{"_id":"7G1COzmveSjLh9BF","name":"Barabel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Barabel are a bipedal species of reptilians who are covered in very tough dark colored scales. Evolved from nocturnal lizards, the Barabel adapted a thick layer of fat which allowed them to remain active and not sluggish when temperatures dropped. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. Barabel are able to shed their tails if necessary, an ability that proved the undoing of many startled foes. They also possess heavy retractable claws along with needle sharp teeth which can grow to be 2 inches in length. A carnivorous species, Barabel possess two stomachs in order to process the massive amount of food they required to survive.

\n

Society and Culture

\n

Living in low tech communities ranging from a few dozen individuals to no more than ten thousand, the Barabel community is built around a warren where the group thrives and hunted from. The Barabel species is noted for its hunting and tracking prowess; many of their actions are fueled by their hunting instincts, leading to the general feeling that Barabel are always angry. They are well known for their aggression but are also extremely loyal. They also have a great deal of respect for the Jedi because of their first experiences with a Jedi Master who settled a dangerous clan dispute. Apologies, whether for a misdeed or in sympathy, are an unknown concept to Barabel and are considered insulting.

\n

Names

\n

Barabel names are harsh and gutteral. Female names are often softer. Surnames are warren-based.

\n

  Male Names. Anidroks, Bridiz, Trurzuk, Vilzinok

\n

  Female Names. Alge, Bulzo, Ekthamo, Inako, Nolku

\n

  Surnames. Akken, Dutarca, Khigta, Srabulgid, Zhomo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age. Barabel reach adulthood in their late teens and live less than a century.

Alignment. Barabel aggression causes them to tend toward the dark side, though there are exceptions.

Size. Barabel typically stand between 6 and 7 feet tall and weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Barabel have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d4 kinetic damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter. You are proficient in Survival.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Languages. You can speak, read, and write Galactic Basic and Barabel. The Barabel language is characterized by its barks and hisses.

"},"skinColorOptions":{"value":"Black, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Four-fingered hands, two inch long teeth"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Barab I"},"slanguage":{"value":"Barabel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Barabel","mode":"=","targetSpecific":false,"id":1,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"barabel","mode":"+","targetSpecific":false,"id":10,"itemId":"EpkPitX3yM3P6cOO","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Barabel.webp","effects":[{"_id":"rZWNCSEJqZsjLbV5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Barabel","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft)","mode":2,"priority":20},{"key":"data.attributes.ac.value","value":13,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"barabel","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Barabel.webp","label":"Barabel","tint":"","transfer":true}]} +{"_id":"7NCPEwtVOqZhLciS","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp","effects":[{"_id":"bwSDTAnMbEikuqSv","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Tusken","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"slugthrower","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"tusken","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tusken.webp","label":"Tusken","tint":"","transfer":true}]} +{"_id":"7vW91tCYYT4Zlzx6","name":"Flesh Raider","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Flesh raiders are a more primitive, and more physically imposing subspecies of rakata that mutated prior to the end of the Infinite Empire. A life above ground and in caves has led the flesh raiders to lose their more amphibian traits, and are now more humanoid in their biological needs, though they seem to only be able to digest meats and flesh.\n\nFlesh raiders keep many of their ancestral rakatan features, though they have experienced a form of gigantism that has lead to their interesting appearance, that of a flat topped, spade shaped head, with blade-like eye stalks coming off the side ends of the spade. Their body structure also more closely matches that of a trandoshan or dashade, being bulky and imposing in stature, towering over most other sentient creatures.\n\nUnlike contemporary rakata, flesh raiders did not lose their ability to tap into the Force.

Society and Culture

Flesh raiders are known to form small clan structures, with a war boss in charge of the clan. Those flesh raiders who are born Force-sensitive can be found imitating a temple structure, with a powerful Force-sensitive, usually from another species, leading them. \n\nFlesh raiders still speak the rakatan language, though it has developed into a cruder variant.

Names

Flesh raider names tend to be short and concise, embodying strength and virility. Flesh raider names make no distinction between male and female names. Surnames are clan-based, though they are rarely used.

  First Names. Cha'nagh, Fashk, Gorshh, Keshk, Mar'govrok

  Surnames. Ban, Fel, Kuir, Penk, Teeshk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom or Charisma score increases by 1.

\n

Age. Flesh raiders reach adulthoood by 20 and rarely live longer than 90 years.

\n

Alignment. Flesh raiders' propensity towards war and aggression cause them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Flesh raiders typically stand between 6 and 7 feet tall and weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Contention. Due to their unique physiology, flesh raider hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Hunters. Whenever you make a Wisdom (Survival) check to hunt for food, you are considered to have expertise in the Survival skill.

\n

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Brown, pink, red, or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, dark blue, dark green"},"distinctions":{"value":"Horizontal eye stalks, horizontal spade-shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tython"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Flesh Raider","mode":"=","targetSpecific":false,"id":1,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":8,"itemId":"sJa2DfRVhsW4YREA","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","effects":[{"_id":"8kAGFyPm2CQRdUho","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Flesh Raider","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Flesh%20Raider.webp","label":"Flesh Raider","tint":"","transfer":true}]} +{"_id":"8EbNKt2DNF8QrUAf","name":"Karkarodon","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The amphibious Karkarodons have tall, slim bodies with webbed hands and feet. Their shark-like heads have pointed noses, gill slits, and many rows of razor-sharp teeth, which they use when attacking and eating. Karkarodons are skilled and fast swimmers. They attack by grabbing the target and used their jaws for ripping and tearing.

Society and Culture

Karkarodons hail from the planet Karkaris, which is located in a star system neighboring the planet Mon Cala. They harbor an intense hatred for the Mon Calamari and Quarren inhabitants. The planet is almost entirely under water, and is very uninviting to non-Karkarodons. \r\n\r\nKarkarodon culture is a warmongering, strength-based culture. Clans often fight eachother for dominance, natural resources, and to cull the weak. Each clan on the planet has a ruling triumvirate, usually comprised of venerated warriors who rule for life. When a younger Karkarodon wants to replace one of the ruling body, they challenge them to single, mortal combat. Occasionally, the challenged may spare the life of the challenger when they win, though that usually leads to resentment from the loser.\r\n\r\nKarkarodons do not believe in lying or duplicity. They believe in approaching problems head on and saying what they mean, and are generally demeaing towards those they deem their lessers.

Names

Karkarodon names are harsh and gutteral. They are generally one syllable. Surnames are clan-based rather than familial.

  Male Names. Aurb, Rend, Riff, Trak, Vour

  Female Names. Dewb, Garr, Rast, Scrat, Zend

  Surnames. Alben, Gerdall, Kibben, Tamson, Zendall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. Kakarodon reach adulthood in their early teens and live to be about 70.

Alignment. Karkarodons' warmongering nature causes them to tend toward the dark side, though there are exceptions

Size. Karkarodons stand 5 to 7 feet tall and weigh upwards of 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Amphibious. You can breathe air and water.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Hungry Jaws. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Karkaran. Karkaran is characterized by its fierce sounds.

"},"skinColorOptions":{"value":"Blue, gray, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Multiple rows of sharp teeth, powerful jaws, shark-like heads"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Karkaris"},"slanguage":{"value":"Karkaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Karkarodon","mode":"=","targetSpecific":false,"id":1,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"karkaran","mode":"+","targetSpecific":false,"id":8,"itemId":"gcxHAPaAaDaFgGSc","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","effects":[{"_id":"aWzuTfE8yN5RwMdF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Karkarodon","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"karkaran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Karkarodon.webp","label":"Karkarodon","tint":"","transfer":true}]} +{"_id":"9TcPSEjDxGswPbAV","name":"Chagrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chagrians are born as tadpoles in clutches of three or more and raised in tubs of water in a family's private home. During this time, their arms, legs, and air-breathing lungs develop. Adult Chagrians are truly amphibious, retaining their ability to breathe underwater while also able to function without difficulty in air. They also possess acute low-light vision.

\n

The average Chagrian stands taller than a Human. They are distinguished by two fleshy growths protruding from the sides of their heads, which they call lethorns. As they age, the lethorns thicken. Males also sport two horns growing from the top of their skulls. These were once used in underwater duels to attract a mate, and are seen as a sign of the males' strength and virility. Females lack the superior cranial horns, but had more pronounced and longer posterior head plates; these can reach halfway down their back. Chagrians also have very long black forked tongues.

\n

Society and Culture

\n

As a species, Chagrians are generally peaceful and law-abiding to the point of becoming stoic and obstinate. Many Chagrians are motivated only by basic desires such as sustenance, shelter, and healthcare. Chagrian government ensures that every citizen is cared and provided for, so the standard of living for the poorest Chagrian is high compared to the members of other species. Chagrians who expect violence often wear red.

\n

Names

\n

Chagrian names have a very melodic tone. Male names are typically shorter than female names. Surnames are familial.

\n

  Male Names. Bom, Chen, Fiet, Nedd, Touk

\n

  Female Names. Chavik, Dabai, Fisil, Oolya, Tinto

\n

  Surnames. Kassin, Molya, Nigna, Onirali, Treen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chagrians reach adulthood in their late teens and live an average of 75 years.

\n

Alignment. Chagrians' peace-loving nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Chagrians typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Chagri.

"},"skinColorOptions":{"value":"Light to dark blue"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns (male), lethorns, black forked tongues"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Champala"},"slanguage":{"value":"Chagri"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chagrian","mode":"=","targetSpecific":false,"id":1,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chagri","mode":"+","targetSpecific":false,"id":10,"itemId":"OeTZyxxYPu7ICMTX","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chagrian.webp","effects":[{"_id":"yGJG8HBejLZV4hB0","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chagrian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chagri","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chagrian.webp","label":"Chagrian","tint":"","transfer":true}]} +{"_id":"9eKqMBI389KkoXR2","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp","effects":[{"_id":"fJnrLKeafCg903Bd","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Selkath","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"selkatha","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Selkath.webp","label":"Selkath","tint":"","transfer":true}]} +{"_id":"AblD3LV4hRogJfnM","name":"Gran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gran can easily be identified by their three eyes and their goat-like snout. Female Gran also have three breasts. They have excellent vision, able to resolve more colors than most species, and even able to see into the infrared, thus they are able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. Gran have two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen. A single meal can take almost an entire day to finish, after that a Gran does not often need to eat for several days.

Society and Culture

The peaceful nature of Gran society is a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society. \r\n\r\nThe Grans are also very protective of their families, and were some of the most devoted parents in the galaxy. This is because of their very powerful and sensitive sight, which can sense the emotions of their mates and their children. Gran society maintains its balance by setting up strict career quotas, and making sure young Gran are educated for a specific job that best served his or her talents.

Names

Gran names typically are monosyllabic and accompanied by a surname, which is familial.

  Male Names. Ask, Dree, Ree, Pax, Nic

  Female Names. Yan, Alijia, Meeb, Sir, Zeek

  Surnames. Moe, Leem, Yees, Wix, Naaq","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Gran reach adulthood around their late teens and live up to 80 years.

Alignment. Gran highly organized society cause them to tend toward lawful alignments, though there are exceptions..

Size. Gran typically stand between 5 and 6 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Slow Metabolism. You are able to go a number of days without food equal to 3 + twice your Constitution modifier before suffering exhaustion.

Keen Sight. Through use of infrared vision, you have advantage on Wisdom (Perception) checks that rely on sight.

Reader of Hearts. Through identifying subtle variations in a target's body heat, the Gran are able to better understand their emotions and intentions. You are proficient in the Insight skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Gran. It is rare to hear Gran spoken on any world other than Kinyen.

"},"skinColorOptions":{"value":"Blue or tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, purple"},"distinctions":{"value":"Three eyes and goat-like snout"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kinyen"},"slanguage":{"value":"Gran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gran","mode":"=","targetSpecific":false,"id":1,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gran","mode":"+","targetSpecific":false,"id":8,"itemId":"uSOMaDF0wbLAz0qi","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gran.webp","effects":[{"_id":"2cpzxKWagRwrN2wf","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gran","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gran.webp","label":"Gran","tint":"","transfer":true}]} +{"_id":"AqAZpPrN330V8q1R","name":"Rishii","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Rishii are a sentient, avian species of carnivores which possess two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consist of feathered wings ending in nimble humanoid hands, capable of manipulating tools. The wings grant the Rishii the ability to fly at great speeds, which is their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight.

Society and Culture

Native to the planet Rishi, the Rishii live in loose primitive tribes, known as nests, clustered high upon the planet's mountains, away from the hot and humid lowland swamps. Each nest consists of a small number of family units led by a chieftain, with neighbouring nests respecting each others territories and living in harmony. This peaceful and accepting attitude goes beyond just other Rishii and was extended to all neighbours of a nest, including the many other species who colonise the lowlands of Rishi. Due to the unfavorable conditions found in the lowlands, the native avians do not understand the off-worlders' choice to live there, but were not opposed to their presence.

Names

As with much of their speech, Rishii names include clicks, trills, and whistles to the point that other peoples have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. Rishii names do not vary based on gender. Rishii are responsive to nicknames given by outsiders. ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Rishii reach adulthood at 10 and generally live no longer than 60 years.

Alignment. Rishii tend toward no particular alignment. The best and worst are found among them.

Size. Rishii range from 4 to 6 feet tall and generally weigh less than 130 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages. You can speak, read, and write Galactic Basic and Rishii. Rishii's clicks, trills, and whistles are difficult for outsiders to learn without the aid of a protocol droid, and so Rishii often feel comfortable speaking to eachother in the language in front of others.

"},"skinColorOptions":{"value":"Yellow"},"hairColorOptions":{"value":"Brown or white"},"eyeColorOptions":{"value":"Brown or yellow"},"distinctions":{"value":"Sound mimicry, enhanced hearing and sight"},"heightAverage":{"value":"4'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rishi"},"slanguage":{"value":"Rishii"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rishii","mode":"=","targetSpecific":false,"id":1,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rishii","mode":"+","targetSpecific":false,"id":8,"itemId":"TzmDF7YCG4Bd0Nb6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rishii.webp","effects":[{"_id":"EG1cQYESSqx7uV17","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rishii","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Flying (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rishii","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rishii.webp","label":"Rishii","tint":"","transfer":true}]} +{"_id":"BG3JpwTIiN01Hlb5","name":"Harch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Harch possess a large-fanged mouth between two prominent chelicerae, above which they have six red eyes arranged in a semicircle. The two lowest eyes are larger and roughly twice the size of the four smaller eyes. Harch walk on two legs and have six arms, with the second and third set of arm protruding from behind the first pair rather than directly above or below them. These arms are covered in thick hair and end in three-fingered hands. The Harch are distantly related to the Aqualish species and there is much debate among geneticists regarding the relationship between the Harch and the Aqualish Ualaq subspecies. However, the Harch themselves considered such discussions to be obscene.

\n

Society and Culture

\n

Not much is known about the Harch, as few of them have mingled with the galactic community, preferring to stay on Secundus Ando. Harch that leave the planet tend to have a more aspirant nature than their fellows, and often reach great heights in their chosen professions in the galaxy. Such Harch are considered outliers—most apparently care little for titles. Like the Arcona species, female Harch are seen as more domineering and aggressive than their male counterparts. It is not unheard of for a male Harch to raise entire broods of hatchlings alone.

\n

Names

\n

Harch names are not gender-specific. Harch do not use surnames.

\n

  Names. Cubach, Quixoch, Trench, Turch

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Intelligence scores increase by 1.

\n

Age. Harch reach adulthood at age 10 and can live up to 200 years.

\n

Alignment. Harch are cold, calculating beings, causing them to tend toward the dark side, though there are exceptions.

\n

Size. Harch stand around 6 feet tall and weigh between 200 and 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Bite. Your fangs are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 + your Strength modifier kinetic damage.

\n

Six-Armed. Harch have six arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

\n

Spider Climb. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing, and while climbing you always have two hands free.

\n

Venomous Fangs. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is poisoned until the end of its next turn, and you can't use this feature again until you complete a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Harchese. Harchese is discernible from other insectoid languages by a noticeable emphasis on consonants, especially the \"ch\" sound.

"},"skinColorOptions":{"value":"Pale pink"},"hairColorOptions":{"value":"Brown, black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Spider-like with six eyes, eight limbs and chelicerae"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Secundus Ando"},"slanguage":{"value":"Harchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Harch","mode":"=","targetSpecific":false,"id":1,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"harchese","mode":"+","targetSpecific":false,"id":10,"itemId":"NveRcDDsRYXbUF0W","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Harch.webp","effects":[{"_id":"fVMBhfpLgK7mYOvF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Harch","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"1","mode":2,"priority":20},{"key":"data.abilities.con.value","value":"1","mode":2,"priority":20},{"key":"data.abilities.int.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"harchese","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Harch.webp","label":"Harch","transfer":true}]} +{"_id":"CNeyp0A99mn0U0ft","name":"Hutt, Adolescent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Hutts are a massive slug-like species who have large mouths and stubby arms. They have three lungs and thick leathery skin, which is wrinkled and slimy. Hutts often have watery eyes and lack facial expressions. Their tails are supported by a skeletal spine. Despite their legendary size, hutts start out as tiny huttlets less than half a foot in height, and continually grow over the long lives.

\n

Society and Culture

\n

Most hutts are crime lords who live opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting. This is not true for all, however, as some eschew the life of a decadent, obese version of their species and prefer a more mobile existence. Hutt society is divided into families known as kajidics, a social structure that is both familial and a crime gang. Hutts are encouraged to make a name for themselves around the age of 150 while simultaneously not threatening the welfare of the clan. At around 200, they will likely stop being saved by the clan and encouraged even further to fend for themselves while benefiting the kajidic; they may even be granted a star system or two. Nomadic or kajidic-less hutts are often hunted or killed by other hutts in fear of the nomad coming to claim a territory.

\n

Names

\n

Hutt names with a suffix title as \"the Hutt\" are usually reserved for noteworthy huts, with the name of a hutt's kajidic coming before the title. Because hutts are hermaphroditic, choosing a gender at will, their names are considered androgynous.

\n

  First Names. Arok, Gorga, Jabba, Mama, Ziro

\n

  Kajidic Names. Besadii, Desilijic, Fenn'ak, Gnuda

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and two other ability scores of your choice increase by 1.

Age. Hutts are considered a child until around the age of 200 in which they are a full fledged adult. Hutts can live upwards of 900 years with even more ancient ones exceeding that.

Alignment. Hutts are selfish, greedy, and highly organized, causing them to tend toward chaotic dark side, though there are exceptions.

Size. Hutts have a unique special characteristic; from birth to death, they never stop growing. As an adolescent hutt, you typically stand between 6 and 7 feet tall and weigh at least 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 20 feet.

Closed Mind. Hutt brains have an unusual composition which made them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Natural Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Shrewd Demeanor. You have proficiency in two Intelligence, Wisdom, or Charisma skills of your choice.

Slow and Lethargic. Hutts are slow and generally incapable of moving quickly. You have disadvantage on Dexterity saving throws, and when determining your bonus to AC from your Dexterity, you can't add more than +3.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Huttese. Hutts rarely speak Galactic Basic, even though they are perfectly able; if the person with whom they are speaking doesn't understand Huttese, they are more likely to use an interpretor than deign to speak the language of lesser species.

"},"skinColorOptions":{"value":"Black, blue, brown, gold, green, purple, tan, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, gray, green, orange, turquoise, violet, or yellow"},"distinctions":{"value":"Three lungs, slug-like appearance"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"400 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Nal Hutta"},"slanguage":{"value":"Huttese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Hutt","mode":"=","targetSpecific":false,"id":1,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"20","mode":"=","targetSpecific":false,"id":4,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":5,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":7,"itemId":"f2GGkEjQBJW5Qi8e","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Hutt.webp","effects":[{"_id":"LF9pTbpX8wisnODN","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Hutt","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":20,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Hutt.webp","label":"Hutt, Adolescent","tint":"","transfer":true}]} +{"_id":"DaZekPJ9ylQidpri","name":"Abyssin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The hulking abyssin have long limbs and a single large eye chat dominates their foreheads. Typically wellmuscled, the abyssin’s stooping gait results in a slightly hunched appearance.

\n

A distinctive trait of the abyssin is their ability to heal quickly; their fast regeneration is believed to have been an adaptation to prevent fluid loss via bleeding on their desert homeworld. All cells in the abyssin body are replaced every 80 hours, and organs which typically were paired in other species appear singularly.

\n

Society and Culture

\n

A primitive tribal society, the abyssin of Byss are known as violent and brutish, and their planet is avoided by most beings in the civilized galaxy. Unstable resources on Byss do not allow for mass population growth or for the stabilization of a central government, economy or trade system.

\n

Existing simply in nomadic tribes, abyssin groups can interact peacefully with one another, though only if both groups have plentiful water and food supplies. Otherwise, they began a 'Blooding', a brawl that ends only when one tribe's warriors are all killed, captured, or incapacitated. Warriors who survive a Blooding are usually allowed to join the winning tribe once they finish their regeneration. This tradition led to some violent incidents when spacers tried to make first contact and trade with Abyssin tribes with scarce water resources, especially since the abyssin assumed the alien traders could regenerate as quickly as they did.

\n

Names

\n

There does not appear to be any distinction between male and female names for abyssin. Abyssin don't use surnames.

\n

  Names. Anami, Easym, Myo, Qawohl, Seh-run, Sidie

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

\n

Age. Abyssin reach adulthood at age 30 and can live up to 300 years thanks to their regenerative abilities.

\n

Alignment. Abyssin's violent and anarchic upbringing cause them to tend toward the dark side, though there are exceptions.

\n

Size. Abyssin stand around 6 feet tall and weigh between 200 and 400 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Rapidly Regenerative. You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

\n

Rugged Survivalist. You are proficient in the Survival skill. Additionally, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tech-Impaired. While abyssin can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit

\n

Languages. You can speak, read, and write Galactic Basic and Abyssin. Abyssin uses mainly growls and grunts that many species consider primitive. The written form of language uses only a small number of simple hieroglyphs.

"},"skinColorOptions":{"value":"Green, tan"},"hairColorOptions":{"value":"Black, turning white with age"},"eyeColorOptions":{"value":"Yellow, white"},"colorScheme":{"value":""},"distinctions":{"value":"Single eye, regenerative abilities"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"2d10\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Byss"},"slanguage":{"value":"Abyssin"},"manufacturer":{"value":""},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Abyssin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Abyssin","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"abyssin","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Abyssin.webp","label":"Abyssin","tint":"","transfer":true}]} +{"_id":"DjIk9dzlrBVaxYSO","name":"Bothan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bothans are a short species of furry humanoids. Bothans are covered in fur which shifted in response to their emotional state by way of gentle ripplings. It is this trait, named Wrendui, that betrays them when members of their kind intend to be duplicitous in their dealings with others. They possess tapered pointed ears, and both males and females were known to sport beards. Bothans are able to interbreed with the other species, though it is rare that they do so. Such hybrids somewhat resembled baseline humans with haunches, hooves, fur, pointed ears and a long tail.

\n

Society and Culture

\n

Bothan culture is guided by the philosophy and principles from the ancient text known as The Way, written by Golm Fervse'dra. In this \"Bothan Way\", the pursuit of power and influence is paramount. Thus, individual bothans put their own political and economic success above all other concerns, and as a species, bothans put their own advancement ahead of other intergalactic interests. The volume of backstabbing, subtle character assassination and political maneuvering in bothan society is dizzying, and results in many species stereotyping bothans as untrustworthy. In fact, most bothans are habitually paranoid, believing that anyone who's not working with them, is working against them. In times of crisis, the focus of bothan society shifts to a survivalist state known as \"ar'krai\". When engaged in ar'krai, all fit bothans volunteer to defend their species from impending extinction.

\n

Names

\n

Male bothan names are often tricky while female names are soft. Surnames are familial.

\n

  Male Names. Garc, Hibriak, Nith, Tramom, Ventagt

\n

  Female Names. Ceerriah, Dhaim, Gnam, Meenn, Vit

\n

  Surnames. Bwif'livi, Gra'kit, Hia'faitu, Main'dil

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Bothans reach adulthood in their late teens and live less than a century.

Alignment. Bothans' duplicitous nature causes them to tend toward the dark side, though there are exceptions.

Size. Bothans stand 4-5 feet tall and weigh under 100 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of its turns.

Shrewd. You are proficient in the Insight and Deception skills.

Languages. You can speak, read, and write Galactic Basic and Bothese. Bothese had a great influence on the forming of Galactic Basic; the two languages share many cognates.

"},"skinColorOptions":{"value":"Brown"},"hairColorOptions":{"value":"Black, brown, or gray (with age)"},"eyeColorOptions":{"value":"Brown or green"},"distinctions":{"value":"Diminutive stature, mood-sensitive fur"},"heightAverage":{"value":"4'3\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Bothawui"},"slanguage":{"value":"Bothese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Bothan","mode":"=","targetSpecific":false,"id":1,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ins.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Insight"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"bothese","mode":"+","targetSpecific":false,"id":9,"itemId":"kIHixP4V6Z5tFKg9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Bothan.webp","effects":[{"_id":"nTIwpqn8tPkjpase","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Bothan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ins.value","value":1,"mode":4,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"bothese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bothan.webp","label":"Bothan","tint":"","transfer":true}]} +{"_id":"EkNscZ0au0HEwnD0","name":"Verpine","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Verpine are thin bipedal insectoids whose heads are dominated by large compound eyes. They also have two antennae, one located behind each eye. Their hardened carapace, composed of a green chitinous substance called carahide, is as flexible as the skin of other creatures, yet tough enough to deflect a blade or even absorb a glancing blaster bolt. The Verpine circulatory system does not contain a heart.\r\n\r\nVerpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves which pick up sound. Their antennae are also sensitive to radio waves, giving Verpine the natural ability to sense and transmit radio waves to communicate with another Verpine in their language over long distances.

Society and Culture

The Verpine people hail from the Roche asteroid field, which is the fractured remnants of their home planet. The Roche live in artificial, self-sustaining environments inside these fragments.\r\n\r\nVerpine culture is oriented around crafting; they are noteworthy manufacturers of weapons, shield generators, armor, as well as personal use items such as breathing apparatuses. They are also gifted pilots.

Names

Verpine had variable naming customs. Not all Verpines adopt surnames. Male and female Verpine names do not differentiate.

  First Names. Fxz'et, Kuli, Moegid, Ss's, Zix

  Surnames. And'et, Ned'Ix, Ned'lx, Niskooen, Zes'sx","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Verpine reach adulthood in their 40's and live an average of 200 years.

Alignment. Verpine's altruistic and generous nature cause them to tend toward the light side, though there are exceptions.

Size. Verpine stand between 6 and 7 feet tall and rarely weigh more than 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Crafters. You have proficiency in one tool of your choice.

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tympanic Antennae. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within that radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Languages. You can speak, read, and write Verpine. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. You can communicate with other Verpine at distances of up to a mile using your antennae.

"},"skinColorOptions":{"value":"Green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or red"},"distinctions":{"value":"Hive-based insectoids, radio wave senses, technological aptitude, hardened carapace, short snouts, and small, toothless mouths"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Roche asteroid field"},"slanguage":{"value":"Verpine"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Verpine","mode":"=","targetSpecific":false,"id":1,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"verpine","mode":"+","targetSpecific":false,"id":9,"itemId":"S5ZJd9uueC0RncAy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Verpine.webp","effects":[{"_id":"ch1P73CKaCd3Czcy","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Verpine","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"verpine","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Verpine.webp","label":"Verpine","tint":"","transfer":true}]} +{"_id":"F9UuBjGWbhHYruGJ","name":"Clawdite","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

In their natural form, clawdites resemble reptilian humanoids, having evolved from reptomammals. They have sunken cheeks with a narrow nose, a small mouth, large eyes with slit-like pupils, and a thin line that runs down their foreheads, creasing their nose. Clawdites possess an extremely rare ability to change their appearance. They can change the color and texture of their skin and eyes, and even grow hair, to mimic other species, though they cannot add significant physical mass to their bodies.

Society and Culture

By nature, clawdites are quiet and solitary beings, often shunning the company of others unless it benefits them. Due to their nature as shapeshifters, they are often mistrusted by strangers. Consequently, they view the galaxy pragmatically, and are often harsh realists.

Not all clawdites use their shapeshifting abilities due to the pain the transformation causes. These clawdites are often inclined to remain on their homeworld of Zolan, avoiding the company of other species.

On Zolan, clawdites are feared and shunned by the zolanders, who are a deeply religious people, believing that clawdites are impure and sinful. Zolanders force clawdites to live in slums scattered across the planet.

Those clawdites who leave their homeworld tend to gravitate toward professions that celebrate their shapeshifting, such as smuggling, bounty hunting, or espionage.

Names

Clawdite names often have a rolling or hissing quality to them. Surnames are familial, though clawdites rarely use them.

  Male Names. Nuri, Pol, Renneyn, Rosat, Turman

  Female Names. Bargu, Cato, Murna, Sora, Zam

  Surnames. Durra, Noviee, Parasitti, Virten, Wesell

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and one other ability score of your choice increases by 1.

\n

Age. Clawdites reach adulthood in their early teens and live less than a century.

\n

Alignment. Clawdites' pragmatism cause them to tend towards neutral balanced, though there are exceptions.

\n

Size. Clawdites typically stand 5 to 7 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion

\n

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

\n

Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic, Clawdite, and one more language of your choice. Clawdite is characterized by its rolling sounds paired with hissing sibilants.

"},"skinColorOptions":{"value":"Green to yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, gold, or blue"},"distinctions":{"value":"Shapechanging capabilities"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zolan"},"slanguage":{"value":"Clawdite"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Clawdite","mode":"=","targetSpecific":false,"id":1,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":5,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"clawdite","mode":"+","targetSpecific":false,"id":6,"itemId":"J0MrNxK0lQbMVSIT","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Clawdite.webp","effects":[{"_id":"hd9gJJ4PBwD8kWf5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Clawdite","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"clawdite","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Clawdite.webp","label":"Clawdite","transfer":true}]} +{"_id":"FLsdj6ArEumdJ6f9","name":"Balosar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Physically similar to humans, balosars appear to be sickly and gaunt when compared with the galaxy's most common species due to the heavy pollution of their homeworld. The most striking difference between balosars and humanity is a pair of antennapalps which sprouts from underneath the thick, coarse hair on their skulls. Retractable, these atennapalps allow them to listen into the subsonic range and give the species physical intuition and preternatural reflexes, which members of the Jedi Order sometimes mistook for Force sensitivity. Balosars also possess an acute tolerance for poisonous substances, a byproduct of life on their toxic homeworld.

\n

Society and Culture

\n

Early in its history, the balosar homeworld was overrun by galactic megacorporations eager to exploit the world's lax ecological protection laws. The planet was home to the balo mushroom, a key ingredient in death sticks, one of the galaxy's most infamous narcotics. After its discovery, Balosar was wrought with corruption, addiction, and pollution from the production and usage of death sticks. Since there is little opportunity to flourish on their homeworld, balosars often leave in search of fortune elsewhere. Their natural resistance to the lethal—but not the addictive—effects of the drug encourages some to enter the death stick business.

\n

Names

\n

Balosar names have a slight exotic tinge to them—often because Balosar parents name their children while on a death stick high. Their surnames are familial.

\n

  Male Names. Barin, Elan, Fantes, Zerba

\n

  Female Names. Delaana, Ferrika, Reki, Vetyl

\n

  Surnames. Cher'dak, Mer'darro, Sel'Sabagno

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Balosars reach adulthood in their late teens and live about 70 years naturally, though death stick addiction has lead to a general decline in their lifespan.

Alignment. Balosars are notoriously cynical, selfish, and pragmatic, causing most to be neutral dark side. However, there are exceptions.

Size. Balosar stand at an average height of about 5 feet, and weigh about 115 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Hearing. Your antennapalps give you advantage on Wisdom (Perception) checks based on hearing.

Snap Senses. Through your antennapalps, you can sense incoming danger and react accordingly. When you roll for initiative, you can choose to gain advantage on the roll. Alternatively, if you are surprised, you may act normally on your first turn. Once you've used this trait, you can't use it again until you finish a short or long rest.

Spicer. You are proficient in spicer's tools.

Toxin Resistance. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and Balosur. Balosur is known by its throaty rasps and deep vocalizations, and is considered crude as a written language.

"},"skinColorOptions":{"value":"Pale"},"hairColorOptions":{"value":"Black, blond, orange, brown, white"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Antennapalps, resistance to toxins"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Balosar"},"slanguage":{"value":"Balosur"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Balosar","mode":"=","targetSpecific":false,"id":1,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"balosur","mode":"+","targetSpecific":false,"id":9,"itemId":"v95gSSuo462HMJYl","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":10,"itemId":"GcPfseXCDeXeu6az","active":false,"_targets":[],"label":"Traits Tool Prof"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Balosar.webp","effects":[{"_id":"DkWzA7SfsdXIq6aA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Balosar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"balosur","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Balosar.webp","label":"Balosar","transfer":true}]} +{"_id":"Fds0zomk8lXZrgU6","name":"Felucian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Felucians are a tall, bipedal species. Both their arms and legs end in four, large webbed digits with suction-cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian's head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.

Society and Culture

Felucians are mysterious sentient beings native to the vast fungal swamps and jungles of Felucia. Though Felucia has long been colonized, the native Felucians avoided notice by living deep in the jungle. Such seclusion was easily maintained. Even the hardiest of colonists were loath to brave the perils of the dangerous wilderness without cause.\n\nThe Felucians are an unusual, amphibious species. They are highly adapted to surviving the wilds of their home planet, and fade easily into its confusing mass of plant life. They are equally at home on land or in the water, and they traverse the swamps with ease.\n\nAll Felucians are part of a single, planetwide tribe that is broken down into smaller villages and communities, each one led by shamans and chieftains. These shamans are very strong in the Force, using it to their own ends with incredible skill.

Names

Felucian names are usually two syllables and full of hard consonants. Surnames are a combination of tribe lineage.

  Male Names. Gokkuul, Kargrek, Hagark, Ruggorn

  Female Names. Lakko, Taarell, Duuna, Frula

  Surnames. s'Gokuul, d'Lakko, s'Kargrek, d'Frula","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

\n

Age. Felucians reach adulthood in their late teens and live less than a century.

\n

Alignment. Felucians' connection to the Living Force causes them to tend toward the light side, though there are exceptions.

\n

Size. Felucians typically stand over 6 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the burst at-will Force power. When you reach 3rd level, you can cast the beast trick Force power once per day. When you reach 5th level, you can also cast the plant surge Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Amphibious. You can breathe air and water.

\n

Stealthy. You are proficient in the Stealth skill.

\n

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Languages. You can speak, read, and write Galactic Basic, Felucianese, and one more language of your choice. Felucianese is characterized by guttural, whisper-like vowels, interspersed with hard clicks.

"},"skinColorOptions":{"value":"Gray, with blue, red, or yellow markings"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Extra limb at elbow, innate Force-sensitivity"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"165 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Felucia"},"slanguage":{"value":"Felucianese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Felucian","mode":"=","targetSpecific":false,"id":1,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"felucianese","mode":"+","targetSpecific":false,"id":8,"itemId":"aMOoVFBHoKmmBPe3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Felucian.webp","effects":[{"_id":"0sYjEeYfNqJnGDdC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Felucian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"felucianese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Felucian.webp","label":"Felucian","tint":"","transfer":true}]} +{"_id":"Gjq6RTuElEIF6FZl","name":"Kubaz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Kubaz are distinctive for their short, prehensile facial snouts which were used for reaching insects within their hives. They have adapted to their sun-scorched, vegetation-deprived world by learning to survive off their world's native insect population. Filled with two rows of teeth for gnashing their food, the Kubaz trunk also functions as a highly sensitive nose. Due to living on their homeworld of Kubindi—a planet which orbits a blue star—Kubaz are highly sensitive to red wavelengths; when traveling to planets with a red or yellow star, Kubaz are forced to don protective eyewear to avoid damaging their sensitive eyes.

\n

Society and Culture

\n

The Kubazi society is based on a clan structure which dwell in underground nests. Ruled by a queen, each clan takes the name of their queen they are descended from. Developing a non-verbal language of hand gestures which indicated their intentions, Kubaz are able to speak Galactic Basic, though with a strong nasally accent. When interacting with other species, some Kubaz will share certain hand signals with non-Kubaz in order to ease communications. Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying truthfulness to a fault. Valuing art and literature with such vigor as to sometimes practice smuggling of great works, the Kubaz do not find such pursuits to be wrong or unlawful. Due to their diet on Kubindi, the Kubaz have poor relations with sentient insectile species.

\n

Names

\n

Kubaz names are usually dominated by harsher sounds, but some names lean more melodic. Surnames are clan-based.

\n

  Male Names. Shaf, Rizor, Duldril, Kurn, Schnaldiz

\n

  Female Names. Zhanro, Dizi, Tavo, Agoz, Nuzrem

\n

  Surnames. Re, Eadzan, Hai, Khu'nar, Mairvuc, Va

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Kubaz reach adulthood in their early teens and live less than a century.

Alignment. Kubaz' courteous nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Kubaz typically stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Art Obsession. Whenever you make an ability check related to the acquisition or location of art or valuables, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deft Hand. You have proficiency in one of the following skills: Deception, Sleight of Hand, or Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Slicer. You have proficiency with the Technology skill and the slicer's kit.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read, and write Galactic Basic and Kubazian. Kubazian is comprised of a unique series of whirring, nasally syllables, causing Kubaz to have a high-pitched accent when speaking other languages.

"},"skinColorOptions":{"value":"Black, dark grey, or dark green"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Prehensile snouts, protective eyewear"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kubindi"},"slanguage":{"value":"Kubazian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kubaz","mode":"=","targetSpecific":false,"id":1,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kubazian","mode":"+","targetSpecific":false,"id":10,"itemId":"nMwP2J1jYHBnvzl2","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"slic","mode":"+","targetSpecific":false,"id":11,"itemId":"CQynRq1eakOfEG2w","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kubaz.webp","effects":[{"_id":"KTMeZ69AIhp6lmIz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kubaz","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kubazian","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"slic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kubaz.webp","label":"Kubaz","tint":"","transfer":true}]} +{"_id":"HGknlHObKCHMFGzm","name":"Pau'an","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Pau'ans have large, sunken black eyes in red eye sockets and jagged, fang-like teeth used for tearing into raw meat, as they are carnivores. The species has pale, wrinkled skin, due to the fact that they lived in the sinkholes of Utapau, giving them limited access to light. These traits cause some to view them as frightening. However, Pau'ans as a society are generally friendly, and are happy to welcome guests to their often overlooked world. Pau'ans have long lifespans, living up to 700 years, much longer than the Utai. This earned them the nickname of \"Ancients\".

Society and Culture

Pau'ans fulfill most of the governmental and administrative duties on Utapau, as the utai do not desire such work, serving as laborers instead. Most pau'ans served as leaders early in their lives, often managing teams of Utai laborers. This gives them experience that will be used later in their lives. Pau'ans are kind leaders, and sympathetic to their subordinates. Each city on Utapau is controlled by a Master of Port Administration, a hereditary title reserved for pau'ans. These administrators are assisted by advisory councils for making important decisions about their city, and each administrator serves on the Utapauan Committee and oversees planetary governance. However, the committee rarely makes crucial decisions, as the cities are able to function on their own most of the time.

Names

Pau'an names are fairly simple, and generally melodic. Surnames are familial.

  Male Names. Kernul, Sivrol, Tar, Vizun, Yal, Zeolbud

  Female Names. Cas, Jevoh, Nesim, Sizil, Ten, Yofan

  Surnames. Gesat, Kluneln, Nom, Vley, Voy, Zet","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Pau'ans reach adulthood in their 30's and have been known to live up to 700 years old.

Alignment. Pau'ans' commanding presence, yet friendly and kind nature, cause them to tend to be lawful light side, though there are exceptions.

Size. Pau'ans typically stand between 6 and 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Authoritative. You have proficiency in Persuasion or Intimidation (your choice).

Cultured. You have proficiency in the Lore skill.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hypersensitive Hearing. Pau'ans possess incredibly receptive hearing, often to their detriment, so you wear special covers on your ears. Whenever you make a Wisdom (Perception) check involving hearing, you are considered to have expertise in the Perception skill, but if your hearing aids are removed, you have disadvantage on saving throws against effects that would deal sonic damage.

Vigilant. You can choose to have advantage on your next Initiative check. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Utapese. Utapese is characterized by its rigid, yet melodic sound.

"},"skinColorOptions":{"value":"Gray or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or silver"},"distinctions":{"value":"Red eye sockets, pinstriped skin, long lifespan, jagged teeth"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Utapau"},"slanguage":{"value":"Utapese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pau'an","mode":"=","targetSpecific":false,"id":1,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"utapese","mode":"+","targetSpecific":false,"id":9,"itemId":"XJSGSh67EM8wtrC7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","effects":[{"_id":"BldeMF2ddbdP09sB","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pau'an","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"utapese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pau%27an.webp","label":"Pau'an","tint":"","transfer":true}]} +{"_id":"HPp7dsA2k2F6rrpJ","name":"Weequay","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Weequays are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with a frill along each of their jowls.

Society and Culture

Weequays have the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language can not be understood by any other species, or even by Weequays of another clan. Only Jedi senses can even tell that two Weequay are communicating. Since each Weequay's pheromones are unique, Weequay have no need for a name within their clan. As a result, speech is only a secondary form of communication for Weequay, and they seldom speak a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.\r\n\r\nMale Weequay often tie their hair into a long braid each year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutts were often very close to their homeworld, and would only have one or two braids. Female Weequay were usually bald, and did not follow this tradition.

Names

Only Weequay who have to live among other clans, or among non-Weequay, take a personal name. Even then, some are simply referred to as \"Weequay\". In Weequay culture, individual identity is much less important than the clan. As long as the clan survives, a single Weequay is expendable. This results in a sometimes brutal culture.

  Male Names. Chublu, Fah, Kreakk, Og-Rollo, Yurrenn

  Female Names. Gila, Qommi, Palsa, Sex, Xelror

  Surnames. Britreg, Dlur, Klanz, Maub, Semu","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Weequay reach adulthood in their late teens and live less than a century.

Alignment. Weequay ruthlessness and greed cause them to tend toward chaotic dark side, though there are exceptions.

Size. Weequay typically stand about 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charming. You have proficiency in Deception or Persuasion.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tanned. You have tough, leathery skin. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Galactic Basic and Sriluurian. You can communicate with other Weequay without speaking through use of pheromones. Force attuned individuals can detect the communication but can't understand it.

"},"skinColorOptions":{"value":"Brown, gray, red, or yellow"},"hairColorOptions":{"value":"Black or blond"},"eyeColorOptions":{"value":"Black, gold, or gray"},"distinctions":{"value":"Tough, leathery skin that provided resistance to blasterfire"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sriluur"},"slanguage":{"value":"Sriluurian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Weequay","mode":"=","targetSpecific":false,"id":1,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"+","targetSpecific":false,"id":7,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"sriluurian","mode":"+","targetSpecific":false,"id":9,"itemId":"5QK1Z46ue8vQalOI","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Weequay.webp","effects":[{"_id":"wsSPpwrkO8w3mi04","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Weequay","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sriluurian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Weequay.webp","label":"Weequay","tint":"","transfer":true}]} +{"_id":"Hu7do9uesrgCMtcU","name":"Dug","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Dugs are slender, powerfully built beings with a somewhat humanoid build and a unique method of walking that hailed from the high gravity world Malastare. Their primary means of locomotion is their strong arms, and their lower limbs and feet were used for grappling and other fine motor manipulation. They hardly ever walk on their lower limbs. Although most Dugs may walk on all four limbs, others like to use their strong arms as legs and their feet as hands like they would normally do.

Society and Culture

Due to their oppression under their Gran rulers who colonized Malastare, many Dugs often feel the need to throw around their strength in bids to establish dominance. As a result, they are known for their ill-tempered demeanor, and many are bullying thugs.\r\n\r\nOn their homeworld of Malastare, the vast majority of Dugs are little more than laborers toiling for the enrichment of the Gran. With the species excluded from much of the power and money on Malastare, many Dugs turn to swoop racing or bounty hunting as their only means to achieve fame and fortune. In all other areas, the Dugs are exploited.

Names

Dug names are often 3 syllables long, mostly through big sounds rather than harsh tones. There are harsher tones in their names as well though, often in the forms of x's and k's. Female Dugs have softer names, but no one would call them beautiful. Surnames are usually passed down through family or clan.

  Male Names. Bawugri, Gadwouhx, Rorgukwa,

  Female Names. Bosix, Grugne, Jiwous, Pragiba,

  Surnames. Brundaare, Gninsaidi, Kedwir, Randaine","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Dugs reach adulthood in their early teens and live an average of 75 years. Their violent nature often leads to violent ends.

Alignment. Dugs' angry nature causes them to tend toward the dark side, though there are exceptions.

Size. Dugs typically stand between 3 and 4 feet tall. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Courageous. You have advantage on saving throws against being frightened.

Fisticuffs. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Fury of the Small. When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Menacing. You have proficiency in the Intimidation skill.

Strong and Small. You have a climbing speed of 25 feet.

Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Dug.

"},"skinColorOptions":{"value":"Brown, purple, gray, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Arms used as legs and legs used as arms"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Malastare"},"slanguage":{"value":"Dug"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dug","mode":"=","targetSpecific":false,"id":1,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dug","mode":"+","targetSpecific":false,"id":9,"itemId":"567S1i2cx4Cv10jT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Dug.webp","effects":[{"_id":"ZXNTACyNdeD1Y7ui","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Dug","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dug","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dug.webp","label":"Dug","tint":"","transfer":true}]} +{"_id":"I8hNCRhXjGKdIRQd","name":"Rodian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians' finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

\n

Society and Culture

\n

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

\n

Names

\n

Female names tend to be longer than male names. Surnames are familial.

\n

  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

\n

  Female Names. Heebmu, Iissi, Teezle, Whunam

\n

  Surnames. Bluchosso, Encekserr, Gieeseaagg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

\n

Age. Rodians reach adulthood in their late teens and live less than a century.

\n

Alignment. Rodian culture's violent focus causes them to tend toward the dark side, though there are exceptions.

\n

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adept Climbers. You have a climbing speed of 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with each other using pheromones. Force-sensitives can detect this communication, though they can't understand it.

"},"skinColorOptions":{"value":"Blue, green, purple, turquoise, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, green, purple, or red"},"distinctions":{"value":"Large and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rodia"},"slanguage":{"value":"Rodese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rodian","mode":"=","targetSpecific":false,"id":1,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rodese","mode":"+","targetSpecific":false,"id":11,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rodian.webp","effects":[{"_id":"FUiWLoJwaDtoE4pp","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rodian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rodese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rodian.webp","label":"Rodian","tint":"","transfer":true}]} +{"_id":"IPYHZqFMtkAJvukq","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp","effects":[{"_id":"NSowTSCKpURLCCPz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Sullustan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sullustese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sullustan.webp","label":"Sullustan","tint":"","transfer":true}]} +{"_id":"ItxosdHkHW7TaV7g","name":"Pyke","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A sentient species, the pykes are humanoid, although slimmer and taller than most humans. They have two long, lanky legs, and two arms that end in three-fingered hands. Their heads are large and elongated, with a tapered skull and an undersized face, a feature which some other species find unsettling. Pykes had two narrow, almond-shaped eyes which could be magenta or blue in color.

Society and Culture

Pykes hail from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah view both the population and terrain as unwelcoming. The pyke homeworld serves as the headquarters of the Pyke Syndicate, a criminal dealership within the Spice Cartel that operates in the criminal underworld distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relies on smugglers and freighter captains to complete the dangerous Kessel Run. The Pyke Syndicate almost completely controls the production of raw spice in the galaxy, while maintaining tentative alliances with other criminal organizations throughout the galaxy, such as the Black Sun and the Crimson Dawn.

Names

Pyke names are often influenced by naming conventions of other species, with their rarely-used surnames being familial.

  Male Names. Dor, Eife, Qalo, Thok, Zret

  Female Names. Gali, Taela, Shethni, Vent, Zeeren

  Surnames. Kemtol, Nek, Pyke, Safet, Welkor ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Pykes reach adulthood in their late teens and live less than a century.

Alignment. Due to their underhanded nature, Pykes tend toward the dark side, though there are exceptions.

Size. Pykes typically stand 6 to 6 and a half feet tall and generally weigh about 155 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Mercantile. You have proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Spicer. You are proficient in spicer's kit.

Languages. You can speak, read, and write Galactic Basic and Pyke. The Pyke language is characterized by its multisyllable grunts.

"},"skinColorOptions":{"value":"Gray or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, magenta, or purple"},"distinctions":{"value":"Elongated, tapered skull with an undersized face"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Oba Diah"},"slanguage":{"value":"Pyke"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pyke","mode":"=","targetSpecific":false,"id":1,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"pyke","mode":"+","targetSpecific":false,"id":8,"itemId":"3ghjeRzy8m5bGmlQ","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"spice","mode":"+","targetSpecific":false,"id":9,"itemId":"PZ4DzYK4FOjbAInS","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pyke.webp","effects":[{"_id":"wixQFe7jP8tKTN3Q","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pyke","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pyke","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"spice","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pyke.webp","label":"Pyke","tint":"","transfer":true}]} +{"_id":"J1SdNT4wlTuf0jeV","name":"Ardennian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ardennians are sentient humanoid simians hailing from the tropical paradise of Ardennia. They are covered in fur from head to their wrists and ankles, with brown and grey being the most common fur colors. Ardennians sport four arms and prehensile feet. All six of their limbs are equally dexterous.

\n

Society and Culture

\n

The Ardennian people themselves are a friendly communal species that are well known for welcoming visitors and inviting newcomers to traditional feasts and dances on the sandy beaches of Ardennia. Rural Ardiennan's live in modern tree-villages in the thick, dim jungle canopy on the majority of the islands. Ground level accommodations are available for off world visitors even in the smaller villages. Most off-worlders stay in the large modern resort complexes which boast having miles of private beaches or in the modern cities. Several large cities exist, scattered around the world, which typically encompass an entire island or a series of smaller islands joined together.

\n

Ardennia's distance from the main hyperlanes makes it one of the lesser-known vacation destinations, but it's a popular one for those who don't mind the extra travel time. Some affluent visitors prefer the solitude that Ardennia offers, and occasionally end up purchasing one of the smaller islands to build their own home. Ardennia is notable for having the most beach per square meter in the galaxy.

\n

Names

\n

Ardennians' names are typically concise and rarely more than two syllables, with a familal surname.

\n

  Male Names. Rio, Jakar, Hul, Lup, Quil, Jerno

\n

  Female Names. Rac, Bras, Nuc, Kua, Karta, Sanya

\n

  Surnames. Betal, Durant, Jabut, Karon, Rambuan

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Ardennians reach adulthood in their late teens and live less than a century.

Alignment. Ardennians' peaceful nature causes them to tend toward the light side, though there are exceptions.

Size. Ardennians typically stand 4 to 4 and a half feet tall and weigh around 60 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Four-Armed. Ardennians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Jungle Dweller. Growing up in the tree-villages of Ardennia has left an impact. You don't treat jungle terrain as difficult terrain.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Prehensile Feet. You have supreme control over your feet and can use them to manipulate objects as well as your hands.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Galactic Basic and Ardennian. Ardennian has a bubbly, energizing tone to it.

"},"skinColorOptions":{"value":"Brown or black"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Brown or black"},"distinctions":{"value":"Four arms, fur-covered, prehensile feet"},"heightAverage":{"value":"3'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Ardennia"},"slanguage":{"value":"Adrennian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Ardennian","mode":"=","targetSpecific":false,"id":1,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ardennian","mode":"+","targetSpecific":false,"id":9,"itemId":"N0nQEW5WU61tfyIg","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ardennian.webp","effects":[{"_id":"abUBIqj4EjIoc7yP","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ardennian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.cha.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ardennian","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Ardennian.webp","label":"Ardennian","transfer":true}]} +{"_id":"J1TpSh87GNNbODSD","name":"Iktotchi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Iktotchi do not have hair, but rather they had a very resistant skin which protected them from the violent winds which crossed the satellite. Both males and females have down-curved cranial horns, which gave them an aggressive aspect. The males' horns are generally a little larger, a remnant from their mountain-dwelling, caprinaen ancestors. The horns are able to regenerate if damaged.

Society and Culture

The Iktotchi are a fiercely guarded and isolationist species - vaunted for their ability to hide their feelings and bury any semblance of emotion. Originating on the harsh, windy moon of Iktotch, which orbits the planet Iktotchon in the Expansion Region, the Iktotch are gifted with precognition, and are courted as often by Jedi as by pirates for their skills.\r\n\r\nIktotchi society is a stratified society. Upward mobility is both possible and encouraged. Iktotchi are an outwardly dispassionate people, which is evidenced by their culture. They have a robust legal system, and suffer little crime. Iktotchi are respectful of cultures other than their own and can easily integrate with others.\r\n\r\nIktotchi who distinguish themselves often earn a titular nickname, by which they are referred to in place of their name. Generally, this is done by accomplishing a remarkable feat that benefits the Iktotchi as whole.

Names

Iktotchi names are generally two syllables. Surnames are familial. Respected Iktotchi often adopt a nickname, which they use in place of their birth name.

  Male Names. Dilnam, Imruth, Kashkil, Yellam

  Female Names. Kemkal, Onyeth, Reshu, Zorlu

  Surnames. Hevil, Kaawi, Mimir, Nudaal, Zelend","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

Age. Iktotchi reach adulthood in their late teens and live less than a century.

Alignment. Iktotchi are lawful and tend toward the light side, though there are exceptions.

Size. Iktotchi typically stand between 5 and 6 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Precognition. You can see brief fragments of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Horns. Your horns are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

Pilot. You have proficiency in the Piloting skill.

Languages. You can speak, read, and write Galactic Basic and Iktotchese.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horns, precognition, telepathy, thick pink skin"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Iktotch, moon of Iktotchon"},"slanguage":{"value":"Iktotchese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Iktotchi","mode":"=","targetSpecific":false,"id":1,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"iktotchese","mode":"+","targetSpecific":false,"id":8,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"UZKrP5BCcEle7QSh","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","effects":[{"_id":"MAjUMql3tivJTfVO","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Iktotchi","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"iktotchese","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Iktotchi.webp","label":"Iktotchi","tint":"","transfer":true}]} +{"_id":"JSedMznxmJ0oxLEC","name":"Zeltron","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Zeltrons are one of the few near-human species that differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possess two biological traits of note. The first is that they all produce potent pheromones, similar to the Falleen species, which enhanced their attractiveness and likeability. The second is a limited telepathic ability, used to project emotions onto others, as well as allowing them to read and even feel the emotions of others; some Zeltrons have been hired by the Exchange for this ability. Because of their telepathic ability, positive emotions such as happiness, love and pleasure are very important to them, while negative ones such as anger, fear, or depression are shunned.

Society and Culture

Zeltron culture is highly influenced by sexuality and the pursuit of pleasure in general. Most of their art and literature is devoted to the subject, producing some of the raciest pieces in the galaxy. Zeltrons are known to dress in wildly colorful or revealing attire. It's common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.

Names

Zeltron names often have an air of mystique to them, to evoke sensuality. For a Zeltron, a beautiful face is nothing without an equally beautiful name. It's not uncommon for a Zeltron to forsake their familial surname in favor of a more attractive-sounding one.

  Male Names. Marruc, Bahb, Rahulh, Demagol

  Female Names. Lyshaa, Dani, Vianna, Chantique

  Surnames. D'Pow, Blue, Duare, Sapphire","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Zeltron reach adulthood in their late teens and live about 80 years.

Alignment. Zeltron are a deeply sensual, hedonistic species, causing them to tend toward chaotic balanced or dark side alignments, though there are exceptions.

Size. Zeltron tend to be slender and statuesque, typically standing between 5 and 6 feet tall and rarely weighing more than 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Charismatic. You have proficiency with Deception or Persuasion (your choice).

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Natural Empathy. Zeltron's limited telepathy allow them to sense mood shifts in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Two Livered. Zeltron have two livers, which makes them adept at filtering toxins. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Light pink to deep crimson"},"hairColorOptions":{"value":"Blue, brown, pink, or red"},"eyeColorOptions":{"value":"Hazel, silver, amber"},"distinctions":{"value":"Capable of producing powerful pheromones"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zeltros"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zeltron","mode":"=","targetSpecific":false,"id":1,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":6,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"TSnP7ODGs6vIPQNe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zeltron.webp","effects":[{"_id":"67J2jENh3a5uydk3","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zeltron","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zeltron.webp","label":"Zeltron","tint":"","transfer":true}]} +{"_id":"Jd2GxYyKaNqjCZi3","name":"Gamorrean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Although a typical Gamorrean is squat, green, and heavily built not all shared these characteristics. Most Gamorreans have a dark greenish coloration over a large portion of their bodies; however skin coloration does vary, particularly among females, with light skinned and two-toned pigmentation not uncommon. Black, brown, pinkish yellow, and even a rare white pigmentation are possible. Males tended to have less skin variation and had a greater tendency towards dark green skin perhaps because of their higher exposure to the radiation of the Gamorr Star. Eye coloration varied evenly between gold-yellow, blue, black and brown. The Gamorreans generally put no importance on skin or eye coloration although there were some superstitions linked to certain markings.

Society and Culture

Gamorreans are organized into clans ruled by a male warlord and his wife, who was the most powerful of the clan matrons. While the warlord and his boars are solely concerned with preparing and participating in battle with rival clans, the matrons of the clan performed all the productive work including farming, hunting, manufacturing, and running businesses. Since the amount of available arable land on Gamorr is scarce, clans often lay claim to the same piece of land, and they spend their time fighting over possession.

Names

Gamorrean names are very gutteral and rough. Male names are typically one syllable while females are two. Surnames are based on clan affiliation rather than family.

  Male Names. Ark, Blarrp, Blubrak, Cuab, Shos

  Female Names. Dabrisz, Mernoos, Ogreb, Tagorq

  Surnames. Doofnarq, Griks, Lurc, Poogmokk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Gamorreans reach adulthood in their early teens and live no more than 70 years.

Alignment. Gamorrean culture causes them to tend toward chaos, though there are exceptions.

Size. Gamorreans typically stand between 5 and 6 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Gamorrean Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have advantage on Constitution saving throws.

Gamorrean Weaponry. You have proficiency with the vibroaxe, vibromace, and vibrosword.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Gamorrese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Gamorrese is characterized by its grunts and squeals, and its writing is a crude, pictographic style.

"},"skinColorOptions":{"value":"Black, brown, green, pink, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, brown, or gold"},"distinctions":{"value":"Porcine humanoids with tusks and horns"},"heightAverage":{"value":"4'10\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"150 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Gamorr"},"slanguage":{"value":"Gamorrese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gamorrean","mode":"=","targetSpecific":false,"id":1,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroaxe","mode":"+","targetSpecific":false,"id":6,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":7,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrosword","mode":"+","targetSpecific":false,"id":8,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gamorrese","mode":"+","targetSpecific":false,"id":10,"itemId":"87QccMKAhEf21q3z","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","effects":[{"_id":"teRJPynVl1RXWsN8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gamorrean","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.con.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"vibroaxe","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrosword","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gamorrese","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Gamorrean.webp","label":"Gamorrean","transfer":true}]} +{"_id":"KBHYZtLs1Ks9rFpP","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp","effects":[{"_id":"JaGRpRTJPdMx0P4C","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ithorian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.dr.value","value":"acid","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ithorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ithorian.webp","label":"Ithorian","tint":"","transfer":true}]} +{"_id":"KMbDB6cUneupJ0kw","name":"Jawa","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Jawas are easily identifiable by their traditional brown hooded robes, though it is not unheard of for them to wear other colors. Other notable features included their glowing yellow eyes, small stature and high pitched, quickly spoken language called Jawaese. Underneath their robes, jawas appear to be gaunt, rodent-like creatures, with shrunken faces and yellow eyes.

Society and Culture

Jawas are a communal, compulsive scavenger species who spend most of their life devoted to scavenging the deserts of Tatooine in search of any scrap metal, droid or mechanical part left behind from millennia of star travel and technological advancement. Most non-jawas regard the jawas as scavengers and thieves, a description that most jawas actually find pleasing.

The jawa's unofficial motto is not to look for uses in a salvaged item, but rather to imagine someone else who might find a use for it. This is evidenced in their endless search for wares with which to trade with almost any being jawas encounter. They have an instinctive feel for machinery and electronics, notorious for knowing how to get a piece of equipment functioning just well enough to sell.

Names

Jawa names are quickly spoken, complex, and often misunderstood. Jawas who spend the majority of their time around other species respond well to nicknames. Male and female names do not significantly deviate. Surnames are clan based.

  Male Names. Bilvu, Mnak, Penk, Plin, Vih

  Female Names. Bahimos, Kola, Levu, Rhovi, Uvet

  Surnames. Kkejenem, M'avoe, Tjoteelt, Wiamoel

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

\n

Age. Jawas are considered adults when they make their first sale and live less than a century.

\n

Alignment. Jawas tendency to steal and swindle causes them to tend towards the dark side, though there are exceptions.

\n

Size. Jawas stand around 3 to 4 feet tall and weigh about 40 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Tech Dabbler. You know the ion blast at-will tech power. When you reach 3rd level, you can cast the repair droid tech power once per day. When you reach 5th level, you can also cast the hold droid tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Thieves. You have proficiency in Sleight of Hand.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause a small electrical fire. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Jawaese. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Jawaese blends quickly spoken, semi-meaningless syllables with scents to be understood.

"},"skinColorOptions":{"value":"Black"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Diminutive stature, mechanical aptitude, thieving nature"},"heightAverage":{"value":"2'9\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Jawaese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Jawa","mode":"=","targetSpecific":false,"id":1,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.slt.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Skills Sleight of Hand"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"jawaese","mode":"+","targetSpecific":false,"id":9,"itemId":"vcONUajhg6OJXHkK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Jawa.webp","effects":[{"_id":"7xmo1x6YCPktrmG7","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Jawa","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.slt.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"jawaese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Jawa.webp","label":"Jawa","tint":"","transfer":true}]} +{"_id":"Kmloql13bK29DwDC","name":"Pa'lowick","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The pa'lowick are a species of humanoid amphibians who live in the coastal salt marshes of Lowick. They have compact but rotund midsections that top a pair of long, spindly legs ending in anisodactylic feet—three toes pointing forward, one back. This configuration, combined with their powerful lungs, enabled them to swim. The most prominent feature of pa'lowick physiology is their prehensile snout, which ends in a pair of pouty, human-like lips. Pa'lowick are also born with sharp tusks, which some lose by middle age.

\n

Society and Culture

\n

Pa'lowick live in large, independent communities with a feudal system of government. Many pa'lowick become fishers or hunters, as their biology allows. Songs and stories are the most treasured aspect of pa'lowick culture. Pa'lowick music runs the gamut of genres and subjects, although religious music is particularly common. Cultural heritage, such as history, genealogy, and parables, is largely passed down orally. Every Pa'lowick community has a dedicated storyteller; the esteem afforded this individual makes the position a coveted one. Large lungs make the Pa'lowick hearty singers and affords at least some members of the species the ability to scream loudly and disarm opponents in combat.

\n

Names

\n

Pa'lowick names tend to grow longer as the family tree grows older, with each generation adding a few syllables they are fond of.

\n

  Male Names. Loran, Jelanto, Neeamesh, Samoos

\n

  Female Names. Larisselle, Rensilla, Sy, Tripika

\n

  Surnames. Chatrunis, Dym, Geeci, Snootles

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Pa'lowick reach adulthood in their late teens and live about 75 years.

Alignment. Pa'lowick enjoy a raucous good time, causing them to tend toward chaotic light side, though there are exceptions.

Size. Pa'lowick stand about 5 feet tall, and weigh approximately 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Pa'lowick have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Proud Performer. Pa'lowick are best known for the energy they can bring to a singing performance. Whenever you make a Charisma (Performance) check involving singing, you are considered to have expertise in the Performance skill.

Snout. You have supreme control over your snout and can use it to manipulate objects as well as your hands. Additionally, your snout is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d4 + your Strength modifier kinetic damage.

Sonic Scream. You can use your action to violently expel air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Lowickese. Lowickese requires the user to purse their lips and blow air, and is considered amusing by other species.

"},"skinColorOptions":{"value":"Generally tan and greenish hues"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, gray, red-orange"},"distinctions":{"value":"Long snout, bulbous body on thin legs"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lbs."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lowick"},"slanguage":{"value":"Lowickese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Pa'lowick","mode":"=","targetSpecific":false,"id":1,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lowickese","mode":"+","targetSpecific":false,"id":8,"itemId":"sW49GVw2YC3LATdF","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","effects":[{"_id":"DOEcD2uiPDNcMRRg","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Pa'lowick","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lowickese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Pa%27lowick.webp","label":"Pa'lowick","tint":"","transfer":true}]} +{"_id":"MWFxtQCMBc3jup1g","name":"Draethos","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Draethos possess large teeth, which grow outside of their mouths. Coupled with their lack of lips, this leads to the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retain an interstitial web between the fingers. Their fingers end in narrow tips which resemble claws. They possess low-light vision, springing from their cave-dwelling ancestors.\r\n\r\nDraethos possess a limited telepathy, granting the ability to communicate with any sentient being. The ability is limited to communication; a Draethos can not invade the thoughts of others.

Society and Culture

Partly due to their long lives, Draethos society was slow to evolve and relies heavily on tradition. The Draethos' culture is warrior-based, and those living on the homeworld are expected to demonstrate their martial or hunting prowess. Life on Draethos is harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors are perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Those who make a conscious decision to abandon the way of the warrior are exiled to seek a new life among aliens. Consequently, despite their reputation as fierce combatants, most Draethos encountered offworld are peaceful and intellectual.

Names

Due to their lack of lips, Draethos names typically lack hard consonants. Surnames are familial.

  Male Names. Odan, Gyeto, Hurl, Jan, Talon

  Female Names. Gillen, Teria, Kat'h, Yul, Aswe

  Surnames. Urr, Slyter, Qelu'tlapa, Ayahu, Jek","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Draethos reach adulthood around their late teens and live up to 800 years.

Alignment. Draethos tend toward no particular alignment. The best and worst are found among them.

Size. Draethos typically stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Way of the Warrior. You have proficiency with light and medium armor as well as vibroblades and vibroswords.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Draethos. Draethos is characterized by its flurry of cacophonous sighs and clicks.

"},"skinColorOptions":{"value":"Grey, pink, blue, purple, black"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, red"},"distinctions":{"value":"Four fingers, large teeth, telepathy, long life spans"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Draethos"},"slanguage":{"value":"Draethos"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Draethos","mode":"+","targetSpecific":false,"id":1,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblades","mode":"+","targetSpecific":false,"id":9,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroswords","mode":"+","targetSpecific":false,"id":10,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":11,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"draethos","mode":"+","targetSpecific":false,"id":13,"itemId":"bYH9lwZH0EwtyEqT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Draethos.webp","effects":[{"_id":"DaTT7sarcU9c5FXa","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Draethos","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblades","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroswords","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"draethos","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Draethos.webp","label":"Draethos","tint":"","transfer":true}]} +{"_id":"MeyHudiUEttT3lbs","name":"Aleena","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Aleena are short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena's bodies are long compared to their short arms and stubby legs. Warm-blooded reptiles, they possess exceptional reflexes as well as a fast metabolism which allow them to convert food into energy very rapidly in order to escape predators on their harsh home planet.

\n

Society and Culture

\n

Aleena are social and tend to thrive best in with close-knit teams if not with their own kind. They develop strong loyalties to friends and protect those they care about fiercely. Due to their inborn curiosity, the aleena are stereotypically galactic travelers, tourists in every sense. This, combined with their strong dedication to their relatives, results in aleena families traveling even to most unusual and dangerous locations just to see its sights. The appearance of aleena family walking through an intergalactic metropolis is a common sight on many planets. The aleena's love of sports and particularly, adventure and thrill sports, draw many into the galactic community. Most who enter professional classes are experts or diplomats.

\n

Aleena settlements are small, and most individuals are part of a single lineage, or tahiko. The chief of each tahiko leads the community and represents their wishes to the planetary advisory body. The advisory body elects a king to govern the planet. This indivisdual is generally revered as a religious figure tasked with officiating at all religious ceremonies.

\n

Names

\n

Aleena names are generally short and guttural, with longer names being saved for royalty. Surnames are based on their tahiko or tribal lineage.

\n

  Male Names. Batts, Gratz, Wakka, Zakan, Zetts

\n

  Female Names. Arkei, Harza, Sutci, Tsuon, Yenn

\n

  Surnames. Anares, Kylar, Ors, Practes, Targae

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Aleena reach adulthood in their late teens and live to be about 80.

\n

Alignment. Aleena's benevolent yet curious nature causes them to tend toward chaotic light side, though there are exceptions.

\n

Size. Aleena typically stand 2 and a half to 3 feet tall and generally weigh about 35 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier. Additionally, as a bonus action, you can perform a special bite attack. On a hit, the target suffers the attack's normal effects, you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

\n

Cosmopolitan. You have proficiency in Lore.

\n

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

\n

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

\n

Racer's Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled but before the GM determines if you have passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Undersized. Your small stature makes it hard for you to wield large weapons. You cannot use heavy shields. Additionally, you cannot use martial weapons with the two-handed property unless it also has the light property, and, if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Aleena. Aleena is characterized by its use of short syllables and energetic movements to convey urgency and emotion.

"},"skinColorOptions":{"value":"Blue, gray, purple, tan"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue"},"distinctions":{"value":"Short stature, scaly skin, crested head"},"heightAverage":{"value":"2'1\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Aleen"},"slanguage":{"value":"Aleena"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aleena","mode":"+","targetSpecific":false,"id":1,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"aleena","mode":"+","targetSpecific":false,"id":8,"itemId":"N5NXHGq5qTMu5TvX","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aleena.webp","effects":[{"_id":"UCJDsDHBIg6vcQ2j","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Aleena","mode":5,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aleena","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aleena.webp","label":"Aleena","tint":"","transfer":true}]} +{"_id":"MwFmitcVaUqDkfE5","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp","effects":[{"_id":"Z2nTY93aynxgDvrZ","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Besalisk","mode":5,"priority":5},{"key":"data.abilities.str.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"besalisk","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Besalisk.webp","label":"Besalisk","transfer":true}]} +{"_id":"NozhYlrC9USKAn5n","name":"Noghri","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Noghri are a primitive humanoid species hailed from the planet Honoghr with steely gray-blue skin that are renowned assassins. A natural gift for stealth and hand-to-hand combat, Noghri are efficient killing machines with their rending claws and strong olfactory sense that can often determine familial lineage. Their smaller size belies their ruthlessness and potent hunting skills.

Society and Culture

Noghri culture relies heavily on honor, with society being clan-based, revolving around the Dukha, a community center in each village. The greatest strength of the Noghri stems from their loyalty and secrecy; when a Noghri takes a job, they always fulfill it, even if it would result in their death. As such, they make exceptional, albeit expensive bodyguards.\r\n\r\nNoghri are loathe to fight with weapons larger than small daggers, believing combat to be a personal celebration to be sullied by use of heavier weapons. As such, it is rare (though not impossible) to see a Noghri wielding a weapon larger than their forearm.\r\n\r\nEach Noghri clan village centers around the Dukha, with each clan being led by a Dynast. The Dukha is inhabited by the clan's Maitrakh, who functions as the storyteller, spiritual leader, and lore keep of the clan.

Names

Noghri names vary from short to long, with female names being typically softer. Surnames are clan-based.

  Male Names. Cakhmaim, Ezrakh, Khabarakh, Rukh

  Female Names. Cilnaas, Edvir, Kahr'corvh, Meewalh

  Surnames. Bakh'tor, Eikh'mir, Hakh'khar, Khim'bar","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Noghri reach adulthood in their late teens and live less than a century.

Alignment. Noghri's honorable society causes them to tend toward a lawful alignment, though there are exceptions.

Size. Noghri typically stand about 5 feet tall and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hunter. You are proficient in Survival and Stealth.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Powerful Leap. If you jump at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Honorghran. Honorghran is characterized by its scratchy, gutteral sounds.

"},"skinColorOptions":{"value":"Bluish-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown"},"distinctions":{"value":"Advanced olfactory senses, claws, hunting prowess."},"heightAverage":{"value":"4'5\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Honoghr"},"slanguage":{"value":"Honoghran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Noghri","mode":"=","targetSpecific":false,"id":1,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"honoghran","mode":"+","targetSpecific":false,"id":9,"itemId":"4B2cMO1qxaLGtPSE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Noghri.webp","effects":[{"_id":"osToSGRyw3lDaFpz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Noghri","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"honoghran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Noghri.webp","label":"Noghri","tint":"","transfer":true}]} +{"_id":"OdjOKSh6X96jZUtd","name":"Trandoshan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Trandoshans are a large, bipedal sentient species, with scaly skin which was shed roughly once every standard year and was thought to be very durable. Cold-blooded reptiles, trandoshans had two super-sensitive varied color eyes with horizontal black pupils, which could see far into the infrared range. Each of their four limbs ends in three razor sharp claws. These are perfect for combat, but did not grant them manual dexterity, making a trandoshan's finger movements somewhat clumsy and awkward.

Society and Culture

Trandoshans worship their goddess, the Scorekeeper, whom they would appease through acts which increased their Jagannath points. This is done by living a lifestyle which was, by non-trandoshan standards, overtly aggressive, leading many trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prize wookiee pelts, which consequently play a large part in earning Jagannath points-capturing the pelts of particularly infamous wookiees would give the hunter a large increase in Jagganath points. To be shamed or captured during a hunt would zero one's Jagganath points-effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score.

Names

Trandoshan names are quite harsh and contain a lot of elongated sounds, as well as a lot of s's. Differences between male and female names are often very subtle, but there is a higher chance for female names to contain softer sounds.

  Male Names. Bossk, Tshyrrng, Varrsk, Wuikkekss

  Female Names. Aksa, Idwiks, Kluks, Mezuus, Shokss

  Surnames. Dallosss, Druc, Groqisch, Hsac, Nausdot","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Trandoshans reach adulthood in their early teens and rarely live to be older than 70.

Alignment. Trandoshans tend toward the dark side, though there are exceptions.

Size. Trandoshans stand as tall as 7 and a half feet and can weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Saving Face. Trandoshans are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Galactic Basic and Dosh. Dosh is characterized by its harsh grunts, hisses and growls, and its written form that used alphabetic glyphs.

"},"skinColorOptions":{"value":"Green, yellow, brown, orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange"},"distinctions":{"value":"Reptilian, scaly skin, regenerative properties"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Trandosha"},"slanguage":{"value":"Dosh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Trandoshan","mode":"=","targetSpecific":false,"id":1,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"dosh","mode":"+","targetSpecific":false,"id":7,"itemId":"jH3OrTNFYwwm7aqf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","effects":[{"_id":"cGgWnQNhESjlOFmW","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Trandoshan","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dosh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Trandoshan.webp","label":"Trandoshan","tint":"","transfer":true}]} +{"_id":"OnTyonwuborXrYND","name":"Neimoidian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Neimoidians are distant genetic relatives of the duros and retain many similarities to them, including basic form, noseless faces, and green-blue skin (though neimoidians tend to be grayer). Their eyes also have pupils that split horizontally, and they are distinguished by small lumps on their foreheads and down-turned mouths. Instead of noses, they have olfactory glands underneath their eyes. These genetic differences are attributed to the distinct features of their homeworld, Neimoidia, including its gravity, which is markedly heavier than duro.

Society and Culture

Neimoidians spend their formative years as puny grubs in the communal hives of Neimoidia, until the age of seven standard years. They are knowingly neglected by being given limited amounts of food. This way, the weaker individuals are weeded out, while the most acquisitive grubs hoard more food than they can eat by themselves. Neimoidian education ensures the survival of the greediest. Neimoidians place tremendous value on wealth and material possessions, and would go to great lengths to gain money and power. This has resulted in a stereotype of neimoidians being greedy and cowardly. While not all neimoidians are easily intimidated, many prefer to avoid direct combat.

Names

Neimoidian names are usually short and easy to pronounce, to make them more memorable to other species that approach them as consumers. Their surnames are familial.

  Male Names. Lok, Gap, Krinit, Mar, Nute

  Female Names. Bu, Fia, Feza, Vissi

  Surnames. Dod, How, Kethe, Preelli, Tuuk ","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Neimoidians reach adulthood in their 20s and live about 150 years.

Alignment. Neimoidians' greedy nature causes them to tend toward the dark side, though there are exceptions.

Size. Neimoidians typically stand around 6 feet tall and generally weigh about 135 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Smooth Talker. You have proficiency in Deception and Persuasion.

Wealthy. During character creation, you start with additional credits equal to your level x your proficiency bonus x 1,000 cr.

Languages. You can speak, read, and write Galactic Basic and Pak Pak. Pak Pak is often considered an elegant-sounding language by those who hear it. It consists of husky sighs and guttural ululations.

"},"skinColorOptions":{"value":"Green-gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Dark red or pink"},"distinctions":{"value":"Horizontal pupils, noseless"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Neimoidia"},"slanguage":{"value":"Pak Pak"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Neimoidian","mode":"=","targetSpecific":false,"id":1,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.dec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Deception"},{"modSpecKey":"data.skills.per.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[],"label":"Skills Persuasion"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"pakpak","mode":"+","targetSpecific":false,"id":10,"itemId":"mqZxImhQ61jDbhap","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","effects":[{"_id":"E7qqfFWMBQ7OcQ4y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Neimoidian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.dec.value","value":1,"mode":4,"priority":20},{"key":"data.skills.per.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"pakpak","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Neimoidian.webp","label":"Neimoidian","tint":"","transfer":true}]} +{"_id":"P4PLZDxUpK4bYPcH","name":"Thisspiasian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Thisspiasians are easily recognized by their abundant beards and their long tails, which often reach over six feet. These tails are very strong and are commonly used to carry large objects. When meditating or at rest, a thisspiasian will coil their tail beneath their torso, reducing their height by several feet. They also possess four arms, with the upper set being stronger and larger. Each of their four hands have five fingers, and each finger is tipped with a long, sturdy claw. It is thought unsophisticated or unseemly by upper-class thisspiasians to have the bottom two visible in public, so they are generally hidden from sight via larger garments, with the smaller limbs sometimes even bound to their bodies. Thisspiasians need very little sleep to function normally, resting for only two hours a day, with brief meditative moments scattered throughout the day to refocus.

Society and Culture

Thisspiasian culture is one of proud warriors who keep their emotions well-concealed and their rages checked. Many outsiders see only a thisspiasian's outward facade of tranquility, and to most being it seems as if thisspiasians existed in a sea of calm. This is far from the truth, however, as they are in truth a very passionate species below the surface. A thisspiasian who doesn't meditate as often as they should will often be prone to otherwise atypical emotional outbursts.\r\n\r\nThisspias is ruled by a hereditary leader called the Blood Monarch. Due to their seemingly archaic ruling structure, thisspiasians are often considered out-of-touch.

Names

Thisspiasian names typically are composed of two similar sounding syllables. Surnames are familial.

  First Names. Annak, Effed, Emmet, Gorro, Koto

  Surnames. Albarn, Braibel, Kirsingr, Raledurn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. Thisspiasians reach adulthood in their 20s and often live more than a century.

Alignment. Thisspiasians' emotional composure causes them to tend toward lawful alignments, though there are exceptions.

Size. Thisspiasians typically stand 5 to 6 and a half feet tall and generally weigh about 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Thisspiasians have long claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Cultured. You have proficiency in the Lore skill.

Four-Armed. Thisspiasians have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Inscrutable. Your calm demeanor and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

Trance. Thisspiasians only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Thisspiasian. Thisspiasian is a complex language characterized by its interlocking sentences and heavy use of sibilants.

"},"skinColorOptions":{"value":"Pale to green"},"hairColorOptions":{"value":"Black, blond, brown, grey, or white (with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Four arms, serpentine, large beards"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"250 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Thisspias"},"slanguage":{"value":"Thisspiasian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Thisspiasian","mode":"=","targetSpecific":false,"id":1,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"thisspiasian","mode":"+","targetSpecific":false,"id":8,"itemId":"yYOjgkoTgApRxRXj","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","effects":[{"_id":"4WoMle31KAvAHxvk","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Thisspiasian","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"thisspiasian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Thisspiasian.webp","label":"Thisspiasian","tint":"","transfer":true}]} +{"_id":"Qy6kCMCZrhXYomQN","name":"Esh-Kha","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Esh-kha are a gray-skinned humanoid species with equine features, including muzzles and digitigrade legs. They also have small black eyes. 

\n

Society and Culture

\n

In terms of society, their race's culture resembles that of a hive society though each individual retain their own thoughts and aspirations yet all being bred for a specific role that they were eager to fulfill. A caste system is present amongst the esh-kha which included Force-sensitive simple minded savants, more numerous skilled determined warriors that watched over them and finally the patriarchs that acted as leaders who provided their wisdom as well as decisions to their entire people. Esh-kha appear to outsiders as a savage violent species that care only for the destruction of all other races. This hatred for other sentient species is believed to had stemmed from their tightly-knit hive-like society. It is suspected that the esh-kha are simply unable to tolerate or even adapt to the existence of thinking of outsiders who only suffered their wrath. Their race only turns violent against one another in the most extreme of circumstances.

\n

Names

\n

Whilst their kind are individuals, esh-kha are not named at birth but instead earn their names through their actions. An esh-kha that displayed great skill in battle could be called \"Swift Blade\", or maybe \"Deadly Cutter\" or some other such name. It is believed that this partly explained an esh-kha's zeal in battle with young warriors seeking not only victory but an opportunity to lay claim to a name and forge their own identity. Esh-kha do not use surnames, as they believe they are one family.

\n

  Names. Bleeding Yell, Dormant Heart, Blue Survivor, Ancient Cull, Sharp Grip, Running Sun, Flame Walker

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength or Wisdom score increases by 2, and your Constitution score increases by 1.

\n

Age. Esh-kha reach adulthood in their early teens and live less than a century.

\n

Alignment. The esh-kha's stubborn and racially-centric mindsets cause them to tend toward lawful balanced, though there are exceptions.

\n

Size. Esh-kha typically stand 6 to 6 and a half feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. 

\n

Force-Sensitive. You know your choice of the turbulence, Force disarm, or slow at-will force powers. Your forcecasting ability is Wisdom or Charisma (depending on power alignment). 

\n

Inquisitive. You have proficiency in the Investigation skill. 

\n

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

\n

Skill Versatility. You gain proficiency in one skill of your choice.

\n

Weapon Training. You have proficiency in two vibroweapons or blasters of your choice.

\n

Languages. You can speak, read, and write Galactic Basic and Kharan. Kharan contains many metaphorical expressions when translated to Galactic Basic. The language has many comparisons to music and singing, such as a galactic government being compared to a chorus.

"},"skinColorOptions":{"value":"Gray or tan"},"hairColorOptions":{"value":"Gray"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Horizontal head protrusions"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown, Belsavis (adopted)"},"slanguage":{"value":"Kharan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Esh-kha","mode":"=","targetSpecific":false,"id":1,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.inv.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Skills Investigation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"kharan","mode":"+","targetSpecific":false,"id":8,"itemId":"SNbSlwagTE0HcMVv","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","effects":[{"_id":"aUdPMqzH9ntC1KQB","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Esh-kha","mode":5,"priority":5},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.inv.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kharan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Esh-Kha.webp","label":"Esh-Kha","tint":"","transfer":true}]} +{"_id":"R6vKa6xVoFx3Xlc9","name":"Cerean","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cereans' enlarged skulls, extending above their foreheads, house complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helps them to ponder two sides of an issue at once. It also enables them to process information and solve problems rapidly and provides a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tend to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which works in harmony with nature. Though the quick-thinking Cereans have equally quick reflexes, they are commonly not as well coordinated as humans.

\n

Society and Culture

\n

Cereans developed a low-tech society on their homeworld and prefer to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet is home to many Outsider Citadels where it is permissible to use offworld technology, though it could not be removed from the Citadel. Meditation is a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions are eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporate these crystals into their lightsabers, providing great focus, even during intense physical combat.

\n

Names

\n

Cerean male first names are often hyphenated, while females are not. Surnames are familial.

\n

  Male Names. Ji-Cheelia, Ki-Adi, Pick-toh, Sauli-Fanz

\n

  Female Names. Dreash, Kilniavy, Melm, Rharoth

\n

  Surnames. Codux, Emkom, Kyureft, Lonnik, Mundi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Cereans reach adulthood in their late teens and live less than a century.

Alignment. Cereans' altruistic nature causes them to tend toward the light side, though there are exceptions.

Size. Cereans typically stand between 6 and 7 feet tall and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Intuitive Initiative. You can choose to reroll Initiative checks, but you must use the new roll.

Closed Mind. Cereans have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.

Perceptive. You have proficiency in Perception.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Trance. Cereans don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Cerean.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Blond, brown, or white (usually with age)"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Cone-like skull, binary brain"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cerea"},"slanguage":{"value":"Cerean"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cerean","mode":"=","targetSpecific":false,"id":1,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"cerean","mode":"+","targetSpecific":false,"id":8,"itemId":"o0xFuy1f4GP9YGHo","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cerean.webp","effects":[{"_id":"BhqpYkxEEUvVs0Z2","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Cerean","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cerean","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cerean.webp","label":"Cerean","tint":"","transfer":true}]} +{"_id":"SXH7ppVPG6mbgTgH","name":"Quarren","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Quarren are squid-like with four facial tentacles which protrude from their lower jaw. They have a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they are strong swimmers. They are also bipedal beings that can walk and sit upright. In the two long protrusions that extended from either side of their faces, Quarren have gill-like structures that are actually hearing organs. The Quarren are also capable of spitting out clouds of ink as a defensive measure.

\n

Society and Culture

\n

Quarren are a very self-centered and proud species, almost to the point of being xenophobic, would coincides with their isolationist behavior. Quarren find Humans to be very crude beings and think Galactic Basic to be very cumbersome and unsuitable for speech. The Quarren instead speak their native language more frequently. The Quarren are conservative and practical in their thinking, yet they reminisce more than they look to the future. The Quarren are isolationist, preferring to stay in the depths of the oceans of their homeworld. However, some Quarren make their living in the galaxy as business managers and accountants. The Quarren diligently mine metal ore from the deepest parts of the ocean, where they live deep beneath the waves. Their cities stretch far below the surface.

\n

Names

\n

Quarren names are typically harsh. Male and female names do not significantly deviate. Surnames are familial.

\n

  Names. Bagker, Jujon, Kibkyl, Qiockish, Yuntoz

\n

  Surnames. Chobnek, Geeckol, Nukranx, Tsastanx

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Quarren reach adulthood in their late teens and live less than a century.

Alignment. Quarren desire for equal rights causes them to tend toward balanced, though there are exceptions.

Size. Quarren typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Climb. You have a climbing speed of 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ink Cloud. You can use your action to expel ink in a 10-foot cone. When you do so, each creature in the area of the exhalation must make a Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature is blinded until the end of its next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain one use of this feature when you finish a long rest.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Quarrenese. The Quarrenese language is characterized by its garbled nature that evokes an image of speaking underwater.

"},"skinColorOptions":{"value":"Orange, pink, purple, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue or green"},"distinctions":{"value":"Four tentacles that protrude from their jaws, finned or suction-cup tipped fingers, able to spit out clouds of ink in defense"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Quarrenese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Quarren","mode":"=","targetSpecific":false,"id":1,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"quarrenese","mode":"+","targetSpecific":false,"id":10,"itemId":"UJ5jfoXCFcJhswvT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Quarren.webp","effects":[{"_id":"IS0m3cc1VZFBsy2j","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Quarren","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"quarrenese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Quarren.webp","label":"Quarren","tint":"","transfer":true}]} +{"_id":"StGq0JexcXdP14rC","name":"Twi'lek","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Twi'leks are usually thin, although corpulent individuals were known to exist. Twi'leks are omnivores; this diet is essential given that food is scarce on their homeworld, Ryloth. Twi'leks possess multiple stomachs, an unusual trait that enables them to eat almost any food. When traveling off their homeworld, twi'leks rarely refused food, which frequently leads to obesity among starfarers. Twi'lek society also associates obesity as a sign of affluence and success.

\n

Society and Culture

\n

The natural grace and exotic beauty of the female twi'leks make them a popular target among slave traders. Slavery is the main currency of Ryloth. Some see it as a chance to make money by kidnapping or selling orphaned children, while others see slavery as a way of saving children from growing up in Ryloth's harsh environment. A number of twi'leks believe that slavery is an efficient way to proliferate their species and preserve their culture, as the twi'leks lack their own means of inter-planetary travel. Regardless of how it came about, many twi'leks live as slaves or entertainers and are considered status symbols, especially the females of rarer skin hues. Twi'leks that manage to escape from captivity usually turned to a life of thievery or prostitution, with both genders making use of their powers of seduction.

\n

Names

\n

Twi'lek names combine their first name and a clan name into a single name, rather than having a separate surname.

\n

  Male Names. Ecrizsati, Gaj'mogos, Ukelweko

\n

  Female Names. Arag'mure, Oanicfuba, Unaecripi

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Twi'leks reach adulthood in their late teens and live less than a century.

Alignment. Twi'leks harsh upbringing cause them to tend toward the dark side, though there are exceptions.

Size. Twi'leks stand between 5 and 7 feet tall and weigh up to 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elegant Dancers. You have proficiency with the Performance skill.

Natural Antitoxins. You have advantage on saving throws against poison and disease, and you have resistance against poison damage (explained in Chapter 9).

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Twi'leki. You can communicate non-verbally with other twi'leks through a complex language of subtle head-tail motions.

"},"skinColorOptions":{"value":"Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or striped"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, brown, green, hazel, orange, pink, purple, or yellow"},"distinctions":{"value":"Lekku, sharp claw-like nails, males often file their teeth to points"},"heightAverage":{"value":"5'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ryloth"},"slanguage":{"value":"Twi'leki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Twi'lek","mode":"=","targetSpecific":false,"id":1,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":8,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"twi'leki","mode":"+","targetSpecific":false,"id":10,"itemId":"pwkipuJbTpCnrD8S","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","effects":[{"_id":"v6ifgRQtYJRSYhEh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Twi'lek","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"twi'leki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Twi_lek.webp","label":"Twi'lek","tint":"","transfer":true}]} +{"_id":"TFrj7iVecepailNm","name":"Herglic","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The herglic are a massive race of creatures descended from aquatic mammals, breathing though a blowhole on top of their heads. They are tall and wide, and have smooth, hairless skin that ranged in color from pale blue to black, though some rare individuals may appear pink or have white markings on their sides. Their girth tends to leave them feeling out of place among smaller species; herglic tend to take up two chairs or fill the entire doorway of any establishment they enter that does not cater to beings their size.

Society and Culture

The herglics are very technologically advanced, developing space flight and hyperdrives and colonizing their sector of the galaxy prior to the formation of the Galactic Republic. Natural explorers and traders, they sailed the cosmos establishing crucial trade routes and gaining prestige. Despite their size, herglic are surprisingly dexterous while working with tools, and are some of the finest engineers in the galaxy. \r\n\r\nHerglics have an inquisitive but practical nature, enjoying travel and having exotic experiences. Their perpetually calm demeanor helps them interact with most other species peacefully, though when dealing with smaller species, herglics tend to become nervous and self-conscious about their proportions. They also seem to have an innate predeliction for gambling and games of chance, which have gotten more than one herglic into trouble on several occasions.

Names

Male names are typically harsher sounding than female names. Herglics rarely use surnames.

  Male Names. Biglu, Melchi, Sehvorah

  Female Names. Mahg-Raet, Seese, Uddn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Herglic reach adulthood in their late teens and live up to 120 years.

Alignment. Herglics' gentle nature causes them to tend toward the light side, though there are exceptions.

Size. Herglic stand between 6 and 8 feet tall and weigh up to 600 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Herglese. Herglese has a clear and commanding cadence, drawing the attention of those who hear it.

"},"skinColorOptions":{"value":"Black, gray, pale blue, pale pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Aquatic organs, massive size"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Giju"},"slanguage":{"value":"Herglese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Herglic","mode":"=","targetSpecific":false,"id":1,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"herglese","mode":"+","targetSpecific":false,"id":9,"itemId":"x7v8z6q9o5kv3GU3","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Herglic.webp","effects":[{"_id":"YD22dYhkmmoTaN4S","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Herglic","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"herglese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Herglic.webp","label":"Herglic","tint":"","transfer":true}]} +{"_id":"TgDW7AxuVGsLnBC6","name":"Chironian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The chironian lower body has four legs, similar to that of a horse, and each ends in a dainty, cloven hoof. A chironian can sit down by folding his or her horse-like legs underneath the body. Chironians can also kick backward with both hind legs; this strong kick is sufficient to knock over other beings. A chironian's pace can vary between a walk, a canter, and a gallop.

\n

Each year, chironian heads grows two horns above the temples. These horns start as small knobs covered by red-furred velvet: a vascular tissue. Once the knobs have grown sufficiently, they break through the velvet naturally, emerging as transparent horns, as bright as diamond, cool to the touch and with smooth ridges. However, if the velvet is cut artificially, chironians can die from the injury. Over time, the horns grow long and sharp enough that adolescent chironians can use them to gore opponents.

\n

Society and Culture

\n

Chironians express emotions through the mannerisms of their hooves: when impatient, they stamp them; when excited, they tap them in a quick dance, or canter in a spot. The centauriforms frequently shake their heads and manes, and when angry, their faces flush a deeper shade. Young chironians, when frightened, are known to rub or press their velvet-covered horns against the foreheads of other beings to whom they are emotionally close.

\n

Names

\n

Chironian names are soft and melodic, despite the thick nature of their native language. Important family names are passed down through generations. They don't use surnames.

\n

  Male Names. Jefin, Slaturn, Cinall, Leathes

\n

  Female Names. Olachi, Luna, Sinall, Trespen

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

\n

Age. Chironians reach adulthood in their late teens and live less than a century.

\n

Alignment. Chironians tend toward no particular alignment. The best and worst are found among them.

\n

Size. Chironians typically stand 6 to 8 feet tall and generally weigh about 600 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 40 feet.

\n

Cultured. You have proficiency in the Lore skill.

\n

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

\n

Hooves and Horns. Your hooves (and depending on your age, horns) are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Powerful Charge. If you move at least 10 feet in a straight line before hitting with a melee weapon attack, you can attempt to shove the target prone as part of the same attack. Once you use this trait, you can't use it again until you finish a short or long rest.

\n

Languages. You can speak, read, and write Galactic Basic and Chironan. Chironan is characterized by its soft, melodic sounds.

"},"skinColorOptions":{"value":"Brown, gold, or red"},"hairColorOptions":{"value":"Black, brown, gold, or red"},"eyeColorOptions":{"value":"Red to gold"},"distinctions":{"value":"Two transparent horns, centauriform"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"450 lb."},"weightRollMod":{"value":"x(2d8) lb."},"homeworld":{"value":"Chiron"},"slanguage":{"value":"Chironan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chironian","mode":"=","targetSpecific":false,"id":1,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"40","mode":"=","targetSpecific":false,"id":5,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chironan","mode":"+","targetSpecific":false,"id":8,"itemId":"xo2vDhI2cVyxlEgy","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chironian.webp","effects":[{"_id":"uSpdcXpfTiwyupUD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chironian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":40,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chironan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chironian.webp","label":"Chironian","tint":"","transfer":true}]} +{"_id":"TtEsfJc5Z27H9KoL","name":"Gand","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Gand are sentient, stocky humanoids whose insectoid bodies are covered in a chitinous exoskeleton. The natural armor allow the Gand to shrug off injuries that would cripple most other species. The exoskeleton provides extra protection in the clavicle region, which prevented most nerve or pressure-point strikes to the neck and shoulders. In addition, Gands have the remarkable ability to regrow lost limbs. If a Gand is dismembered, it can regrow a lost limb in a few days.

\n

Society and Culture

\n

Gand society places heavy importance on the achievements of an individual and holds that an individual has no name, and thus no worth, until he or she proves otherwise. The speech patterns of Gands utilize third-person self-reference within each level of identity earned. Young or unproven Gands are all called \"Gand,\" as they are considered merely aspects of the same whole. Major accomplishments earn the use of a family surname. Mastering a skill, such as becoming a findsman, allows for the use of the given name, all with third-person self-reference. This manner of speaking is common within the spoken and written Gand language but is more predominant when a Gand speaks Basic; it is often a source of amusement to outsiders.

\n

Names

\n

Until a Gand has earned the use of a name, they go simply by the term \"Gand.\" Gand speak in the third person and refer to themselves by name. Often, when a Gand feels shamed, they will stop referring to themselves by their name and revert to calling themselves \"Gand\" until they prove themselves again. Male and female names are not distinct.

\n

  First Names. C'nyir, Dash, Iglid, Kyuffax, T'rix

\n

  Surname. Diqlu, Krakee, Praafri, Quudya, Zooq

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.

Age. Gand reach adulthood when they earn their name, which is usually in their teens, and live to be about 70 on average.

Alignment. Gand tend toward no particular alignment. The best and worst are found among them.

Size. Gand stand 4 to 6 feet tall and weigh around 100 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Exoskeleton. You have a thick exoskeleton. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Gand Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).

Lungless. Gand do not have lungs, and therefore do not need to breathe.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Gand. The Gand language does not use pronouns as Gand refer to themselves in the third person, so often Gand who speak Galactic Basic are difficult to understand.

"},"skinColorOptions":{"value":"Varying shades of brown, green, and purple"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, green, or silver"},"distinctions":{"value":"Exoskeletons, three-fingered hands"},"heightAverage":{"value":"4'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Gand"},"slanguage":{"value":"Gand"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gand","mode":"=","targetSpecific":false,"id":1,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"poison","mode":"+","targetSpecific":false,"id":7,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gand","mode":"+","targetSpecific":false,"id":9,"itemId":"8K1ukONfKYTqLYj4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gand.webp","effects":[{"_id":"sfGWShWGtQCdHlHC","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gand","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gand","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gand.webp","label":"Gand","tint":"","transfer":true}]} +{"_id":"UbArDQU5Xi6M4QZ1","name":"Mon Calamari","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The mon calamari are a bipedal, amphibious species with high-domed heads, webbed hands and large, goggle-like eyes. In addition to being webbed, the mon calamari hand presents three suction-cup like holes on its palm, and featured five claw-tipped fingers: one opposable thumb, two long middle fingers, and two very short outer fingers. Although they are shaped like flippers, their feet can nevertheless fit into boots designed for human-like feet. The females are distinguished from the males by their more prominent chest areas.

Society and Culture

The mon calamari have developed a very advanced and civilized culture. Their art, music, literature, and science show a creativity surpassed by few in the galaxy. Mon calamari literature depicts stars as islands in a galactic sea, showing a passionate longing to explore space and discover other civilizations. Mon Calamari are both soft-spoken and gentle, slow to anger, and have the remarkable ability to maintain their concentration without being distracted by emotional responses. They are both inquisitive and creative, and have a near-legendary quality of being both determined and dedicated; once a mon calamari decides on a course of action, they are not easily swayed from that decision. They often fixate themselves on \"lost causes.\"

Names

Mon calamari names generally have a melodic feel.

  Male Names. Creaz, Fior, Hurneerth, Nurrins, Sielpa

  Female Names. Afwa, Lel, Mhirim, Ri, Theya

  Surnames. Dualda, Gradi, Tua, Valec, Winab

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence or Wisdom score increases by 1.

\n

Age. Mon calamari reach adulthood in their late teens and live less than a century.

\n

Alignment. Mon calamaris' love of the arts cause them to tend toward the light side, though there are exceptions.

\n

Size. Mon calamari stand between 5 and 6 feet tall and rarely weigh more than 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Mon Calamari Resistance. You have advantage on saving throws against effects that grant the slowed condition and you have resistance against cold damage (explained in chapter 9).

\n

Musical. You have proficiency in one musical instrument of your choice.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic, Mon Cal, and one language of your choice.

"},"skinColorOptions":{"value":"Reddish brown, brown, red, cyan, mottle, salmon, gold, blue, grey, or white"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow, orange, blue, or gray"},"distinctions":{"value":"Large, goggle-like eyes, high-domed heads, webbed hands"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mon Cala"},"slanguage":{"value":"Mon Cal"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mon Calamari","mode":"=","targetSpecific":false,"id":1,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":2,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":3,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":5,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":6,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Tool Prof"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"moncal","mode":"+","targetSpecific":false,"id":9,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":10,"itemId":"ct5x6lNWNOOAH9c0","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","effects":[{"_id":"N9qNmjh0vP0dzWIA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mon Calamari","mode":5,"priority":5},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"moncal","mode":0,"priority":0},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Mon%20Calamari.webp","label":"Mon Calamari","transfer":true}]} +{"_id":"UuwVjc8TV4pJLZuS","name":"Ryn","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Their homeworld long lost from memory and time, the ryn are a humanoid race of musicians, vagabonds and travelers. The ryn's bodies are covered in soft, short fur, with a head of white hair which is matched by a tuft of hair at the end of their long prehensile tails, excellent for grasping things. Very uniquely ryn in nature, are their beak-like noses that contain fluted holes. These holes allow the ryn to play their 'beaks' like flutes. This talent has been used to communicate between ryn and has uniquely been observed in communication with droids.

\n

Society and Culture

\n

Wanderlust consumes the ryn. The ryn are a nomadic species, their original homeworld forgotten, even to them. They cannot abide confinement and constraint, and they itch to move on shortly after they arrive in a new place. Due to their homelessness, musical talent, natural secrecy, and avoidance of written records, ryn developed a nomadic culture and a reputation for confidence games, leaving many species prejudiced against them. In some sectors it is legal to enslave or hunt ryn. Their language is outlawed in many locations, and a large number of ryn women are used as slave breeding stock. They claim that sabaac, the popular card game that took the place of Pazaak in terms of card game prominence, is derived from their use of it as a fortune telling tool in their auguries. These auguries are today favored by hutts, who have a superstitious belief in the card tellings. A peculiar habit is that a ryn cannot sleep in the same location twice.

\n

Names

\n

Ryn names have a very melodic tone, taking cues from many different languages from across the galaxy. Ryn do not use surnames.

\n

  Male Names. Corfat, Dirygat, Garya, Nemagary

\n

  Female Names. Cogesama, Giani, Gypopha, Simeti

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence or Charisma score increases by 2, and your Dexterity score increases by 1.

\n

Age. Ryn reach adulthood in their early teens and live about 80 years.

\n

Alignment. Ryn's superstitious and solitary nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Ryn typically stand 4 and a half to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Con Artist. You have proficiency in one gaming set of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Divination. Whether through mystical divination or sheer luck, you can turn failures into successes. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

\n

Eternal Nomads. You have proficiency in Lore or Survival (your choice).

\n

Musical. You have proficiency in Performance and one musical instrument of your choice.

\n

Prehensile Tail. You have supreme control over your tail and can use it to manipulate objects as well as your hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ryn. Ryn uses tones and inflections and is easily described as melodious by anyone who hears it. You can communicate with droids and other ryn without using words through the use of your beak.

"},"skinColorOptions":{"value":"Blue, black, green, purple"},"hairColorOptions":{"value":"Light brown to white"},"eyeColorOptions":{"value":"Amber, blue, brown, or green"},"distinctions":{"value":"Long tails, beak-like noses"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"75 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Unknown"},"slanguage":{"value":"Ryn"},"source":"Expanded Content"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ryn.webp","effects":[{"_id":"XGMDXcDtlSfQQgFZ","flags":{"dae":{"transfer":false}},"changes":[{"key":"data.details.species","value":"Ryn","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":0,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"ryn","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ryn.webp","label":"Ryn","tint":"","transfer":false}]} +{"_id":"V2xyBCIhUUJXxfMV","name":"Lasat","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A humanoid sentient species, Lasats are notable for their impressive height, strength, and agility, with their muscular digitigrade legs enabling them to run faster, jump higher and farther, and move more quietly than humans. Their large finger pads and prehensile toes assist them in climbing. In addition, their large eyes and ears afford them superior sight and hearing over humans. They had the strength to open a powered-down blast door. A height of two meters tall was considered below-average for a Lasat.

Society and Culture

Lasat society is held together by a long-standing oral tradition, featuring clever and stealthy heroes. Within the species, those with fighting skills are highly respected, often being members of the Lasan High Honor Guard, a group of highly trained, highly intelligent warriors sworn to protect their homeworld of Lira San. Bo-rifles are a long-standing tradition in Lasat culture, used exclusively by the Honor Guard of Lasan. The warrior way of the Lasat is the Boosahn Keeraw. When a Lasat is bested by a superior opponent in combat, they would give them their weapon.\n\nFacial hair is an important status symbol in Lasat culture. Those with green eyes and prominent purple stripes are considered to be attractive by others of their species. Juvenile Lasat are noted to climb tree branches.

Names

Lasat names tend to be melodic, with the occasionally harsh tone sprinkled in. Surnames are born by communities within Lasat culture rather than individual families.

  Male Names. Brob, Drim, Krus, Parred, Volares

  Female Names. Denazo, Gume, Hado, Zanisa

  Surnames. Dragarr, Ellias, Krod, Roleb, Vuzan","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Lasats reach adulthood in their late teens and live less than a century.

\n

Alignment. Lasat' honorable tendences cause them to tend toward lawful light side, though there are exceptions.

\n

Size. Lasats tower over other species, averaging 7 feet tall and weighing over 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Bo-rifle Training. You have proficiency with blaster rifles and vibrostaffs.

\n

Climbing. You have a climbing speed of 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Keen Hearing and Sight. You have advantage on Wisdom (Perception) checks that rely on hearing or sight.

\n

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

\n

Languages. You can speak, read, and write Galactic Basic and Lasat, a language whose r's are difficult to replicate by most other species.

"},"skinColorOptions":{"value":"Grey or purple"},"hairColorOptions":{"value":"Purple or grey (with age)"},"eyeColorOptions":{"value":"Green"},"distinctions":{"value":"Impressive height, strength, and agility"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"160 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lira San"},"slanguage":{"value":"Lasat"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lasat","mode":"=","targetSpecific":false,"id":1,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifles","mode":"+","targetSpecific":false,"id":6,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":"+","targetSpecific":false,"id":7,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lasat","mode":"+","targetSpecific":false,"id":11,"itemId":"q7E8r2IDJeFxjta4","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lasat.webp","effects":[{"_id":"W5MLBoopu6UEzuac","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Lasat","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.weaponProf.custom","value":"blaster rifles","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrostaffs","mode":0,"priority":0},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lasat","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lasat.webp","label":"Lasat","tint":"","transfer":true}]} +{"_id":"Vsvu2aGlB0XtipgO","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp","effects":[{"_id":"rcIMsotffEEZpwXR","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kushiban","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kushiban","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kushiban.webp","label":"Kushiban","tint":"","transfer":true}]} +{"_id":"WF9JAPvU8VJNxDOg","name":"Mirialan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mirialans are a near-human species native to the planet Mirial. They have green to yellow skin and tattoos on their faces. The Mirialans are known for their spirituality and strong connection with the world around them. Mirialans are very flexible and agile, making them fast and formidable foes.

Society and Culture

The Mirialan people are deeply religious and practice a primitive understanding of the Force. They believe each individual's actions contribute to their destiny, building upon past successes and failures to drive them towards their fates. Within their belief system was the view that individual actions ripple through the Force, also affecting the destiny of the species as a whole.\r\n\r\nA Mirialan often places a unique, geometrically repeated tattoo on their face and hands to signify that they have completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos often acts as a good indicator of how mature and/or skilled a Mirialan was. Because the more markings brings about a form of status, Mirialan society is stratified and allows the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans do not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes is incredibly subtle and changes their meaning greatly.

Names

Mirialan names are typically concise and rarely more than two syllables. Surnames are familial.

  Male Names. Boca, Floha, Jemy, Puv, Choqa

  Female Names. Buf, Ches, Kebe, Ovof, Shaqa

  Surnames. Acave, Ishakee, Kefvi, Uflozi, Zoria","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Mirialan reach adulthood in their late teens and live less than a century.

Alignment. Mirialans spiritual tendencies cause them to tend towards the light side, though there are exceptions.

Size. Mirialan typically stand 5 to 6 feet tall and weight 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Spiritual. You have proficiency in Lore. Additionally, you are considered to have expertise in Intelligence (Lore) checks made to learn or recall something about a culture's religion.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Mirialan.

"},"skinColorOptions":{"value":"Green, olive, or yellow"},"hairColorOptions":{"value":"Black, blonde, brown, or red"},"eyeColorOptions":{"value":"Blue, green, violet, grey, red, yellow, or orange"},"distinctions":{"value":"Facial tattoos, flexible and agile"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mirial"},"slanguage":{"value":"Mirialan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mirialan","mode":"+","targetSpecific":false,"id":1,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mirialan","mode":"+","targetSpecific":false,"id":8,"itemId":"1EcSkQcKurcuq5Ug","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mirialan.webp","effects":[{"_id":"uLanO2lY6ro8UeYE","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mirialan","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mirialan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mirialan.webp","label":"Mirialan","tint":"","transfer":true}]} +{"_id":"WLr8F3xthhCz1R3Z","name":"Rakata","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

In appearance, rakata are smooth skinned amphibian-like humanoids that had tall craniums along with eyes that protruded from each side of their heads on short stalks. These bipedal beings have three digit hands that are tipped with claws for digging through packed dirt. As a species, they are uniformly lean and tall; while most rakata have a similar height and weight, females tend to be more slender than males, though just as tall. Rakata are primarily carnivorous, likely stemming from the fact that they are cannibalistic, often making a meal of other species. Long term abuse of the Force in their society, exacerbated by a plague, culled the rakata's ability to sense the Force.

\n

Society and Culture

\n

Rakatan technology and structures hold the unique property of blending with the Force, creating powerful and long-lasting monuments that are almost impossibly to replicate. Rakatan society is devoted to conquering and enslaving those they deem weak. At the height of its power, the Rakatan Infinite Empire had conquered and enslaved dozens of worlds. They would strip entire planets of their resources and then terraform them to fit their own needs. After a plague ravaged their civilization and caused the fall of the Infinite Empire, rakata broke off into smaller tribes rather than a unified organization. Despite their newfound tribal nature, rakata retained their ability to quickly adapt to and appropriate technology.

\n

Names

\n

Rakatan names do not distinguish by gender, and they do not use surnames.

\n

  Names. Ceh'let, Orsaa, Skal'nas, Soa, Tul'kar

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Rakata reach adulthoood by 20 and rarely live longer than 90 years.

Alignment. Rakata's propensity towards war and aggression cause them to tend toward lawful dark side, though there are exceptions.

Size. Rakata typically stand between 6 and 7 feet tall and weigh around 180 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Adaptive Resilience. Prolongued use of technology allows rakata to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.

Amphibious. You can breathe air and water.

Cannibalize. If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.

Claws. Rakata have savage claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Force Insensitive. While rakata can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Swim. You have a swimming speed of 30 feet.

Technician. You are proficient in the Technology skill.

Languages. You can speak, read, and write Galactic Basic and Rakata. Rakata is characterized by its deep tones and simplistic nature, using mainly consonants and long vowels. It's script seems to be a very ancient form of Galactic Basic.

"},"skinColorOptions":{"value":"Blue, green, grey, or red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, brown, gold, or yellow"},"distinctions":{"value":"Horizontal eye stalks, vertical blade shaped head, tridactyl hands"},"heightAverage":{"value":"5'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Lehon"},"slanguage":{"value":"Rakata"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rakata","mode":"=","targetSpecific":false,"id":1,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":7,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rakata","mode":"+","targetSpecific":false,"id":10,"itemId":"w8V0nHFas8vMwNZR","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rakata.webp","effects":[{"_id":"tukaXNn70Kp4AY5v","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rakata","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rakata","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rakata.webp","label":"Rakata","tint":"","transfer":true}]} +{"_id":"X5KkTvIsTP5X1R2y","name":"Ssi-Ruu","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ssi-ruuk are a predatory, warm-blooded saurian species gifted with ferocious strength, remarkable speed, and sharp fangs and claws, traits that serve them well in the volcanic jungles of their homeworld of Lwhekk. Their muscular forms combined with their powerful tails make them very agile hunters, and their colorfully-scaled hides have been proven to be resistant even to blaster bolts. From their nostrils, two scent-tongues protrude that grant them enhanced olfactory senses, compensating for the poor vision afforded them by their dark, three-lidded eyes. No Ssi-ruu has ever been known to be Force-sensitive.

\n

Society and Culture

\n

The citizens of the Ssi-ruuvi Imperium follow a rigid caste system in which their station in society is determined by the color of the scales they are born with. Among these, the brown-scaled outcasts are regarded as the lowest of the low, and have no place in the Imperium beyond menial labor or death at birth. Deeply xenophobic and religious, the Ssi-ruuk view the rest of the galaxy as populated by lesser beings whose worlds rightfully belong to the Imperium. Despite their fierce nature, most ssi-ruuk are afraid of dying on a world unconsecrated by their priest caste, as they believe their souls would be doomed, so they harvest and \"entech\" the life-energy of other species to power droids that fight for them. The entechment process is torturous and painful to its victims, and is the main power source of Ssi-ruuvi technology.

\n

Names

\n

Ssi-ruuvi names are difficult to pronounce and gender neutral. Many ssi-ruuk adopt nicknames to make the lives of their associates easier. Ssi-ruuk do not have surnames.

\n

  Names. Firwirrung, Ivpikkis, Sh'tk'ith, Th'twirirl, Yifaii

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Ssi-ruuk reach adulthood in their early teens and live to between 100 and 120 years.

Alignment. Ssi-ruuk's cultural drive to enslave and entech others cause them to tend toward the dark side, though there are exceptions.

Size. Ssi-ruuk typically stand between 6 or 7 feet tall and weigh over 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Type. Your creature type is both beast and humanoid.

Force Insensitive. While Ssi-ruuk can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

Hunter. You are proficient in Survival.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Empathy. Ssi-ruuk have scent-tongues that let them read the emotions of individuals. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thick Skin. You have tough, scaly skin and prefer not to wear clothes. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Tooth and Nail. Your fangs and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Ssi-ruuvi. Ssi-ruuvi is a language of musical whistles, honks and clicks, and is nigh impossible for humans and similar species to speak.

"},"skinColorOptions":{"value":"Brown, red, or tan scales"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Solid black"},"distinctions":{"value":"Reptilian, tails, scent-tongues"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"200 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Lwhekk"},"slanguage":{"value":"Ssi-ruuvi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ssi-Ruu","mode":"=","targetSpecific":false,"id":1,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ssi-ruuvi","mode":"+","targetSpecific":false,"id":9,"itemId":"MdjKV6fKK3ivqfsX","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","effects":[{"_id":"mHet1jKAIkSgtPbd","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ssi-Ruu","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ssi-ruuvi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ssi-Ruu.webp","label":"Ssi-Ruu","tint":"","transfer":true}]} +{"_id":"XKTTLKNKTaGzlZxU","name":"Gotal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Gotals possess cranial horns as receptors to sense electromagnetism and other energy emissions. These nerve-ending filled cones can sense the natural electromagnetic fields produced by Antar 4's magnetite-rich crust, allowing the species to operate even in total darkness. Their senses also pick up the electromagnetic auras from other life forms. When close to their hunting targets, they can ascertain information on its mood, awareness, and state of mind. Electronic devices can also be sensed by Gotals; in fact, most droids give off enough electromagnetic emissions to at least annoy a Gotal, and at worst to seriously disorient the horned beings, making them notoriously distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being quite weak, and their sense of smell almost completely absent.

Society and Culture

Since their natural empathy makes them instantly sensitive to the feelings of others, Gotals have little use for government or laws on their homeworld, resulting in problems when dealing with other societies. No central authority figure can speak for Antar 4 as a whole in a crisis, and no organized Gotal military or police force can act on their behalf. Other species respect the Gotals for their discretion and restraint, but some individuals fear interacting with the horned beings for fear of having their emotional state revealed to others.

Names

Gotal names are quite guttural, though there are also many harsher tones within their names. Gotal names do not vary significantly based on gender, and surnames are familial.

  First Names. Thon, Fern, Fuu'rash, Jir, Vluphol

  Surnames. Gratlul, Klux, Vathon, Zilat, Krigh, Rahxem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and one other ability score of your choice increases by 1.

Age. Gotals reach adulthood in their late teens and live less than a century.

Alignment. Gotals' polite and respectful nature causes them to tend toward lawful alignments, though there are exceptions.

Size. Gotals typically stand 6 to 7 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Energy Sensors. Gotals perceive the environment around them through use of electromagnetic sensors held in their cranial horns. You have blindsight out to 30 feet. If another trait would grant you blindsight, the range is increased by half as many feet.

Hunter. You are proficient in Survival.

Natural Empathy. Gotal's electromagnetic sensors allow them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

Languages. You can speak, read, and write Galactic Basic and Antarian. The Antarian language is characterized by growls and clicking noises at various volumes.

"},"skinColorOptions":{"value":"Grey, brown, or black"},"hairColorOptions":{"value":"White, grey, or brown"},"eyeColorOptions":{"value":"Red, orange, yellow, grey, green, or black"},"distinctions":{"value":"Full body fur, flat noses, head cones"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Antar 4"},"slanguage":{"value":"Antarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gotal","mode":"=","targetSpecific":false,"id":1,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Blindsight (30 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"antarian","mode":"+","targetSpecific":false,"id":8,"itemId":"0p4bt1QkJRK55UAw","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gotal.webp","effects":[{"_id":"rNPBs7jT9wzHZoaG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gotal","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Blindsight (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"antarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gotal.webp","label":"Gotal","tint":"","transfer":true}]} +{"_id":"XrLzsp811tLnwrfu","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp","effects":[{"_id":"JyXU6gNsxf6u3HUH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Squib","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"squibbian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Squib.webp","label":"Squib","tint":"","transfer":true}]} +{"_id":"XxD8S4AtHVWmzCT7","name":"Lannik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Lannik are short, bipedal humanoids with droopy, long ears. Males and females are equally tall, although the latter have a considerably less strong complexity. Their species is, however, much more vigorous and resistant than what its size could suggest. A Lannik's skin tends to be of colours similar to his or her eyes and hair. The species has evolved long pointy ears which allow them to hear better than human ears.

Society and Culture

The Lannik culture is apparently war loving, and Lanniks feel a great respect for warriors. At the same time, though, they follow a strict centuries-old code of honour. Lannik soldiers have the custom of tying all their hair in a single topknot over their head. Their species is one of fierce warriors, whose abilities have developed fighting against terrible predators and other Lanniks in a long history of wars. Although many regard the Lannik as hotheaded and temperamental, they are quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation.\n\nThe Lannik do not show their thoughts through their facial expressions, and seem always angry to other species. They are also very stubborn, and are not likely to change career once they chose it. Most males - and many females - serve in the planetary militia, celebrating the species' past as a warrior species. Some take on off-world mercenary work.

Names

Lannik names are generally short. Lanniks don't often give out their surnames.

  Male Names. Minch, Oteg, Vandar, Yaddle, Yoda

  Female Names. Giro, Lina, Penny, Vona, Zeya

  Surnames. Bek, Kaz, Mon, Var, Zin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Intelligence score increases by 1.

\n

Age. Lanniks reach adulthood in their 50's and can live up to 900 years.

\n

Alignment. Despite the turbulence on their homeworld, Lanniks tend toward the light side, though there are exceptions.

\n

Size. Lanniks typically stand 3 to 4 feet tall and rarely weigh more than 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Closed Mind. Lanniks have a natural attunement for the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against Force powers.

\n

Force Sensitive. You know the guidance at-will Force power. When you reach 3rd level, you can cast the valor Force power once per day. When you reach 5th level, you can also cast the Force enlightenment Force power once per day. Wisdom is your forcecasting ability for these powers.

\n

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Wisdom of the Elders. You are proficient in the Lore skill.

\n

Languages. You can speak, read, and write Galactic Basic and Lannik. Due to their large ears, the Lannik language is spoken softly, and it is considered insulting to shout.

"},"skinColorOptions":{"value":"Blue, brown, green, orange, red, purple, yellow, or gray"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Amber, blue, brown, gray, green, hazel, purple, or red"},"distinctions":{"value":"Downward-sloping, large ears"},"heightAverage":{"value":"3'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Lannik"},"slanguage":{"value":"Lannik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Lannik","mode":"=","targetSpecific":false,"id":1,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"lannik","mode":"+","targetSpecific":false,"id":8,"itemId":"G5G8i0dz61uGLSTY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lannik.webp","effects":[{"_id":"cc9M6XfSr4Cq2XkG","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Lannik","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"lannik","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lannik.webp","label":"Lannik","tint":"","transfer":true}]} +{"_id":"YFUbzb1cb1pupT9R","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp","effects":[{"_id":"Pn6vsO24HRDLSnOH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Givin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"givin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Givin.webp","label":"Givin","tint":"","transfer":true}]} +{"_id":"ZQ5Dc8ySdMhYm092","name":"Defel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

While defel appear to be visually similar to the shistavanen, they are very different on a biological level. Defel have the ability to bend waves of light in such a manner that it renders them practically invisible to the human eye. Despite this ability, they could be still be spotted by force-users and keen-eyed individuals. Defel have extremely high perceptive ability because of their large ears, sensitive noses, and keen eyes. Because of the heightened levels of visual stimuli their eyes experience, defel are nearly blinded by sunlight but can see rather well in the dark.

\n

Society and Culture

\n

Defel live in tight-knit, interdependent communites underground. The harsh environment on Af'El turned the defel into rugged survivors, able to hold their own in the Galaxy. Defel have a strong sense of honor and will not associate with individuals that do not keep their word. Because defel have yet to achieve interplanetary travel, they are a rare sight in the galaxy.

\n

Names

\n

Defel names tend to sound dark and mysterious, and are mostly composed of multiple syllables. Defel surnames are familial, using stern and simple sounds.

\n

  Male Names. Alustair, Claustro, Tenebris, Varsiin

\n

  Female Names. Lhantra, Soliel, Stroika, Zavtra

\n

  Surnames. Gauss, Neura, Tume, Vecherom

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Defel reach adulthood in their early teens and live less than a century.

Alignment. Defel tend toward no particular alignment. The best and worst are found among them.

Size. Defel typically stand 4 to 5 feet tall and generally weigh around 100 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Claws. You have sharp claws, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hidden Step. As a bonus action, you can turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you've used this trait, you can't use it again until you finish a short or long rest.

Miners. You have proficiency in scavenging kits.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Sneaky. You are proficient in the Stealth skill.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Defel. Most defel refuse to speak Galactic Basic while on their home planet of Af'El unless they have a specific need for it.

"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Blue to yellow in ultraviolet light, black to dark brown in visible light"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Ability to absorb light, light blindness, claws"},"heightAverage":{"value":"3'10\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"65 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Af'El"},"slanguage":{"value":"Defel"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Defel","mode":"=","targetSpecific":false,"id":1,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":2,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":3,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":4,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"defel","mode":"+","targetSpecific":false,"id":8,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":9,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":10,"itemId":"n5LtyuhZwOFD1LLa","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.toolProf.value","value":"scav","mode":"+","targetSpecific":false,"id":11,"itemId":"ghKmUoOj75TEKey2","active":false,"_targets":[],"label":"Traits Tool Prof"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Defel.webp","effects":[{"_id":"avJjg9zlYNomK9Uw","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Defel","mode":5,"priority":5},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"defel","mode":0,"priority":0},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"scav","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Defel.webp","label":"Defel","tint":"","transfer":true}]} +{"_id":"Zja1WcnvHTUJY3Dw","name":"Chevin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chevin have long snouts which hang down nearly to their ankles. Combined with their intellect, this makes them skilled hunters of animals such as backshin, because they can smell out their prey or feed while keeping their eyes on the horizon. It is also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin have thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground.

\n

Society and Culture

\n

Chevin live in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves are usually forced to follow on foot. Nomadic groups of Chevin keep in touch via comlinks, and often converge on a single location to deal with danger.

\n

The only Chevin settlements that stay in place for more than one standard month are the Government Villages, where Chevin dictators live with their hand-picked advisors. Even these settlements are movable when necessary. Each of the roughly two dozen Government Villages rules a Chevin nation.

\n

Names

\n

Chevin names do not vary significantly based on gender. Surnames are based on community.

\n

  First Names. Buula, Ephant, Perre, Phylus, Reseros

\n

  Surnames. Meh, Mon, Nen, Needmo, Phrusaani

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Chevin reach adulthood in their thirties and live up to 200 years.

Alignment. Chevin warmongering and slavetrading cause them to tend toward the dark side, though there are exceptions.

Size. Chevin stand between 6 and 8 feet tall and weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to both hot and cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Nomadic. You are proficient in Survival.

Thick Skull. Your skull is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Languages. You can speak, read, and write Galactic Basic and Chevin. The Chevin language is characterized by grunts and low-pitched rumblings. Chevin typically have deep voices, even when speaking Basic.

"},"skinColorOptions":{"value":"Grey"},"hairColorOptions":{"value":"Black, brown, blond, grey, or white (usually with age)"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Stocky build, large heads, long snouts, long arms, three-fingered hands, four-toed feet"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"170 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Vinsoth"},"slanguage":{"value":"Chevin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Chevin","mode":"=","targetSpecific":false,"id":1,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"chevin","mode":"+","targetSpecific":false,"id":9,"itemId":"3SeMWMEHYM8A74qG","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chevin.webp","effects":[{"_id":"xyKlxEBAGLcMBv2n","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chevin","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chevin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chevin.webp","label":"Chevin","tint":"","transfer":true}]} +{"_id":"aX1HoPchF1JdMjYn","name":"Cathar","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Cathar have fur-covered bodies with thick manes as well as prominent, retractable claws that can deliver powerful killing attacks on foes and prey. Their bodies also possess rapid healing abilities. These traits make them the perfect hand-to-hand specialists. The Cathar species also has two subspecies, known as the Juhani and the Myr Rho. Both of these are notably less catlike than mainline Cathar. Cathar are born into a litter. The Cathar species is biologically similar to the Bothan species.

\n

Society and Culture

\n

On their homeworld, Cathar live in cities built into giant trees, and are organized into clans governed by elders. Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mate for life, to the extent that when one mate dies, the survivor never has a relationship with another. Cathar clan society includes great pageants and celebrations, especially for their heroes. Their religion includes a ritual known as the \"Blood Hunt,\" in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar is Catharese, which included the emphasis of some spoken words with a growl.

\n

Names

\n

Cathar names can sound both melodic and fairly gutteral, but they almost always sound strong and fierce. Female names are typically longer than male names. Surnames are usually one syllable.

\n

  Male Names. Crurbirr, Isyrr, Nynorr, Suro, Tukarr

\n

  Female Names. Cuwin, Jyvohr, Mulahr, Solyri

\n

  Surnames. Jin, Ki, Mak, Rhir, Ta

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

\n

Age. Cathar reach adulthood in their late teens and live less than a century.

\n

Alignment. Cathar tend toward no particular alignment. The best and worst are found among them.

\n

Size. Cathar range from 5 to 7 feet tall, and can weigh up to 300 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Leonine Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Cat's Claws. You have a climbing speed of 20 feet. Additionally, your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Cat's Talent. You have proficiency in the Perception and Stealth skills.

\n

Languages. You can speak, read, and write Galactic Basic and Catharese.

"},"skinColorOptions":{"value":"Gold to yellow-brown with dark stripes"},"hairColorOptions":{"value":"Brown, black, or grey"},"eyeColorOptions":{"value":"Yellow or brown"},"distinctions":{"value":"Lion-like features"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cathar"},"slanguage":{"value":"Catharese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Cathar","mode":"=","targetSpecific":false,"id":1,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.skills.prc.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Perception"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"catharese","mode":"+","targetSpecific":false,"id":11,"itemId":"Ku1ZIFLPqS4PTiFl","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Cathar.webp","effects":[{"_id":"6fYB2NZ236PqSl6p","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Cathar","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (20 ft.)","mode":2,"priority":20},{"key":"data.skills.prc.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"catharese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Cathar.webp","label":"Cathar","tint":"","transfer":true}]} +{"_id":"aar7Zdh6KfaJpHvK","name":"Bith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Bith are craniopods with pale pink, yellow, or green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The bith's internal systems are different from most humanoids, as the bith have only one lung, and exhale through their skin. Bith also lack a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks. The other bith senses are also acute. Bith can sense the tonal qualities of sound as well as other species sensed colors. Their eyes, as big as a Menahuun's, can see microscopic details of nearby objects, but are extremely nearsighted as a result. An interesting side effect of their incredible sensors is the effect of sonic grenades, or screamers, on them. It is described as causing their heads to explode. Similarly, bith have high manual dexterity which helps them manipulate fine tools, though their physical prowess with gross motor skills was only average.

\n

Society and Culture

\n

Bith are one of the galaxy's most ancient civilizations, with a history going back millions of years. This antiquity garners respect in certain quarters, such as among the Gree, who gave them more respect than other, \"younger\" species. Their society is highly regimented, with everything from mate selection to political leadership controlled by sophisticated computer programs.

\n

Names

\n

Bith names are quite diverse. Some names look complicated and difficult to pronounce, while others are quite simple.

\n

Male Names. Fedu, Jenkiss, Kabadons, Ph'teumkiass

\n

Female Names. Duhia, F'hubama, R'hothal, Thidus

\n

Surnames. D'intes, Hern, K'sarorn, Nimum, Rumo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Bith reach adulthood in their late teens and live less than a century.

\n

Alignment. Biths' benevolent nature causes them to tend toward the light side, though there are exceptions.

\n

Size. Bith typically stand 5 to 6 feet tall and generally weigh about 120 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Detail Oriented. You are practiced at scouring for details. You have advantage on Intelligence (Investigation) checks within 5 feet.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Musician. You are proficient in one musical instrument of your choice.

\n

Programmer. Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic, Bith, and one more language of your choice.

"},"skinColorOptions":{"value":"Green, pink, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Large cranium, acute senses of smell and hearing"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Clak'dor VII"},"slanguage":{"value":"Bith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":1,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.details.species","value":"Bith","mode":"=","targetSpecific":false,"id":5,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.traits.languages.value","value":"Basic","mode":"+","targetSpecific":false,"id":6,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"Bith","mode":"+","targetSpecific":false,"id":7,"itemId":"RBFh9qTjK9KGTxQS","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":8,"itemId":"ELH8899fqDlpo706","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Bith.webp","effects":[{"_id":"064LQEqCktTG9phA","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.details.species","value":"Bith","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"bith","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Bith.webp","label":"Bith","tint":"","transfer":true}]} +{"_id":"ayibS7GRurX2DffN","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp","effects":[{"_id":"8u9KvszXamdVwo8Y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Miraluka","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"miralukese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Miraluka.webp","label":"Miraluka","tint":"","transfer":true}]} +{"_id":"bzSLfq6RPaD0qtvB","name":"Zygerrian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Zygerrians are a bipedal, sentient humanoid species. Feline in appearance, the species possesses strong, angular features, with long fangs jutting from their jaws and claws extending from their hands. The Zygerrians' faces and their pointed ears are almost entirely covered with fur; males usually have more hair than females, with bands of fur growing on their cheeks. Male Zygerrians also display a number of bony spurs protruding from the chin, which females typically lack. Zygerrians usually have sallow complexions and are physically strong, but some suffer from obesity.

\n

Society and Culture

\n

A warlike species, the Zygerrians hold strength—both physical and mental—in great esteem, viewing it as a means to gain power and authority. They believe that it is the natural order of life for the strong to dominate the weak, so slavery is normal for the species, and a display of weakness could mean death or enslavement in their culture. Those who become their slaves are viewed as inferior by the Zygerrians. Zygerrian society is organized into clans and classes. They have a noble class, many members of which, despite their high status, pursue a career in the military. The Zygerrian government is a monarchy; female rulers hold the title of Queen, and males are addressed as Kings. The center of the Zygerrian society is the Zygerrian Slavers Guild, which focuses on the slave trade in the Outer Rim Territories.

\n

Names

\n

Zygerrian names are rather diverse, though shorter names are the most common. Surnames are familial.

\n

  Male Names. Agruss, Darts, Atai, Sono

\n

  Female Names. Miraj, Faralhi, Latrans, MaDall

\n

  Surnames. D'nar, Molec, Scientel, Thanda, Tyne

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.

Age. Zygerrians reach adulthood in their late teens and live less than a century.

Alignment. Zygerrian culture's emphasis on subjugation and strength causes them to tend towards chaotic dark side, though there are exceptions.

Size. Zygerrians normally stand between 5 to 6 feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Acrobatic. You have proficiency in Acrobatics.

Claws. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Notorious Slavers. Whenever you make an ability check related to the buying, selling, or controlling of slaves, you are considered proficient in the check. If you would already be proficient, you instead have expertise.

Reputation for Cruelty. You are proficient in Intimidation, as well as the saberwhip and vibrowhip.

Languages. You can speak, read, and write Galactic Basic and Zygerrian. Zygerrian is characterized by its subtle growls and purrs.

"},"skinColorOptions":{"value":"Light tones"},"hairColorOptions":{"value":"Black, brown, gray, or red"},"eyeColorOptions":{"value":"Blue or yellow"},"distinctions":{"value":"Large pointed ears, clawed hands, fur-covered faces, bony facial spurs"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Zygerria"},"slanguage":{"value":"Zygerrian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Zygerrian","mode":"=","targetSpecific":false,"id":1,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhip","mode":"+","targetSpecific":false,"id":9,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhip","mode":"+","targetSpecific":false,"id":10,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"zygerrian","mode":"+","targetSpecific":false,"id":12,"itemId":"6MO90piX6tJOvvqL","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","effects":[{"_id":"zFWMZ7TZhGP32ghr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Zygerrian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhip","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhip","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"zygerrian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Zygerrian.webp","label":"Zygerrian","tint":"","transfer":true}]} +{"_id":"caZCSyv944Nr8y9e","name":"Gungan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Starting life as tadpoles, Gungans develop into tall beings with extremely flexible cartilaginous skeletons. Strong leg muscles allow for powerful and quick frog-kick style swimming through water as well as a remarkable jumping ability while on land. Fin-like ears (called haillu) also aid them in swimming, as well as expressing emotions like aggression, friendship, and fear. They have partially retractable eyestalks with nictitating membranes when underwater. Green eyes are unusual amongst Gungans.

Society and Culture

Gungans are generally a generous and peaceful species. They truly love to have visitors and warmly welcome them; however, they would remain suspicious until the visitors have earned their respect. Gungans are not tolerant of anyone who threatens their peaceful culture. They have very strict laws, and will go to the extremes to punish anyone who has committed a minor crime. Vandals, for example, can be given a sentence of exile, caning, or even stoning.\r\n\r\nIf a Gungan is cast out of society, it is very difficult for them to return. If they do manage to return legally, they are often subjected to heavy discrimination. This can make life very difficult for them and can go on for months or years, until their past offenses disappear from memory. Returning back to the settlement they were exiled from illegally will sometimes result in the death penalty, especially if they brought along outsiders.

Names

Gungan names are often repeated syllables hyphenated.

  Male Names. Crinn-Crinn, Gic, Noc-Noc, Wal

  Female Names. Hew, Khi, La-La, Phro-Phro, Yuss

  Surnames. Baud, Gos, Jalles, Mag, Wub","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Strength score increases by 1.

Age. Gungans reach adulthood in their early teens and live about 70 years.

Alignment. Gungans tend toward the light side, though there are exceptions.

Size. Gungans typically stand 6 to 7 feet tall and weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Amphibious. You can breathe air and water.

Martial Proficiency. You have proficiency with light and medium armor as well as the vibrospear and vibropike.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Gungan. When speaking Galactic Basic, you often have trouble with word tenses and infinitives; this usually has a comical effect.

"},"skinColorOptions":{"value":"Blue, brown, or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Light colors"},"distinctions":{"value":"Extendable tongues, long ears, eye stalks, three toes, aquatic species"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Naboo"},"slanguage":{"value":"Gungan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Gungan","mode":"=","targetSpecific":false,"id":1,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":6,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":7,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":8,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":10,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":11,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"gungan","mode":"+","targetSpecific":false,"id":13,"itemId":"bFOu7PzSYkMdoCYN","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Gungan.webp","effects":[{"_id":"kgqVkH4CH10efNNT","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Gungan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"gungan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Gungan.webp","label":"Gungan","tint":"","transfer":true}]} +{"_id":"d1OzrEbGEvhV6pt9","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false},"dae":{"activeEquipped":true,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[{"_id":"gzV1BSf7YoTCOLpN","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"lurmese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Lurmen","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lurmen.webp","label":"Lurmen","tint":"","transfer":true}]} +{"_id":"ddsVmNoGjnRob0Cg","name":"Talz","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Talz are large, bulky, bipedal creatures, that are covered head to toe in thick white fur, which provides exceptional insulation against their frozen world. Talz have four eyes, which are also adaptations to their native environment. The larger set of eyes are shut during the day, when sunlight reflects off the snow with dazzling brightness—able to blind sensitive optical organs—leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair are utilized to provide the Talz with adequate vision. Talz use a small proboscis to eat and communicate, creating high-pitched chirps and buzzes.

\n

Society and Culture

\n

Talz are a hunter-gatherer, clan-based society. They work in unison, and treat the entire clan as one single familial entity. Resources on Ordo Plutonia are often scarce, which leads to warring among Talz tribes. However, the clans are adept at forming a unified front when they face a common enemy. Talz are large, brutal creatures and are often used as guards and enforcers. Sometimes they are taken as slaves, though it's rare; they are rebellious against authority and don't take well to slavery. There are rumors that Talz are captured for scientific experimentation.

\n

Names

\n

Talz names are fairly gutteral and are characterized by their harsh nature. Female names are typically longer than male names. Surnames are clan-based, though it's rare that a Talz shares them with non-Talz.

\n

  Male Names. Drak, Fedirk, Imom, Ke, Twift

\n

  Female Names. Ilnuno, Ontuga, Utrukk, Zimtucc

\n

  Surnames. Dic, Noetoc, Suptat, Wume, Zapak

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Talz reach adulthood at 10 and rarely live longer than 50 years.

Alignment. Talz' peaceful and slow-to-anger nature cause them to tend toward the light side, though there are exceptions.

Size. Talz stand between 6 and 8 feet tall and weigh around 250 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Languages. You can speak, read, and write Talzzi. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it. Talzzi is characterized by its high-pitched chirps and buzzes.

"},"skinColorOptions":{"value":"Black or grey"},"hairColorOptions":{"value":"Grey, pink, or white"},"eyeColorOptions":{"value":"Black, dark blue, or dark red"},"distinctions":{"value":"Covered in fur, four eyes, unable to speak Galactic Basic"},"heightAverage":{"value":"6'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"180 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Orto Plutonia"},"slanguage":{"value":"Talzzi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Talz","mode":"=","targetSpecific":false,"id":1,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":7,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"talzzi","mode":"+","targetSpecific":false,"id":9,"itemId":"MDx74jnFbJwmRihf","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Talz.webp","effects":[{"_id":"tJH1nruC0gpiDYG8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Talz","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"talzzi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Talz.webp","label":"Talz","tint":"","transfer":true}]} +{"_id":"gE8mdT9Ch50flHuj","name":"Arkanian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arkanians are a robust near-human species with solid white eyes and clawed, four-fingered hands.

\n

Arkanians are capable of seeing into the infrared spectrum, and their eyes are sensitive to sources of extreme heat. This proved helpful on their dark and frigid homeworld, but when traveling offworld, many must wear blinders on planets with hotter, younger suns. It is not unheard of for arkanians to undergo genetic or cybernetic manipulation of their own bodies, enhancing themselves so as to be better than \"lesser\" species.

\n

Society and Culture

\n

Arkanians are notoriously arrogant, a trait which came from generations of producing some of the galaxy's greatest advancements in genetics. Their homeworld, Arkania, has vast quantities of precious gems; thus, the Arkanians have never wanted for much in trade. This wealth went into funding their ambitious scientific projects, the most elaborate of which take generations to be completed.

\n

Many Arkanians have come to see their species as the pinnacle of evolution, and amongst the most—if not the most—intelligent beings in the galaxy. Those species that are not already put off by their aloof nature often fear them, as tales of \"mad scientists\" and horrific experiments tend to surround them.

\n

Names

\n

Arkanian names are simultaneously dignified and succinct. Surnames are familial.

\n

  Male Names. Arkoh, Hyrim, Zeta, Suprin

\n

  Female Names. Shenna, Elizie, Cratala, Hanna

\n

  Surnames. Focela, Barzane, Nasdra, Athacorr

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

\n

Age. Arkanians reach adulthood in their late teens and live about 100 years.

\n

Alignment. Due to their arrogance and unscrupulous experimentation, arkanians tend towards lawful dark side, though there are exceptions.

\n

Size. Arkanians typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arkanian Brilliance. Whenever you make an Intelligence ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled, but before the DM determines if you’ve passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

\n

Honed Mind. You have advantage on Intelligence, Wisdom, and Charisma saving throws.

\n

Infrared Sight. Whenever you make a Wisdom (Perception) check related to sight, you are considered to have expertise in the Perception skill.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Arkanian. Arkanian, when spoken, has an airy tone, and is regarded as one of the most difficult written languages to learn.

"},"skinColorOptions":{"value":"Tan"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Four clawed digits, extreme intelligence, infrared vision"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Arkania"},"slanguage":{"value":"Arkanian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Arkanian.webp","effects":[{"_id":"s3slbKvtOar4zl7y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"arkanian","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Arkanian","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arkanian.webp","label":"Arkanian","tint":"","transfer":true}]} +{"_id":"gUJyS9C0TPnQf9Cb","name":"Umbaran","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Umbarans, called the \"Shadow People\" by some, are a near-human species characterized by their pale, bluish skin and colorless, sunken eyes. Their homeworld, Umbara, is situated deep within the Ghost Nebula, and receives almost no direct light from the planet's primary star. As a result, Umbaran eyes are well-adjusted to seeing in low light, and can see into the ultraviolet spectrum, but can be disoriented by bright light.

\n

Society and Culture

\n

Umbaran society is strictly divided into a leveled caste system, with most Umbarans constantly scheming to improve their social rank, using tactics such as blackmail, subterfuege, and even assassination if necessary. Only those within the ten highest caste tiers were given opportunities to leave their homeworld. Because of the cutthroat machinations required to get there, Umbarans in the wider galaxy are known as skilled, ruthless politicians. This reputation is enhanced by the Umbarans' talents for reading and influencing the emotions of others. Umbara developed its own technological advances separate from galactic society, and possessed technology that was in many fields far more advanced than the galactic standard.

\n

Names

\n

Umbaran names are typically no more than one or two syllables. Surnames are familial.

\n

  Male Names. Mee, Pir, Nyss, Moshenu
  Female Names. Sly, Syll, Myn, Sata
  Surnames. Deechi, Moore, Phobi, Nenn

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma or Wisdom score increases by 1.

\n

Age. Umbarans reach adulthood in their late teens and live less than a century.

\n

Alignment. Umbarans' desire to improve their social standing at all costs causes them to tend towards chaos, though there are exceptions

\n

Size. Umbarans typically stand 5 to 6 feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Umbaran Specilization. You have proficiency in one of the following skills: Insight, Technology, Deception, or Perception.

\n

Tech Dabbler. You know the ward at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the infiltrate tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Shadow People. You can attempt to hide even when you are only lightly obscured by dim light.

\n

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

\n

Languages. You can speak, read, and write Galactic Basic and Umbaran. Umbaran is characterized by its blending of technical jargon with informal language. It is rarely spoken off Umbara.

"},"skinColorOptions":{"value":"Pale grey or white"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"White"},"distinctions":{"value":"Blue tinted skin and sunken, colorless eyes"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Umbara"},"slanguage":{"value":"Umbaran"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Umbaran","mode":"=","targetSpecific":false,"id":1,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"umbaran","mode":"+","targetSpecific":false,"id":8,"itemId":"g2kRN5Ro27qAJUBE","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Umbaran.webp","effects":[{"_id":"UYCnNjKYqbeNq6n8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Umbaran","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"umbaran","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Umbaran.webp","label":"Umbaran","tint":"","transfer":true}]} +{"_id":"h2B9s7eE6cjqsm97","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp","effects":[{"_id":"uKYIAfObGqCfU8TK","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Tarasin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"Tarasinese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tarasin.webp","label":"Tarasin","tint":"","transfer":true}]} +{"_id":"hqjEIyWIhRtvrG2r","name":"Kyuzo","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

A lanky, bipedal humanoid species, the Kyuzo originate on the gravity-heavy Outer Rim world of Phatrong. Kyuzo are tall and slender, though their appearance belies their strength and quickness. Due to the uncommon makeup of their homeworld's atmosphere, Kyuzo frequently wear corrective lenses and a highly pressurized filter mask over their faces to protect their sensitive respiratory systems and assist them in coping with uncomfortable climates like galactic standard habitable environments. As well as causing respiratory and vision problems, exposure to such conditions causes a Kyuzo to become ill within in a short period of time, interfering with their ability to concentrate and slowing them down.

Society and Culture

A species known for its strong sense of justice and honor, most Kyuzo regard oaths and contracts as unbreakable and many species seek them as mercenaries, law-enforcement personnel and bounty hunters. A highly political species, the Kyuzo developed societies that span considerable geographical areas, and most identify as members of a particular country or region. Most major islands and continents on Phatrong are their own political units, though they do form a loose confederacy.

Names

Male names typically end in vowels, while female names end in consonants. Surnames are based on region.

  Male Names. Drego, Embo, Khalu, Mhali, Zuvio

  Female Names. Catras, Garing, Streehn, Turung

  Surnames. Brihney, Ghall, Khambey, Maway, Vori","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Intelligence score increases by 1.

Age. Kyuzo reach adulthood in their late teens and live less than a century.

Alignment. Kyuzos' belief in justice and honor cause them to tend toward lawful balanced, though there are exceptions.

Size. Kyuzo typically stand between 6 and 7 feet tall and weigh around 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. Kyuzo struggle in atmospheres other than those of Phatrong. You wear a filter mask, and if your mask is removed while you are in such an environment, you lose consciousness.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Languages. You can speak, read, and write Galactic Basic and Kyuzo. Kyuzo is characterized by short words and quick phrases. Kyuzo struggle with Galactic Basic as it is grammatically dissimilar to Kyuzo.

"},"skinColorOptions":{"value":"Green, ranging from lighter olive shades to deep blue-green colors"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Compound or slit-pupiled eyes, dense musculature, suffer from respiratory and vision problems in standard gravity environments"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Phatrong"},"slanguage":{"value":"Kyuzo"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kyuzo","mode":"=","targetSpecific":false,"id":1,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kyuzo","mode":"+","targetSpecific":false,"id":8,"itemId":"u19DPceolkseGqzk","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","effects":[{"_id":"l6mvsrEqudRi4cVt","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kyuzo","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kyuzo","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kyuzo.webp","label":"Kyuzo","tint":"","transfer":true}]} +{"_id":"hwuUVRDaMiH8eIZv","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","effects":[{"_id":"uIcJ7M92lT53GK8n","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Shistavanen","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shistavanen","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","label":"Shistavanen","tint":"","transfer":true}]} +{"_id":"i9lpGdxKYK7GiHEC","name":"Kel Dor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Due to Dorin having an atmosphere composed of helium and a gas unique to their world, the kel dors are forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. Without their protective goggles, kel dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.

The kel dors also have heightened reflexes, a result of the extrasensory organs in their heads. They are typically quick and wise.

Society and Culture

Kel dor are noted for their simple approach to justice, and they typically see moral issues in black and white. On the one hand, the kel dors are noted for their hospitality; they would never turn away a stranger in need. Yet, kel dors are not averse to taking the law into their own hands and have no compunctions about putting to death a thief who was merely stealing to feed himself.

Kel dor Force-sensitives are often trained as Baran Do Sages, who have an honored place in kel dor culture. They often serve as advisers to rich and powerful kel dor families. Wars and disasters have been averted simply by the insight of a Baran Do Sage.

Names

Kel dor names are based on sound generated by Dorin's unique atmosphere. Surnames are based on ancient family trades.

  Male Names. Bil, I'zers, Nullo, Taciss, Zaln

  Female Names. Arri'ku, Bhi're, Chu, So'ro, Thirza

  Surnames. Andugai, Borak, Haimnech, Vitchess

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Age. Kel dor reach adulthood in their late teens and live less than a century.

Alignment. Kel dors' structured nature causes them to tend toward lawful balanced, though there are exceptions.

Size. Kel dor typically stand around 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your natural evolution allows you to see what others do not in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Foreign Biology. You cannot breathe oxygen. The kel dors have created a breathing apparatus to negate the negative effects of living in an oxygen rich environment, but if your mask is removed while you are in such an environment, you lose consciousness.

Life in the Void. You can survive for one hour within the vacuum of space. You have resistance to Necrotic damage.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Galactic Basic and Kel Dor.

"},"skinColorOptions":{"value":"Orange, red"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, silver"},"distinctions":{"value":"Rebreathers to survive in oxygen environments"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"80 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Dorin"},"slanguage":{"value":"Kel Dor"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kel Dor","mode":"=","targetSpecific":false,"id":1,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[],"label":"Traits Language Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"keldor","mode":"+","targetSpecific":false,"id":10,"itemId":"jDUz5AdEXnnTLXn9","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","effects":[{"_id":"vtxUoVv6RYKs79hH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kel Dor","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"keldor","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kel%20Dor.webp","label":"Kel Dor","tint":"","transfer":true}]} +{"_id":"iXMkDfD6yEboDZF4","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","transfer":true}]} +{"_id":"j23Pg39ef3OEK3O4","name":"Rattataki","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Rattataki are a near-human species characterized by their nimble movements, chalk-white skin and oft-bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involves extensive gladiatorial combat.

Society and Culture

While most other inhabitants of Rattatak came from the Unknown Regions, there are a significant number of off-worlder mercenaries who come to Rattatak from time to time, likely to view or participate in gladiatorial combat, only to be stranded there permanently. The remarkably harsh conditions on the planet nearly drove its population to extinction. For eons, the Rattataki constantly battled amongst themselves and their fellow inhabitants (represented primarily by Humans, Zabraks, Siniteens, Vollick, and Weequay) over the planet's limited resources. Despite being nearly completely isolated from the outside galaxy, the Rattataki displayed remarkable initiative and continually created new ways to kill each other.\r\n\r\nRattataki culture is bloody and unforgiving. Punishment for even the smallest crimes is unnecessarily harsh, which does little to quell that behavior. In fact, Rattataki who are known to commit crimes without being caught are celebrated.

Names

Rattataki names are harsh sounding and short. Surnames are familial, though many Rattataki abandon them in favor of self-aggrandizing titles.

  Male Names. Aidus, Charnagus, Karok, Veran

  Female Names. Amaran, Kassien, Silas, Sraja, Vol

  Surnames. Anjek, Danvik, Degger, Kolla, Venkorr","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity or Intelligence score increases by 1.

Age. Rattataki reach adulthood in their late teens and live less than a century.

Alignment. Rattataki are self-serving and violent which causes them to tend toward the dark side, though there are exceptions.

Size. Rattataki typically stand about 5 and a half feet tall and weigh 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Acrobatic. You have proficiency in Acrobatics.

Intimidating. You have proficiency in Intimidation.

Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Languages. You can speak, read, and write Galactic Basic and Rattataki. Rattataki is known for have an inordinate amount of curses.

"},"skinColorOptions":{"value":"Chalk-white"},"hairColorOptions":{"value":"Brown, grey or white"},"eyeColorOptions":{"value":"Grey or white"},"distinctions":{"value":"Near-human features, white skin, usually with a bald head, often tattooed"},"heightAverage":{"value":"4'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rattatak"},"slanguage":{"value":"Rattataki"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rattataki","mode":"=","targetSpecific":false,"id":1,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":4,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.acr.value","value":"1","mode":"+","targetSpecific":false,"id":5,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Acrobatics"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rattataki","mode":"+","targetSpecific":false,"id":8,"itemId":"NMFgeptxaFNYbZXW","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Rattataki.webp","effects":[{"_id":"1peB1cOJ8IYxY5Cw","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Rattataki","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.acr.value","value":1,"mode":4,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rattataki","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rattataki.webp","label":"Rattataki","tint":"","transfer":true}]} +{"_id":"l2ltw1L7Ri1xzDx5","name":"Falleen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Falleen are distinguished by their mottled green or red skin, ridged skulls, and their long, black hair which they typically wear in ponytails. The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation make the Falleen often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen exude pheromones which makes them all but irresistible to both sexes.\r\n\r\nThe Falleen are semi-aquatic, being able to hold their breath underwater for an extended period of time. Fallen are one of few species that are resistant to manipulation by the Force.

Society and Culture

Falleen society is of a feudal nature, with noble houses ruling over the lower classes. The upper echelons of Falleen aristocracy are rife with politics and intrigue, though they rarely spill blood over disputes or reduce themselves to open warfare.\r\n\r\nAs a cold-blooded species, the Falleen respect discipline and control, particularly self-control. They tend to shun public displays of emotion, and are very patient. As a result of this attitude, they tend to look down on the more openly passionate, whom they see as lacking self-control. Indeed, the Falleen as a species have a towering sense of superiority, reflecting on their view of Falleen as the civilized and cultural center of the galaxy, rather than Coruscant.

Names

Falleen favor names with Z and X sounds. They are usually accompanied by a surname, which is familial.

  Male Names. Xomit, Xizor, Xist, Zenex, Zurros

  Female Names. Xora, Trezza, Mylla, Zule, Annaz

  Surnames. Grunseit, Croom, Moz, Xiss, Mythric","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Falleen reach adulthood in their late teens and live up to 250 years.

Alignment. Falleen societal structure causes them to tend to be lawful balanced, though there are exceptions.

Size. Falleen typically stand between 5 and 6 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Closed Mind. Falleen brains have an unusual composition which make them resistant to influence from the Force. You have advantage on Wisdom and Charisma saving throws against force powers.

Enthralling Pheromones. You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.

Hold Breath. You can hold your breath for up to 1 hour at a time.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Languages. You can speak, read, and write Galactic Basic and Falleen. Falleen is characterized by its common use of the Z and X sounds, of which the Falleen are fond.

"},"skinColorOptions":{"value":"Green, red"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Black, brown"},"distinctions":{"value":"Ridged skulls, dorsal spine"},"heightAverage":{"value":"4'7\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Falleen"},"slanguage":{"value":"Falleen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Falleen","mode":"=","targetSpecific":false,"id":1,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"falleen","mode":"+","targetSpecific":false,"id":7,"itemId":"gZKFKS3Z6Hs8aoaT","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Falleen.webp","effects":[{"_id":"MG89qb6cGFBKJaYv","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Falleen","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.dex.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"30","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"falleen","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Falleen.webp","label":"Falleen","transfer":true}]} +{"_id":"lnvxVUlhhISkcYUy","name":"Nautolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Nautolans possess physiology common to amphibious species, including low light vision and excellent swimming skills. Their bony endoskeleton and dense cartilage make them tough and resistant to glancing blows. An egg-laying species, Nautolans emerge from their egg as a tadpole that develops arms, legs, and head-tails during their second year of life. Roughly the same size as a Human infant during this time, their limbs are weak and unable to support their weight, forcing youthful Nautolans to remain in aquatic environments for much of their childhood.

Society and Culture

The society developed by the Nautolans on Glee Anselm is centralized around local families and governments. The centralized government of Glee Anselm is comprised of representatives from the Council of Elders that govern each settlement. Elders are elected on merit, and can be made up of youthful politicians as well as the most aged members of the society. A culture that promotes life-long mates, Nautolan families are characterized by their loyalty between spouses and the equality of the sexes in the household. Arranged marriages are not uncommon. \r\n\r\nNo cultural affinity for the Force ever developed on Glee Anselm, though members of the Nautolan species recognize its importance and respected those among them that were Forceful.

Names

Nautolan names are generally short and melodic. Female names usually end in a vowel. Surnames are familial.

  Male Names. Brod, Knirkoc, Peng, Tikuwik, Zesufreat

  Female Names. Doli, Hahi, Thamlymyo, Usha, Zezu

  Surnames. Iarre, Rirrall, Sompanong, Uzumdall","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Nautolans reach adulthood in their early teens and live about 70 years on average.

Alignment. Nautolans' benevolence cause them to tend toward the light side, though there are exceptions.

Size. Nautolans typically stand 5 to 6 feet tall and rarely weigh more than 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Insightful. Nautolan head tentacles are adept at determining moods. You have advantage on Wisdom (Insight) checks to determine emotions.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Nautila. Nautila is unique in that it can only be properly pronounced underwater due to its use of pheromones in addition to spoken sounds. In any other environment, the language loses a great amount of detail; that Nautolans find this annoying.

"},"skinColorOptions":{"value":"Blue, brown, green, purple, or grey"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, brown, or red"},"distinctions":{"value":"Extrasensory head tentacles capable of detecting chemicals"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"120 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Glee Anselm"},"slanguage":{"value":"Nautila"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Nautolan","mode":"=","targetSpecific":false,"id":1,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"nautila","mode":"+","targetSpecific":false,"id":9,"itemId":"IrpHrnc26h2Dlgu7","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Nautolan.webp","effects":[{"_id":"nlORbLb6xwbjSHm8","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Nautolan","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":"2","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":"1","mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":"35","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"nautila","mode":0,"priority":0}],"duration":{},"icon":"systems/sw5e/packs/Icons/Species/Nautolan.webp","label":"Nautolan","transfer":true}]} +{"_id":"mIjqvsE8saU2ioea","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp","effects":[{"_id":"sz5oR4T4w3PXpQR9","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Duros","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"durese","mode":0,"priority":0},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Duros.webp","label":"Duros","tint":"","transfer":true}]} +{"_id":"makOvwAjjnxtlIki","name":"Kage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The kage are a pale-skinned sentient species native to the caverns in the planet of Quarzite. The kage have a long-time conflict with the belugans, consistently at odds with them. During the Clone Wars, Otua Blank ordered the capture of Pluma Sodi to marry her, she was later given back to the Kage Warriors by Asajj Ventress.

Society and Culture

The kage are a dedicated people of physical excellence; they train tireless and elite fighter-monks known as Kage warriors. They tend to use weapons with electric or disruptive properties, but they are also great fighters in unarmed combat. Kage warriors are respected in Kage society as the greatest calling a kage might follow.\r\n\r\nKage also share an affinity with animals, most notably the native multi-legged milodon, developing a symbiotic relationship. They use the milodon as transport; they can keep pace with the subtram transports that supply belugan strongholds, and launch raids that often catch the belugan security forces off-guard.

Names

Kage names are generally multisyllable with melodic intonations. Surnames are familial.

  Male Names. Baalin, Forta, Krismo, Rafa, Timko

  Female Names. Chena, Fari, Moora, Ooni, Pluma

  Surnames. Buno, Keeli, Nima, Sodi, Tani","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Kage reach adulthood in their late teens and live less than a century.

Alignment. Kages' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Kage typically stand between 5 and 6 feet tall, and weigh around 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Animal Handler. You are proficient in Animal Handling.

Athletic. You have proficiency in the Athletics skill.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. You've lived most of your life without direct sunlight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unarmed Combatant. Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Weapon Training. Kage are adept warriors. You are proficient with the electroprod and electrostaff.

Languages. You can speak, read, and write Galactic Basic and one language of your choice.

"},"skinColorOptions":{"value":"Gray, white"},"hairColorOptions":{"value":"Gray, pale yellow, white"},"eyeColorOptions":{"value":"Green, pink, red, yellow"},"distinctions":{"value":"Athleticism, pale skin, piercing eyes"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Quarzite"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kage","mode":"=","targetSpecific":false,"id":1,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"+","targetSpecific":false,"id":4,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electroprod","mode":"+","targetSpecific":false,"id":9,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"electrostaff","mode":"+","targetSpecific":false,"id":10,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"QTUYXHT2mwCXYUsy","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kage.webp","effects":[{"_id":"i0cnHmFVkjW8q1nQ","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kage","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (120 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"electroprod","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"electrostaff","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kage.webp","label":"Kage","tint":"","transfer":true}]} +{"_id":"oEw3G4UgU49S6Fgg","name":"Togorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Togorian people are a feline warrior species native to the planet Togoria. They are large, heavy-framed bipeds, with retractable claws on their hands and feet. Female Togorians grow up to 7 feet tall, while adult males can reach up to 9 feet. They're covered in gray-white, black, brown, or orange fur, often with colorful spots or stripes.

Society and Culture

Togorians have a unique cultural division between their sexes. They evolved as nomadic hunters of creatures like the bist and etelo, surviving on the wilderness as apex predators. As time went on, a rift in their society developed between the two sexes. Males were drawn to continue their lifestyle as nomads and hunters for their people, while females tended to prefer remaining in permanent camps and contributed the vast majority of their species technological developments. This division has continued into modern times, with males continuing their nomadic traditions and females frequently preferring to stay in villages and cities. Males visit their mates for about a month each year, but otherwise the sexes live completely separate lives. Whether in spite of this separation of the sexes, or because of it, Togorians are typically monogamous and devoted to their chosen mates.

Names

Togorian names tend to be short and primal-sounding. Female names tend to include softer consonants and more vowels, while male names are typically harsher. Togorians do not use surnames.

  Male Names. Mezgraf, Mlatar, Morto, Mrrov, Torr

  Female Names. Coelle, Elotis, H'sishi, Kra'ake, Rrowv","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity or Constitution score increases by 1.

Age. Togorian reach adulthood in their late teens and live less than a century.

Alignment. Togorians' rigid sense of honor causes them to tend toward lawful light side, though there are exceptions.

Size. Togorians tower over almost all other species, with smaller females standing upwards of 7 feet tall and weighing 250 lbs., while males can easily reach 8 feet tall and weigh around 350 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Togorians have retractable claws. You are proficient with your claws, which deal 1d6 kinetic damage on a hit.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Stealthy Hunter. You have proficiency in the Survival and Stealth skills.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Languages. You can speak, read, and write Galactic Basic and Togorese. Togorese is characterized by its deep, resonating growls.

"},"skinColorOptions":{"value":"Black, brown, or white"},"hairColorOptions":{"value":"Black, brown, orange, or white"},"eyeColorOptions":{"value":"Brown, green, orange, or yellow"},"distinctions":{"value":"Large frame, retractable claws, striped fur, rigid honor code"},"heightAverage":{"value":"6'2\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Togoria"},"slanguage":{"value":"Togorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togorian","mode":"=","targetSpecific":false,"id":1,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":" med","mode":"=","targetSpecific":false,"id":4,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"togorese","mode":"+","targetSpecific":false,"id":9,"itemId":"odiMLlN9Ik1dA1Pq","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Togorian.webp","effects":[{"_id":"AwKbuyAocEAz5vyD","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Togorian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togorian.webp","label":"Togorian","tint":"","transfer":true}]} +{"_id":"pyQLjJTchPbo9k7o","name":"Chadra-Fan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Chadra-Fan are covered from head to foot in fur. Their species evolved from small, arboreal rodents. The two different sexes of Chadra-Fan are indistinguishable to other species, though the Chadra-Fan could readily tell the difference using their powerful sense of smell. Chadra-Fan also have involuntary pheromones that conveyed information about their family line and created an aura of attractiveness. Other voluntary pheromones often conveyed a Chadra-Fan's state of emotion-anger, fear, or joy. Chadra-Fan even create more complex messages using their pheromones, though the pheromones when mixed sometimes caused confusion. They are unique in the fact that they had clear blood.

\n

Society and Culture

\n

The society of Chadra-Fan is divided into a clan structure in which every member is responsible for parenting the clan's children; a fact of life is that every household is open at any time. Leadership within the clan is a temporary role that is passed from one individual to another as the situation calls for a particular expertise. Children are the centerpiece of a Chadra-Fan community, and only leave when wed. However the new Chadra-Fan couple remain with the smaller clan so it was possible that a Chadra-Fan never leaves his or her home. Chadra-Fan left by themselves suffer depression, so they regularly seek the company of others; thus, Chadra-Fan are not very picky when it came to friends and prefer complete strangers to loneliness.

\n

Names

\n

Chadra-Fan names do not vary significantly based on sex. Surnames are clan based.

\n

  First Names. Dubi, Kattar, Naska, T'yabah, O'yasha

\n

  Surnames. Abalomm, Fandy, Nemm, Nuz, Yedit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chadra-Fan reach adulthood by 15 and live an average of 40 years.

Alignment. Chadra-Fan's open, clan-based culture cause them to tend toward the light side, though there are exceptions.

Size. Chadra-Fan stand 3-4 feet tall and weigh about 45 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Climb. You have a climbing speed of 25 feet.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Second Heart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, emit an onerous smell for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Trance. Chadra-Fan only require 2 hours of sleep a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Chadra-Fan. The Chadra-Fan language is characterized as being nasally and squeaky.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, brown, or grey"},"hairColorOptions":{"value":"Black, brown, or grey"},"eyeColorOptions":{"value":"Dark"},"distinctions":{"value":"Large ears, flat noses with four nostrils"},"heightAverage":{"value":"2'8\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Chad"},"slanguage":{"value":"Chadra-Fan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.traits.size","value":"Chadra-Fan","mode":"=","targetSpecific":false,"id":1,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":"=","targetSpecific":false,"id":6,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.toolProf.custom","value":"Tinker's tools","mode":"+","targetSpecific":false,"id":7,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"chadra-fan","mode":"+","targetSpecific":false,"id":9,"itemId":"G6WBGAp6GlK5tuK8","active":false,"_targets":[],"label":"Traits Language"}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","effects":[{"_id":"6clSr6rfOZJaWWiM","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.traits.size","value":"Chadra-Fan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (25 ft.)","mode":5,"priority":5},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"chadra-fan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chadra-Fan.webp","label":"Chadra-Fan","tint":"","transfer":true}]} +{"_id":"rdzFkdBXmzoRVFhw","name":"Chiss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The chiss are a near-human species distinguished by their blue skin and glowing red eyes. Genetic analysis indicate that they are an offshoot of humanity, and it is believed that moving underground led to a divergence between them and baseline Humans. Their blue skin, jet black hair and red eyes generally command attention; these features make them physically striking and instantly recognizable.

Society and Culture

Chiss society is highly structured and ordered with the rule of law being enforced by a group of four affiliations known as the Ruling Families: the Csapla, Nuruodo, Inrokini and Sabosen. These are not biological family groupings but instead different branches of their government. Every chiss claims affiliation to one of the four families, as determined by both tradition and place of birth. The family names are more of a cultural holdover; the bloodlines had grown so co-meddled that any chiss could claim affiliation to any of the ruling families. In spite of the outward impression of calm and order that the chiss like to project to outsiders, there were evidently tensions within the Families; political assassinations are a real part of chiss political life for the Ruling Families.

Names

A chiss true-name has 3 parts, each separated by an apostrophe. The first part is their family name, the second part is their root name, and the third part is their occupation. Chiss rarely share their true-name with non-chiss, and usually go by their root name. Male and female names do not significantly deviate.

  Names. Crorcu'ecuk'unist, Dash'esoru'ishur, Jerd'ecer'lonii, Kisk'egauw'eqhi, Marag'aliphil'eduo, Pommo'icuote'nlerme, Vornu'wuzi'lerdim

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Chiss reach adulthood in their late teens and live less than a century.

Alignment. Chiss' tactical and selfish nature cause them to tend toward lawful dark side, though there are exceptions.

Size. Chiss typically stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Tech Resistance. Growing up around technology leaves an impact on chiss. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Martial Proficiency. You have proficiency with light and medium armor as well as the blaster pistol and sniper rifle.

Languages. You can speak, read, and write Galactic Basic and Cheunh. Cheunh is a complex language that is difficult for non-chiss to learn. Chiss take pride in this difficulty.

"},"skinColorOptions":{"value":"Blue or silver"},"hairColorOptions":{"value":"Black, blue, or silver"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Glowing red eyes, above-average night vision"},"heightAverage":{"value":"4'11\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Csilla"},"slanguage":{"value":"Cheunh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Chiss","mode":"=","targetSpecific":false,"id":1,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (120 ft)","mode":"+","targetSpecific":false,"id":6,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.armorProf.value","value":"lgt","mode":"+","targetSpecific":false,"id":7,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.armorProf.value","value":"med","mode":"+","targetSpecific":false,"id":8,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Armor Prof"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster pistol","mode":"+","targetSpecific":false,"id":9,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"sniper rifle","mode":"+","targetSpecific":false,"id":10,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":11,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"cheunh","mode":"+","targetSpecific":false,"id":12,"itemId":"hRwDVxmSkmAcT0sx","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Chiss.webp","effects":[{"_id":"VaDVQFvsbGNJ3yew","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Chiss","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (120 ft)","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":0},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"blaster pistol","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"sniper rifle","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"cheunh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Chiss.webp","label":"Chiss","tint":"","transfer":true}]} +{"_id":"rlciJ8hMHPHkkj8K","name":"Wookiee","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Wookiees are a tall species of furry giants from the planet Kashyyyk, who can grow to a height of over eight feet. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably came in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grows long beards in adult life. Wookiee eye colors are usually blue, green, yellow, golden, brown, or red.

Society and Culture

Wookiees greatly value honor and loyalty. Therefore, their notion of \"family\" encompassed much more than just blood ties. A part of that most sacred tradition was the social institution of life debt: when a wookiee's life was saved by someone else, regardless of the species, they would frequently devote themselves to a lifetime of service to their savior and their family. Through the mechanism of the life debt, the People of the Trees used to develop unbreakable bonds with their boon companions and true friends, forming an \"honor family.\"

Names

Wookiee names are diverse; some names are simple and short while others are long and complicated. The majority of names often have softer big sounds and more melodic tones to them. Since offworlders have trouble using wookiees' real names, they often adopt simpler nicknames to go by.

  Male Names. Fubbodrrl, Gurrfupayyc, Kioerrr, Lavgaeffoak, Snrowbishutchuh, Zufiaarkaykkk

  Female Names. Bulabba, Bonbaegnh, Hopakleupo, Keumnebheu, Onninh, Osstatiemmyock

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Wookiees reach adulthood at about 40 and can live to be 400.

Alignment. Wookiees tend toward the light side, though there are exceptions.

Size. Wookiees tend to tower over other species, reaching heights over 8 feet and weighing 300 pounds. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Wookiees have retractable claws. You are proficient with your claws, which deal 1d4 kinetic damage on a hit.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hide. You have a thick hide. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Treeclimber. You have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Languages. You can speak, read, and write Shyriiwook. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"Different shades of black, brown, and white in varying combinations"},"eyeColorOptions":{"value":"Blue, green, yellow, golden, brown, or red"},"distinctions":{"value":"Tall, hair covered, retractable climbing claws, long life spans"},"heightAverage":{"value":"6'3\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"190 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Kashyyyk"},"slanguage":{"value":"Shyriiwook"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Wookiee","mode":"=","targetSpecific":false,"id":1,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":7,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"shyriiwook","mode":"+","targetSpecific":false,"id":10,"itemId":"sHKKwOYgHLqtPbFk","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Wookiee.webp","effects":[{"_id":"KUCISI8H3Sy2dc98","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Wookiee","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.attributes.speed.special","value":"Climbing (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shyriiwook","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Wookiee.webp","label":"Wookiee","tint":"","transfer":true}]} +{"_id":"sG1Ty059UAhUO9nT","name":"Ugnaught","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ugnaughts are diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reached up to 200 standard years. They notably eat genteslugs.

\n

Society and Culture

\n

Ugnaughts are ruled by councils comprised of elected officers. Ugnaughts live their lives in accordance to their \"blood profession,\" with Ugnaught parents teaching their children their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the need, a blood duel is called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit their blood profession. Despite this outdated and violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response. Usage of the common galactic greeting \"yaa-yaah\" is considered a personal insult to Ugnaughts. If this occurrs, it is advisable to duck and cover, as various mechanical implements will be thrown one's way. Ugnaughts are often enslaved as they are fairly meek.

\n

Names

\n

Ugnaught names are generally concise. Female names sound more cheerful. Surnames are determined by blood profession.

\n

  Male Names. Banax, Dral, Durn, Togre, Yirkux

\n

  Female Names. Admeva, Olnito, Ruskor, Vurlilli

\n

  Surnames. Col, Gnatro, Mikk, Roc, Sag

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Strength score increases by 1.

\n

Age. Ugnaughts reach adulthood at 20 and can live to reach 200.

\n

Alignment. Ugnaughts tend toward no particular alignment. The best and worst are found among them.

\n

Size. Ugnaughts rarely stand higher than 4 feet and weigh about 50 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25.

\n

Bite. Your tusks are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d6 + your Strength modifier.

\n

Crafters. You have proficiency in one tool of your choice.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Industrial Hazards. You have resistance to acid damage.

\n

Tech Dabbler. You know the mending at-will tech power. When you reach 3rd level, you can cast the analyze tech power once per day. When you reach 5th level, you can also cast the overheat tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Tinker. You have proficiency with tinker's tools. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of the following effects: create a small explosion, create a repeating loud noise for 1 minute, create smoke for 1 minute, cause harmless tremors for 1 minute. You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Ugnaught. The Ugnaught language is composed of grunts, squeals, and chatters, and is difficult for other species to learn.

"},"skinColorOptions":{"value":"Varying shades of pink"},"hairColorOptions":{"value":"White"},"eyeColorOptions":{"value":"Black and red"},"distinctions":{"value":"Diminutive stature, porcine features, technological affinity"},"heightAverage":{"value":"3'1\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Gentes"},"slanguage":{"value":"Ugnaught"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ugnaught","mode":"=","targetSpecific":false,"id":1,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.dr.value","value":"acid","mode":"+","targetSpecific":false,"id":7,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.toolProf.custom","value":"tinker's tools","mode":"+","targetSpecific":false,"id":8,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[],"label":"Traits Tool Prof Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ugnaught","mode":"+","targetSpecific":false,"id":10,"itemId":"ohXlAL4PhVxboYrz","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","effects":[{"_id":"cEL26hyVYxGjv0si","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ugnaught","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"acid","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"tin","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ugnaught","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ugnaught.webp","label":"Ugnaught","tint":"","transfer":true}]} +{"_id":"sNC1D9hHSMKqxF99","name":"Arcona","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Arcona have anvil-shaped heads, claws, marble-like eyes, and protective skin. Cona is always hot, and has very little water, but the atmosphere is filled with ammonia vapor. Arcona adapted to this environment by eating the ammonia-converting roots of flora as a source of water. Arcona depended on the ammonia to live and, as a result, arcona living offworld have to take ammonia supplements. Despite their large eyes, arcona have very poor eyesight. Their eyes, made up of thousands of photoreceptors, can not detect fine shapes, only seeing blurry objects. To aid this, they have a small sensory organ between their eyes. Often mistaken for their nose, this organ detects heat patterns from living beings. Thus, arcona can recognize things by its heat pattern.

\n

Arcona are highly susceptible to addiction to spice and common salt, which serves as a hallucinogen with effects resembling that of intoxication. Their eyes shift to gold after prolonged addiction.

\n

Society and Culture

\n

Arcona normally think of themselves not as individuals but as a collective whole. Largely forsaking individuality, they often refer to themselves as “we” even when alone. The arcona live in loose, family-based communities called nests, which are ruled by a Grand Nest. Because arcona are born in nests underground, they obtain a close sense of family living in close quarters with siblings. Males raise the young, since females are typically impulsive thrill-seekers.

\n

Names

\n

Arcona names are quite diverse, named by their fathers in the nest. Surnames are either familial or nest-based.

\n

  Male Names. Bijrik, El, Jat, Kazat, Onalol, Shle

\n

  Female Names. Ak, Cimam, Cuten, He, Madan, Omik

\n

  Surnames. Cheen, -drell, -faxel, Shran, Takonak, -voll

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

\n

Age. Arcona reach adulthood in their late teens and live for more than a century.

\n

Alignment. Arcona tend toward no particular alignment. They can vary from the chaotic thrillseekers to the orderly lawkeepers. The best and worst are found among them.

\n

Size. Arcona typically stand 5 and a half to 6 and a half feet tall and generally weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Claws. Your sharp talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d4 + your Strength modifier.

\n

Clever. You have proficiency in one Intelligence skill of your choice.

\n

Easily Addicted. Arcona are susceptible to spice addiction, and as a result you are taught to identify it from an early age. Additionally, consuming salt can cause them to hallucinate, potentially replicating the effects of spice. Whenever you make an ability check related to identifying salt or spice or seeing whether something contains salt or spice, you have advantage.

\n

Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

\n

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

\n

Reptilian Senses. Whenever you make a Wisdom (Perception) check related to sensing heat, you are considered to have expertise in the Perception skill.

\n

Languages. You can speak, read, and write Galactic Basic and Arconese. Arconese is spoken through complex, guttural squeaks from the back of the throat. However, arcona born and raised in colonies outside of Cona often did not learn Arconese, but the local language instead.

"},"skinColorOptions":{"value":"Ebony to mahogany"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Green, blue, pink, gold when addicted"},"distinctions":{"value":"Flat heads, easily addicted"},"heightAverage":{"value":"5'0\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"95 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cona"},"slanguage":{"value":"Arconese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"colorScheme":{"value":""},"manufacturer":{"value":""},"planguage":{"value":""},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Arcona.webp","effects":[{"_id":"NGgLg9M06MvvWwAh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Arcona","mode":5,"priority":20},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":20},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"arconese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Arcona.webp","label":"Arcona","tint":"","transfer":true}]} +{"_id":"sw0TaL04iXz5QrZ9","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} +{"_id":"u1i0LGiFzpYld5U6","name":"Ortolan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Ortolans are squat, heavily-built humanoid bipeds with long, trunklike noses and beady black eyes. They possess floppy ears, which are extremely sensitive to sound waves. They have two hands, each ending in four chubby fingers and a thumb, which is not opposable. A thick, baggy hide covered in fuzz resembling velvet hangs off of the Ortolan body. Ortolans have a keen sense of smell to help them forage for food. In fact, they are handicapped in their business affairs by their attachment to food, sometimes accepting otherwise unfavorable contracts when promised enough to eat. Their twin obsessions are food and music; offworld, many Ortolans find success as chefs or musicians.

\n

Society and Culture

\n

Ortolan society is reasonably industrialised, though not as technologically advanced as other species. Despite this, their economy is mostly based on barter, with credits primarily used to trade with offworlders. Education is the responsibility of their parents, though gifted youngsters are often traded to other families to get specialized education. While most Ortolans appear to have blue skin, Ortolans are actually covered in short velvety fur which they often dyed in bright colors, most often blue and pink. This tradition began when a Devaronian trader tried to sell Ortolans a shipment of food dyes—they considered dyeing their food a waste of time, but found dyed fur to be quite stylish.

\n

Names

\n

Ortolan names are generally short with big sounds. Female names are typically softer. Surnames are familial.

\n

  Male Names. Donmb, Hegh, Nax, Parm, Teeb  

\n

  Female Names. Bedla, Folfe, Nelni, Phoff, Sallo  

\n

  Surnames. Bigek, Lubum, Nad, Rojool, Somo

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Ortolans are considered adults at the age of seven and typically live less than a century.

Alignment. Ortolans' love of food and music causes them to tend toward chaotic light side, though there are exceptions.

Size. Ortolans stand around 3 to 4 feet tall and weigh about 55 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Foragers. Whenever you make a Wisdom (Survival) check to forage for food you are considered to have expertise in the Survival skill.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Musical. You have proficiency in Performance and one musical instrument of your choice.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Ortolan. Ortolan is characterized by its grunts and hoots.

"},"skinColorOptions":{"value":"Light colors"},"hairColorOptions":{"value":"Light colors"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Stocky builds, trunklike noses, floppy ears, small mouths, brightly dyed fur"},"heightAverage":{"value":"2'10\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"50 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Orto"},"slanguage":{"value":"Ortolan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ortolan","mode":"=","targetSpecific":false,"id":1,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.prf.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Skills Performance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"ortolan","mode":"+","targetSpecific":false,"id":8,"itemId":"tKiqciNQn2NvdzcT","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.toolProf.value","value":"music","mode":"+","targetSpecific":false,"id":9,"itemId":"NcOqxyAmCCNgwMUS","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Ortolan.webp","effects":[{"_id":"Dh3FLNKo1HFJ7pqF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Ortolan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":25,"mode":5,"priority":5},{"key":"data.skills.prf.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ortolan","mode":0,"priority":0},{"key":"data.traits.toolProf.value","value":"music","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ortolan.webp","label":"Ortolan","tint":"","transfer":true}]} +{"_id":"vG2V2aRV5DdqhG33","name":"Vurk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Vurks are the predominant sentient species of the planet Sembla. They are tall, reptilian humanoids with bulbous dark eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishing gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors.

Society and Culture

Young Vurk males are married off by their parents; those who failed to marry before reaching adulthood remain bachelors for the rest of their lives. Because their way of living resulted in virtually no sizable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that was not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourage personal honesty. Their compassionate and calm manner made them better than average diplomats.\r\n\r\nVurks are very family-oriented. It is common for multiple generations to remain in the same location as a single household, with the eldest family member being the patriarch or matriarch and making the decision for the entire family.

Names

Vurk names are traditionally two to three syllables. Female names typically end with a vowel, while male names vary. Surnames are familial.

  Male Names. Coleman, Jadran, Milanko, Zlatko

  Female Names. Elka, Iryna, Miglena, Tanya, Verka

  Surnames. Cheevochik, Provric, Trebor, Vorgecz","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Vurk reach adulthood in their 20s and live an average of 70 years.

Alignment. Vurk philosophies cause them to tend toward the light side, though there are exceptions.

Size. Vurks typically stand between 6 and 7 feet tall and weigh around 175 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 35 feet.

Amphibious. You can breathe air and water.

Athletic. You have proficiency in the Athletics skill.

Darkvision. Accustomed to life underwater, you have superior vision in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Head Crest. Your head crest is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 + your Strength modifier kinetic damage.

Swim. You have a swimming speed of 30 feet.

Languages. You can speak, read, and write Galactic Basic and Semblan. Semblan has a very melodic feel and often evokes images of waterfalls to those who don't understand its meanings.

"},"skinColorOptions":{"value":"Dark blues, greens, greys, or reds"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Bulbous eyes, head crests, three-fingered hands"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"130 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sembla"},"slanguage":{"value":"Semblan"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Vurk","mode":"+","targetSpecific":false,"id":1,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"35","mode":"=","targetSpecific":false,"id":5,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ath.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Skills Athletics"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":"+","targetSpecific":false,"id":8,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"semblan","mode":"+","targetSpecific":false,"id":10,"itemId":"DZ76Ji0AtShNcKag","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Vurk.webp","effects":[{"_id":"Q0QM1el7ltMmxAt5","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Vurk","mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":35,"mode":5,"priority":5},{"key":"data.skills.ath.value","value":1,"mode":4,"priority":20},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.speed.special","value":"Swimming (30 ft.)","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"semblan","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Vurk.webp","label":"Vurk","tint":"","transfer":true}]} +{"_id":"w26VSyYwyIVYV3My","name":"Togruta","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Togruta have rusty skin tones ranging in hue from blue to red to green, with white pigmentation on their faces, greyish lips, and white stripes adorn various parts of their bodies. The pattern of stripes varies from individual to individual. This red and white pattern was a phenotype left over from their ancestor's camouflage that helped them to blend in with Shili's natural surroundings.

Their heads bear two montrals, with three to four head-tails, whose stripes were darker than those of the montrals. Togruta have the ability to sense the proximity and movement of physical objects around them by means of their hollow montrals, which detect space ultrasonically. Young togrutas' montrals and posterior head-tail do not fully grow until adolescence, when their montrals curve and their final head-tail grows to the length of their other head-tails.

Society and Culture

Togruta have a strong sense of unity and togetherness. On their native homeworld of Shili, they rely on each other and band together to take a stand against the massive monsters that hunt them. The creatures of Shili most often attack in groups, which was even more reason for the native togruta to work together. While most of Shili is covered in the scrublands where the togruta hunt their herbivorous prey, the togruta live in small communities in the forest valleys.

Names

Togruta names are typically long. Surnames are familial.

  Male Names. Acanaar, Mukraas, Obolak, Tokrym

  Female Names. Akoma, Maasha, Okohlo, Shola

  Surnames. Hyl, Na, Nim, Ris, Resh, Vaal, Zin

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Strength or Dexterity score increases by 1.

Age. Togruta reach adulthood in their late teens and live less than a century.

Alignment. Togruta culture focuses on unity which causes them to tend toward the light side, though there are exceptions.

Size. Togruta typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Montral Reception. You have tremorsense out to 30 feet. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures

Wild Hunters. You have proficiency with the Survival skill.

Languages. You can speak, read, and write Galactic Basic and Togruti. Togruti is an ornate language characterized by trills and long vowel sounds which are modified by subtle tremors in the togruta's head-tails. This language is heavily influenced by Basic, but also incorporates some native idioms, which caused Basic-speaking togruta to use seemingly strange expressions.

"},"skinColorOptions":{"value":"Blue, green, orange, purple, red, white, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green, orange, purple, yellow, or red"},"distinctions":{"value":"Sharp canine teeth, two montrals, three or four head-tails"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Shili"},"slanguage":{"value":"Togruti"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Togruta","mode":"=","targetSpecific":false,"id":1,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[]},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"togruti","mode":"+","targetSpecific":false,"id":9,"itemId":"a6nvR93PW0IDP5Al","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Togruta.webp","effects":[{"_id":"57U88UyYUeWc8lGm","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Togruta","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.senses","value":"Tremorsense (30 ft.)","mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"togruti","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Togruta.webp","label":"Togruta","tint":"","transfer":true}]} +{"_id":"w54zgli5d4pVV9nD","name":"Killik","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Killiks possess a strong chitinous exoskeleton that is glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contains a number of spiracles which served as their way of breathing. Typically, these Human-sized hive creatures have four arms with each ending in a powerful three-fingered claw. They stand on two stout legs that are capable of leaping great distances. Killiks can communicate with other Killiks through use of pheromones.

\n

Society and Culture

\n

The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Killiks are also peaceful in nature. Their telepathic connection is capable of extending to other species which includes non-insectoids. A willing creature can submit to this telepathy to become a Joiner. They effectively become another vessel of the hive mind. Killiks lose connection to their hive mind at great distances. Those who voluntarily leave the hive mind are referred to as Leavers. It is rare that they are allowed to rejoin their hive without reason.

\n

Names

\n

Killiks are a hive-mind insectoid that typically don't use names. On the off chance they do, it's usually an incomprehensible series of clicking noises. They are receptive to nicknames given by others.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Killiks reach adulthood in their 40s and live an average of 200 years.

Alignment. Killiks' willingness to brainwash or kill their enemies cause them to tend towards the dark side, though there are exceptions.

Size. Killiks stand between 5 and 6 feet tall and weigh about 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Killiks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hardened Carapace. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Strong-Legged. When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.

Telepathy. You can communicate telepathically with creatures within 30 feet of you. You must share a language with the target in order to communicate in this way.

Languages. You can speak, read, and write Killik. You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, chestnut, green, red, scarlet, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black or orange"},"distinctions":{"value":"Chitinous armor, mandibles projected from face, four arms ending in long three toed claws protrude from their torsos"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alderaan"},"slanguage":{"value":"Killik"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Killik","mode":"=","targetSpecific":false,"id":1,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"killik","mode":"+","targetSpecific":false,"id":8,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":"+","targetSpecific":false,"id":9,"itemId":"pzCpIjsuNVs8encY","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Killik.webp","effects":[{"_id":"EWQOMXrZbfi4zSPF","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Killik","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":13,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"killik","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"telepathy (30 ft.)","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Killik.webp","label":"Killik","tint":"","transfer":true}]} +{"_id":"xgnklJLAx1Emimq1","name":"Voss","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Voss are humanoid sentients with a high rate of Force-sensitivity who display prominent sexual dimorphism. The male Voss have blue skin and bright orange eyes, while the females have red skin and azure eyes. The Voss do not have hair or distinct pupils, and posess unique patterns of markings on their face, neck, and body, a trace of their shared ancestry with Gormak. Their voices have a slight mechanical tinge to them, making them sound somewhat like a droid or machine. Voss undogo a physical, developmental change during their marriage ceremonies (known as the Rite of Ardor) and do not develop sexually prior to the performance of these rituals.

Society and Culture

The Voss species resides in the isolated mountain-top city of Voss-Ka and is vastly outnumbered on their homeworld by its other native sentient species, the Gormak, who are extremely hostile toward them and from whom they arose. Most Voss live peacefully in Voss-Ka, caring for their families, cultivating the wild plants and maintaining equipment for the Voss commandos in the war against the Gormak, although some Voss do live outside the capital city, such as the Voss Mystics who reside in the Shrine of Healing. The Voss are great lovers of art, and their architecture features a distinctive artistic style. The entire Voss society is guided by the Force visions of Voss Mystics, which are considered infallible without exception.

Names

All Voss have two short names, connected by a hyphen, with the family name being the second one.

  Male Names. Char, Edan, Fadith, Nodin, Orin

  Female Names. Amin, Magra, Tala, Weylin, Yana

  Surnames. -Ko, -La, -Po, -Rae, -Va","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Constitution score increases by 1.

Age. Voss reach adulthood in their late teens and live less than a century. They do not reach sexual maturity until they undergo the Rite of Ardor.

Alignment. As Voss culture encourages duty and emotional composure, individuals tend toward a lawful alignment, though there are exceptions.

Size. Voss typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Precognition. You see brief visions of the future, that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Mystic Healing. You have proficiency in Medicine.

Voss Weapon Training. You have proficiency with the blaster rifle and techblade.

Inscrutable. Your calm demeaoer and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.

Languages. You can speak, read, and write Galactic Basic and Voss. The Voss language is characterized by it's mystic-sounding word pairings.

"},"skinColorOptions":{"value":"Blue (male) or red (female)"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Orange (male) or blue (female)"},"distinctions":{"value":"Mechanical apperance, unique patterns and markings along face, neck, and body"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb"},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Voss"},"slanguage":{"value":"Voss"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Voss","mode":"=","targetSpecific":false,"id":1,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.med.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Skills Medicine"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster rifle","mode":"+","targetSpecific":false,"id":8,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"techblade","mode":"+","targetSpecific":false,"id":9,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"voss","mode":"+","targetSpecific":false,"id":11,"itemId":"YWrbeoakCuPhpoze","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Voss.webp","effects":[{"_id":"g7qkdxQGBYGcMDU9","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Voss","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster rifle","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"techblade","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"voss","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Voss.webp","label":"Voss","tint":"","transfer":true}]} +{"_id":"xzBftbeuH0nENnZO","name":"Mustafarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Mustafarians are an insectoid species of sentients native to the volcanic planet of Mustafar. They are divided into two subspecies: the lanky northern mustafarians, and the stocky southern mustafarians. The southern mustafarians were notable for their greater strength, making them more suited to manual labor. Both subspecies shared many traits, particularly their hardened exoskeletons and leathery skin, which acclimated them to the extreme heat of their volcanic environment.

Society and Culture

Mustafarians evolved from arthropods living in the slightly cooler hollows within dormant volcanoes on the surface of Mustafar. As a result of such close living, mustafarian culture is isolationist by nature, though they tolerate trade with other systems. Mustafar hosts scarce minerals and rare metals, making mustafarians an invaluable trade partner.\n\nNative mustafarians rarely take sides when galactic conflicts rage, instead preferring to keep to themselves and control their own planet. They are daunting enemies when provoked, however.

Names

Mustafarian names are often inspired by displays of competency or bravery, such as recovering large quantities of rare minerals, or successfully taming a lava flea. Their surnames are familial.

  Male Names. Aumstrogh, Chivos, Ikt, Ulon

  Female Names. Altoa, Hailith, Saonji, Yura

  Surnames. Fal'co, Glost, Mensix, Nek'dem","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Mustafarians reach adulthood in their late teens and live about 80 years.

\n

Alignment. Mustafarians are usually judicious and value good work above all else, causing them to be lawful balanced, though there are exceptions.

\n

Size. Mustafarians stand between 5 and 7 feet tall and weigh around 165 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet. Your speed is not reduced by heavy armor.

\n

Darkvision. As an originally cave-dwelling species, your eyes are adapted to the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

\n

Lava Dweller. Your body is well accustomed to extreme heat, giving you resistance to fire damage. Additionally, your thick hide is naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Refinery Specialist. You have proficiency in your choice of constructor's tools, scavenging kit, or surveyor's tools. Additionally, whenever you make an Intelligence (Nature) check to identify a metal or mineral, you are considered to have expertise in the Nature skill.

\n

Languages. You can speak, read, and write Galactic Basic and Mustafarian. Mustafarian consists of choppy clicks and emphatic groans.

"},"skinColorOptions":{"value":"Gray"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Extremophiles"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Mustafar"},"slanguage":{"value":"Mustafarian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Mustafarian","mode":"=","targetSpecific":false,"id":1,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.dr.value","value":"fire","mode":"+","targetSpecific":false,"id":7,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"mustafarian","mode":"+","targetSpecific":false,"id":9,"itemId":"hHQcpqMiVpK1ovvu","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","effects":[{"_id":"4l39OCAp9Bu8kztj","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Mustafarian","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.dr.value","value":"fire","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"mustafarian","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Mustafarian.webp","label":"Mustafarian","tint":"","transfer":true}]} +{"_id":"y3aWxDBBiO3IgXlK","name":"Codru-Ji","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Codru-Ji are humanoids generally near-human in their adult appearances, save for their four arms. While their hair, eye, and skin pigmentations tend towards earthen hues, brighter colorations such as blonde hair or blue eyes, though uncommon, also exist. Rarer still, some adults maintain a light coat of fur or elongated, pointed ears. These eccentric attributes result from their unusual childhood forms.

\n

Codru-Ji children are actually sapient, six-legged canid creatures that cannot speak. Codru-Ji in this stage of their lives are called Wyrwulves: they mature to their more recognizable figures after reaching puberty. At that point, a blue, rubbery substance cocoons a Wyrwulf for several weeks before it emerges as a humanoid adolescent. They do, however, retain both the natural resilience and the enhanced hearing of their previous selves.

\n

Society and Culture

\n

The Codru-Ji are proud and protective of their ancient customs, and they carefully manage their homeworld's economy to keep a degree of anonymity from the galaxy at large. They fear the tainting of their long-held practices by outside influence as well as prejudice against them for the almost barbaric level of callousness they will display towards one another in pursuit of personal gain. The kidnapping of a political rival's children or the ransoming of off-worlders back to their people are both common practices.

\n

Names

\n

Codru-Ji names are often kept to two syllables. Clan names are appended to the given name as a hyphenated affix.

\n

  Male Names. Kossok, Tirrit, Uttar, Yunnan

\n

  Female Names. Davvi, Kella, Russa, Zollu

\n

  Clan Names. -Fa, -Mu, Ro-, -Sy, Yi-

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.

Age. Codru-Ji reach adulthood in their early teens and live less than a century.

Alignment. Steeped in selfish tradition, Codru-Ji tend towards the dark side, though there are exceptions.

Size. Codru-Ji stand 5 to 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Codru-Ji have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Natural Grappler. Whenever you make a Strength (Athletics) check to grapple you are considered to have expertise in the Athletics skill.

Trance. Codru-Ji sleep lightly, standing and semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Galactic Basic and Codruese, which has a solemn and stately cadence to it.

"},"skinColorOptions":{"value":"Light to dark tones"},"hairColorOptions":{"value":"Black, brown, gray, or white (usually with age)"},"eyeColorOptions":{"value":"Black, slate, gray, or brown"},"distinctions":{"value":"Four arms"},"heightAverage":{"value":"4'6\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"90 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Munto Codru"},"slanguage":{"value":"Codruese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Codru-Ji","mode":"=","targetSpecific":false,"id":1,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"codruese","mode":"+","targetSpecific":false,"id":8,"itemId":"8xTU4oIz92PnxEmc","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","effects":[{"_id":"cF7ScwvPgQ03tTqh","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Codru-Ji","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.attributes.ac.min","value":12,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"codruese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Codru-Ji.webp","label":"Codru-Ji","tint":"","transfer":true}]} +{"_id":"yA5I9lP5gpeqE1CL","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","effects":[{"_id":"uRB8h6A9A9SrsbWe","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Kaleesh","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster carbine","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblade","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaleesh","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","label":"Kaleesh","tint":"","transfer":true}]} +{"_id":"ygHpeAJAF8jDh2FX","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp","effects":[{"_id":"G99sEwcJAyta31Wz","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Dashade","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dashadi","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dashade.webp","label":"Dashade","tint":"","transfer":true}]} +{"_id":"zKNMlX4bnj5XBLAf","name":"Sith Pureblood","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Sith are a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith have a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive.

Sith purebloods are characterized by their expressive facial appendages, bone spurs, cranial horns, and predatory gaze.

Society and Culture

Sith culture is a rigid and stratified caste-based society. For the sith, war and violence are just as much a part of the natural order of life as peace or serenity. Though they are in an almost constant state of war, their civilization is quite sophisticated; they see these acts not as cruel or barbaric, but simply basic aspects of existence. Their constant warring led to a dwindling of the population on their original homeworld of Korriban as well as cultivated an intensely xenophobic society.

Names

Sith pureblood names are not conventional. They are often named for virtues in the Sith tongue. Sith rarely share surnames, since they do not value family ties. When a sith pureblood achieves a success or victory, they often change their name to match their perceived newfound status. Since Force-sensitivity is common in sith purebloods, and their culture is built around strength, most sith are called simply \"My Lord,\" or some other epithet, by their underlings.

  Male Names. Aqorzum, Khashai, Sihmot, Wirjol

  Female Names. Aqurwia, Cliriu, Nupax, Ubhesosiuth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Sith reach adulthood in their late teens and live less than a century.

\n

Alignment. The cruelty of the Sith causes them to tend toward chaotic dark side, though there are exceptions.

\n

Size. Sith generally stand between 5 and 6 feet tall and weigh less than 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Darkvision. Your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Force Sensitive. You know the denounce at-will force power. When you reach 3rd level, you can cast the curse force power once per day. When you reach 5th level, you can also cast the darkness force power once per day. Charisma is your forcecasting ability for these powers.

\n

Menacing. You gain proficiency in the Intimidation skill.

\n

Sadistic. You have proficiency with saberwhips, vibrowhips, and nets.

\n

Languages. You can speak, read, and write Galactic Basic and Sith. Sith is an agglutinative language, in which words or even phrases were made up of linear sequences of distinct meaningful units.

"},"skinColorOptions":{"value":"Black or red"},"hairColorOptions":{"value":"Black, brown, gray, red, or white"},"eyeColorOptions":{"value":"Orange, red, or yellow"},"distinctions":{"value":"Tentacle facial appendages, often wear jewelry or have tattoos, bone spurs"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Korriban"},"slanguage":{"value":"Sith"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sith Pureblood","mode":"=","targetSpecific":false,"id":1,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":3,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":4,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":5,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.weaponProf.custom","value":"saberwhips","mode":"+","targetSpecific":false,"id":7,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrowhips","mode":"+","targetSpecific":false,"id":8,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"nets","mode":"+","targetSpecific":false,"id":9,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sith","mode":"+","targetSpecific":false,"id":11,"itemId":"asPxOGoIYdH7PZxC","active":false,"_targets":[],"label":"Traits Language"}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","effects":[{"_id":"C3lStl981RznrCtr","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Sith Pureblood","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.traits.senses","value":"Darkvision (60 ft.)","mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"saberwhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrowhips","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"nets","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sith","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sith%20Pureblood.webp","label":"Sith Pureblood","tint":"","transfer":true}]} +{"_id":"zQJ9cXwY0cFt0ruE","name":"Klatooinian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Klatooinians are a humanoid species with canine features, having short muzzles over toothy overbites. They are also notable for their heavy brows and ridges along the tops of their heads.

Society and Culture

For centuries, klatooinians have been slaves to the hutts, whom they view as almost godlike, immortal beings. Although the hutts allow a council of elders to rule on Klatooine, all off-world affairs are wholly under hutt control. Under the hutts, the klatooinians serve as soldiers and guards. Even those klatooinians who do not serve the hutts are often employed as hired muscle by other masters.\r\n\r\nKlatooinian society was known for a strong belief in tradition and the wisdom of the elders, although some younger klatooinians rebelled against this norm and sought out freedom from enslavement. Others attempted to gain their own fortunes as smugglers, pirates, bounty hunters, or raiders.

Names

Klatooinian names are often derived from the names of great heroes and historical figures. Surnames are familial, and are usually shorter than klatooinian given names.

  Male Names. Barada, Castas, Sta-Den, Tarados

  Female Names. Gelis, Petkara, Sterasi, Yelmith

  Surnames. Eek, Gort, Gon, Ovin","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Klatooinians reach adulthood in their late teens and can live as long as 90 standard years.

Alignment. Klatooinian society encourages reverence for tradition and an inclination towards violence, causing them to tend toward lawful dark side, though there are exceptions.

Size. Klatooinians typically stand around 6 feet tall and generally weigh about 170 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Enforcer. You are proficient in the Intimidation skill. When you take the Help action to give an ally advantage on an Intimidation check, they gain a bonus to the roll equal to your proficiency bonus.

Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Weapon Training. Klatooinians are trained to fight from a young age. You have proficiency in two martial vibroweapons of your choice.

Wisdom of the Elders. You are proficient in the Lore skill.

Languages. You can speak, read, and write Galactic Basic, Klatooinian, and Huttese. Klatooinian is a gutteral, barking language, with many loanwords adopted from Huttese over the centuries.

"},"skinColorOptions":{"value":"Green, gray, brown"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Brown, black, gray"},"distinctions":{"value":"Heavy brows, short canine muzzles"},"heightAverage":{"value":"5'4\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"125 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Klatooine"},"slanguage":{"value":"Huttese, Klatooinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"Expanded Content"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Klatooinian","mode":"=","targetSpecific":false,"id":1,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":2,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":4,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":5,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.speed.value","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"klatooinian","mode":"+","targetSpecific":false,"id":10,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"huttese","mode":"+","targetSpecific":false,"id":11,"itemId":"sxEIlihl5hMuO4n5","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","effects":[{"_id":"G6pCpdwb6FUA1ViV","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Klatooinian","mode":5,"priority":5},{"key":"data.abilities.str.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.speed.value","value":30,"mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"klatooinian","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"huttese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Klatooinian.webp","label":"Klatooinian","tint":"","transfer":true}]} diff --git a/sw5e.css b/sw5e.css index df08aca9..b648530f 100644 --- a/sw5e.css +++ b/sw5e.css @@ -450,7 +450,7 @@ body { background-color: #bdc8cc; text-transform: none; font-style: normal; - font-weight: normal; + font-weight: bold; font-family: 'Open Sans'; } .sw5e.sheet .filter-list { @@ -1761,4 +1761,27 @@ body { border: 1px solid #7a7971; line-height: 24px; font-weight: bold; +} +.icon:before { + display: inline-block; + font-style: normal; + font-variant: normal; + text-rendering: auto; + -webkit-font-smoothing: antialiased; +} +a.entity-link { + background: #DDD; + padding: 1px 4px; + border: 1px solid #4b4a44; + border-radius: 2px; + white-space: nowrap; + word-break: break-all; +} +a.entity-link i::before { + content: url("ui/jedi-order.svg") !important; + display: inline-block; + position: relative; + top: 2px; + height: 15px; + width: 15px; } \ No newline at end of file diff --git a/system.json b/system.json index 3818fd19..e44b5ce8 100644 --- a/system.json +++ b/system.json @@ -15,7 +15,7 @@ "entity": "Item" }, { - "name": "archetypes.db", + "name": "archetypes", "label": "Archetypes", "path": "./packs/packs/archetypes.db", "entity": "Item" @@ -27,7 +27,7 @@ "entity": "Item" }, { - "name": "backgrounds.db", + "name": "backgrounds", "label": "Backgrounds", "path": "./packs/packs/backgrounds.db", "entity": "Item" @@ -73,6 +73,12 @@ "label": "Journal Entries", "path": "./packs/packs/journal.db", "entity": "JournalEntry" + }, + { + "name": "lightsaberform", + "label": "Lightsaber Forms", + "path": "./packs/packs/lightsaberforms.db", + "entity": "Item" }, { "name": "monsters", diff --git a/template.json b/template.json index 05fbd852..54a8d1a1 100644 --- a/template.json +++ b/template.json @@ -383,7 +383,7 @@ } }, "Item": { - "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background"], + "types": ["weapon", "equipment", "consumable", "tool", "loot", "class", "power", "feat", "species", "backpack", "archetype", "classfeature", "background", "lightsaberform"], "templates": { "archetypeDescription": { "className": "", @@ -459,7 +459,15 @@ "classFeatures": { "value": "" } - }, + }, + "lightsaberformDescription": { + "description":{ + "value": "" + }, + "source": { + "value": "" + } + }, "speciesDescription": { "data": "$characteristics-table", "description": { @@ -576,6 +584,9 @@ "templates": ["itemDescription", "activatedEffect", "action"], "className": "" }, + "lightsaberform": { + "templates": ["lightsaberformDescription"] + }, "consumable": { "templates": ["itemDescription", "physicalItem", "activatedEffect", "action"], "consumableType": "potion", diff --git a/ui/jedi-order.svg b/ui/jedi-order.svg new file mode 100644 index 00000000..fb5958f3 --- /dev/null +++ b/ui/jedi-order.svg @@ -0,0 +1 @@ + \ No newline at end of file

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