diff --git a/packs/Icons/Archetypes/Path of Meditation.webp b/packs/Icons/Archetypes/Path of Meditation.webp new file mode 100644 index 00000000..d7d28b66 Binary files /dev/null and b/packs/Icons/Archetypes/Path of Meditation.webp differ diff --git a/packs/Icons/Archetypes/Triage Technique.webp b/packs/Icons/Archetypes/Triage Technique.webp new file mode 100644 index 00000000..fa70cc35 Binary files /dev/null and b/packs/Icons/Archetypes/Triage Technique.webp differ diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 205dc6ff..483d5894 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -30,6 +30,7 @@ {"_id":"HOGXsFNkpWruE1Wd","name":"Archaeologist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"
Archaeologists are those who study the remnants of historical civilizations. Those scholars who choose the Archaeologist Pursuit are driven by a desire to uncover the past, forming a connection to the lives of those that came before, and unlocking within themselves a connection not just to history, but to the Force, itself.
\nYou gain proficiency with archaeologist kits and in the Lore skill.
\nWhen you choose this pursuit at 3rd level, you have learned powers from your studies of civilizations that were also once close to the Force. See chapter 11 for the general rules of forcecasting and chapter 11 for the force powers list.
\nYou learn 4 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Archaeologist Pursuit Forcecasting table. You may not leam a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you leam its prerequisite.
\nYou have a number of force points equal to your scholar level, as shown in the Force Points column of the Archaeologist Pursuit 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.
\nMany 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 Archaeologist Pursuit Forcecasting table.
\nYou may only cast force powers at 4th-level once. You regain the ability to do so after a long rest
\nYour 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. Additionally, 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\n\n
\n\nArchaeologist Pursuit Forcecasting
\n\n\n
\n\n \n\n\nLevel \nForce Powers Known \nForce Points \nMax Power Level \n\n \n3rd \n4 \n3 \n1st \n\n \n4th \n6 \n4 \n1st \n\n \n5th \n7 \n5 \n1st \n\n \n6th \n8 \n6 \n1st \n\n \n7th \n10 \n7 \n2nd \n\n \n8th \n11 \n8 \n2nd \n\n \n9th \n12 \n9 \n2nd \n\n \n10th \n13 \n10 \n2nd \n\n \n11th \n14 \n11 \n2nd \n\n \n12th \n15 \n12 \n2nd \n\n \n13th \n17 \n13 \n3rd \n\n \n14th \n18 \n14 \n3rd \n\n \n15th \n19 \n15 \n3rd \n\n \n16th \n20 \n16 \n3rd \n\n \n17th \n22 \n17 \n4th \n\n \n18th \n23 \n18 \n4th \n\n \n19th \n24 \n19 \n4th \n\n \n\n20th \n25 \n20 \n4th \n
\n
Also at 3rd level, when you are the target of your Critical Analysis feature, you can use Intelligence instead of Wisdom or Charisma as your forcecasting ability modifier.
\nLastly at 3rd level, you gain access to new maneuvers which reflect the progress of your studies into ancient civilizations. Whenever you learn a new maneuver, you can choose from any of the following as well. The maneuvers are listed in alphabetical order.
\nImmediately after you deal damage to a target with a force attack, you can expend a superiority die and target a second creature that you can see within 30 feet of the first creature. Roll the die, and the second creature takes force damage equal to the roll + your forcecasting modifier.
\nWhen you would make a weapon attack against a target within 30 feet, you can instead manipulate the Force to expend a superiority die and make a Sleight of Hand check using your universal forcecasting ability to plant something on the target, conceal an object on the target, lift the target’s purse, or take something from its pocket. Roll the superiority die, and add the result to the check.
\nWhen you would spend force points to cast a force power, you can instead expend a superiority die to cast the power. When you do so, you take necrotic damage equal to the number roll + your forcecasting modifier + twice the power’s level. This damage cannot be reduced in anyway.
\nFor each additional time you use this maneuver without taking a short or long rest, roll an additional superiority die of damage.
\nOnce per turn, when you make a Constitution saving throw to maintain concentration on a force power, you can expend a superiority die and add the number rolled to the saving throw.
\nOnce per round, when a creature succeeds on a force power you cast that requires a Wisdom or Charisma saving throw, you can expend a superiority die to make a universal forcecasting ability check with proficiency, substituting the result of the roll for the save DC for that power.
\nWhen you are forced to make a saving throw against a force power or effect you can see, you can expend a superiority die to change the saving throw to an Intelligence saving throw.
\nWhen you cast a force 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.
\nWhen you make a melee weapon attack against a creature, you can expend one superiority die and add the number rolled to the attack roll. On a hit, the target takes additional force damage equal to the number rolled.
\nWhen you or an ally that you can see reduces a hostile creature to 0 hit points, you can use a reaction and expend a superiority die to give that yourself or that ally temporary hit points equal to the number rolled + your forcecasting modifier.
\nBeginning at 6th level, you have unlocked more control over the Force, allowing you to choose wisely who it affects. When you cast a force power that affects other creatures that you can see, 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.
\nStarting at 9th level, your strength in the Force and your ability to read the objects around you intensifies. You can use your Critical Analysis to analyze an object of Huge size or smaller that you can see within range. When you do so, you learn whether or not the object is enhanced, cursed, and how old it is.
\nAdditionally, you can end your Critical Analysis on the object (no action required) to ask it a single question and receive an answer, usually in the form of an auditory or visual hallucination. For example, touching the rusted, broken remains of a lightsaber and asking how it got there may result in a brief vision of a disgruntled Jedi Knight casting it to the ground on that spot. An object \"questioned\" in this way can only provide information relating to its past. The GM has the final say on what objects can be questioned, and to what extent
\nYou can use this feature four times. You gain an additional use at 13th and 17th level. You regain all expended uses when you complete a long rest
\nOnce you've reached 17th level, you gain the ability to steal the knowledge of how to cast a power from another forcecaster. When a hostile creature casts a force power that affects a friendly creature within range of your Critical Analysis feature, and you use your reaction target that friendly creature with your Critical Analysis feature, you can force the creature casting the power to make an Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.
\nOn a failed save, you negate the power’s effects, and you steal the knowledge of that power if it is at least 1 st level and of a level you can cast For the next 8 hours, you know the power and can cast it using your force points. The creature cannot cast that power again until the 8 hours have passed.
\nOnce you've used this feature, you cannot use it again until you finish a long rest
\nWhen you select this pursuit, you gain access to new discoveries which reflect your studies into historical civilations. Whenever you leam a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.
\nYour expeditions have turned up a bevy of knowledge on the force. You leam three at-will force powers of your choice, which don't count against your number of force powers known.
\nYour research into Jedi and Sith combat techniques has allowed you to gain proficiency in simple lightweapons. When you are the target of your Critical Analysis, you use your choice of your Intelligence or Strength modifier for the attack and damage rolls with simple lightweapons. You must use the same modifier for both rolls.
\nAdditionally, you gain knowledge of one lightsaber form of your choice.
\nYour knowledge of antiquities is unparalleled. When you make an Intelligence (Lore) check or an ability check with your archaeologist kit, you may treat any roll of a 9 or lower as a 10.
\nPrerequisite: 13th level
\nYour affinity for the Force allows you to key in to the recent past of an area you enter. When you would expend a use of your Psychometric Analysis, you can instead choose to target your immediate vicinity (up to a 50-foot cube) and investigate for at least 1 minute. For each minute you investigate, you see visions of recent events in the area going back a number of days equal to your scholar level, you leam about one significant event, beginning with the most recent
\nYou can investigate in this way for a number of minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.
\nOnce you’ve used this feature, you can't use it again until you complete a short or long rest
\nPrerequisite: 17th level
\nYou may now cast force powers at 4th-level twice between rests.
\nPrerequisite: 9th level
\nYou can cast the @Compendium[sw5e.forcepowers.mnwPexAofsIOp8dD]{Telekinesis} force power at 5th level without spending force points.
\nOnce you’ve used this feature, you must complete a long rest before you can use it again.
\nYour archaeological studies have taken you all across the galaxy. While you are the target of your Critical Analysis feature, you can use your universal forcecasting ability instead of Wisdom when making Insight or Survival checks.
\nPrerequisite: 5th level
\nAs a reaction when you take damage, you can entomb yourself in the Force until the end of your next turn. For the duration, you have resistance to the triggering damage, you gain temporary hit points equal to 1d10 + your universal forcecasting ability modifier + your scholar level to potentially absorb the attack, and your speed is reduced to 0.
\nOnce you use this invocation, you can't use it again until you finish a short or long rest.
"},"source":"EC","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.RlEF6kyTDA8V0S3B"}},"img":"systems/sw5e/packs/Icons/Archetypes/Archaeologist%20Pursuit.webp","effects":[]} {"_id":"KDx2Pjxk4RZQD05d","name":"Unstable Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"Those engineers who choose the Experimental Engineering discipline create and use untested combinations, resulting in powerful—and often unpredictable—effects.
\nWhen 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.
\nAlso 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.
\nWhenever 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.
\nAdditionally, 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.
\nLastly 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.
\nThis 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.
\nBeginning 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.
\nIf you choose to deal this additional damage, your GM can have you roll on the Experimental Engineering Surge table.
\nAt 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.
\nStarting 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 \nExperimental Engineering Surge \n\n \n\n\nd100 \nResult \n\n \n01-02 \nRoll on this table at the start of each of your turns for 1 minute, ignoring this result on subsequent rolls. \n\n \n03-04 \nFor the next minute, you can see any invisible creature if you have line of sight to it. \n\n \n05-06 \nA DRK-1 tracker droid appears with 5 feet of you, then disappears 1 minute later. \n\n \n07-08 \nYou cast explosion at 3rd-level centered on yourself without expending tech points. \n\n \n09-10 \nYou cast homing rockets at 5th-level without expending tech points. \n\n \n11-12 \nRoll a d10. Your height changes by a number of inches equal to the roll: if odd, you shrink; if even, you grow. \n\n \n13-14 \nYou fall asleep standing for 1 minute or until you take damage. \n\n \n15-16 \nFor the next minute, you regain 5 hit points at the start of each of your turns \n\n \n17-18 \nYou grow a long beard made of feathers that remains until you sneeze. \n\n \n19-20 \nYou cast oil slick centered on yourself without expending tech points. \n\n \n21-22 \nCreatures have disadvantage on the first saving throw they make against you in the next minute. \n\n \n23-24 \nYour skin turns a vibrant shade of blue. Any effect that ends a curse ends this. \n\n \n25-26 \nYou grow an extra eye, granting advantage on Wisdom (Perception) checks that rely on sight for 1 minute. \n\n \n27-28 \nFor the next minute, all your tech powers with a casting time of 1 action have a casting time of 1 bonus action. \n\n \n29-30 \nYou teleport up to 60 feet to an unoccupied space of your choice that you can see. \n\n \n31-32 \nYou take 2d10 lightning damage and are shocked for 1 minute. \n\n \n33-34 \nMaximize the damage of the next damaging tech power you cast within the next minute. \n\n \n35-36 \nRoll a d10. Your age changes by a number of years equal to the roll: if odd, younger; if even, older. \n\n \n37-38 \nYou start running uncontrollably for 1 minute, moving your entire speed each turn. \n\n \n39-40 \nYou regain 2d10 hit points. \n\n \n41-42 \nEach creature within 30 feet of you is subjected to the gleaming outline tech power for 1 minute. \n\n \n43-44 \nFor the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. \n\n \n45-46 \nYou are blinded and deafened for 1 minute. \n\n \n47-48 \nYou have disadvantage on the first ability check, attack roll, or saving throw you make each turn for 1 minute. \n\n \n\n49-50 \nYou can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. \n\n\n
\n\n \n\n\nd100 \nResult \n\n \n51-52 \nA shimmering energy barrier grants you a +2 bonus to AC for 1 minute. \n\n \n53-54 \nYou are immune to being intoxicated by alcohol for the next 5d6 days. \n\n \n55-56 \nYour hair falls out but grows back within 24 hours. If you don’t have hair, you instead grow it for 24 hours. \n\n \n57-58 \nFor 1 minute, any flammable object not worn or carried you touch bursts into flame. \n\n \n59-60 \nYou regain tech points equal to your Intelligence modifier (minimum of one). \n\n \n61-62 \nFor the next minute, you shout whenever you speak. \n\n \n63-64 \nYou cast smoke cloud centered on yourself without expending tech points. \n\n \n65-66 \nUp to three creatures you choose within 30 feet of you take 4d10 lightning damage. \n\n \n67-68 \nYou are frightened by the nearest creature until the end of your next turn. \n\n \n69-70 \nEach creature within 30 feet of you becomes invisible for 1 minute, or until it attacks or casts a power. \n\n \n71-72 \nYou gain resistance to all damage for the next minute. \n\n \n73-74 \nA random creature within 60 feet of you becomes poisoned for 1d4 hours. \n\n \n75-76 \nYou emit bright light in a 30-foot radius for 1 minute. \n\n \n77-78 \nEach creature within 30 feet of you except you gains the benefits of mirror image for 1 minute. \n\n \n79-80 \nIllusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. \n\n \n81-82 \nYou can take one additional action immediately. \n\n \n83-84 \nEach creature within 30 feet of you takes 1d10 necrotic damage and you gain hit points equal to the damage. \n\n \n85-86 \nYou cast mirror image without expending tech points. \n\n \n87-88 \nYou are frozen in carbonite and paralyzed for 1 minute or until you take damage. \n\n \n89-90 \nYou turn invisible and can’t make sound for 1 minute, or until you attack or cast a power. \n\n \n91-92 \nIf you die within the next minute, you immediately come back to life as if by the defibrillate power. \n\n \n93-94 \nYour size increases by one size category for the next minute. \n\n \n95-96 \nYou and all creatures within 30 feet of you gain vulnerability to energy damage for the next minute. \n\n \n97-98 \nYou are surrounded by faint, ethereal music for the next minute. \n\n \n\n99-100 \nYou regain half your expended tech points. \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.
\nWhen 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:
\nAlso 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.
\nSome 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:
\nGrapple Technique save DC = 8 + your proficiency bonus + your Strength modifier.
\nYou 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.
\nIf 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.
\nYou 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.
\nYou 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.
\nBeginning 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.
\nStarting 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.
\nAt 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.
\nOnce 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":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Disabling%20Practice.webp","effects":[]} +{"_id":"L6wU6YEYKHOJH9AX","name":"Path of Meditation","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"description":{"value":"Throughout the Force, there is both symphonic harmony, and discordant chaos. Those sentinels who follow the Path of Meditation embody these concepts, empowering their allies and hindering their enemies through the use of the ancient Force technique of battle meditation.
\nPath of Meditation: 3rd level
\nYou learn the guidance force power, which does not count against your total powers known. Additionally, you can use your Deflection and Slow Time Force-Empowered Self options when you cast it as your action. Finally, this power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).
\nPath of Meditation: 3rd level
\nWhile you are concentrating on a power that benefits a friendly creature other than you, you gain new ways to utilize your Force-Empowered Self features. Each option costs 1 force point, and you can only target a creature that is benefiting from a power you cast.
\nWhen an ally is hit with an attack roll, you can use your reaction and roll a Kinetic Combat die to add it to your ally's AC, potentially causing the attack to miss.
\nWhen an ally hits with an attack roll, you can use your reaction and roll a Kinetic Combat die to deal additional damage of the same type as the attack.
\nWhen an ally moves on their turn, you can use your reaction and roll a Kinetic Combat die to increase their speed by 5 x the amount rolled until the end of the turn.
\nPath of Meditation: 7th level
\nOnce per long rest, you can cast the battle meditation force power at its base level without expending force points. While concentrating on battle meditation, at the start of each of your turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12).
\nAdditionally, whenever you make a Constitution saving throw to maintain concentration on a force power, you can treat a d20 roll of 9 or lower as a 10.
\nPath of Meditation: 13th level
\nOnce per long rest, you can cast the improved battle meditation force power at its base level without expending force points. While concentrating on improved battle meditation, at the start of each of your turns, the power’s die increases by one step (from d6 to d8, d8 to d10, or d10 to d12).
\nAdditionally, once per round, when a creature rolls a bonus or penalty die from an effect you control, you can have them roll the die with advantage or disadvantage (your choice).
\nPath of Meditation: 18th level
\nOnce per long rest, you can cast the master battle meditation force power without expending force points. While concentrating on master battle meditation, at the start of each of your turns, the power’s die increases by one step (from d8 to d10, or d10 to d12).
\nAdditionally, you gain a second reaction each round that you can only use for your Force-Empowered Allies feature. You can only take one reaction per turn.
"},"source":"EC","className":"Sentinel","classCasterType":"Forcecaster"},"flags":{"core":{"sourceId":"Item.Qw1xjqT7zKK9ZlJq"}},"img":"systems/sw5e/packs/Icons/Archetypes/Path%20of%20Meditation.webp","effects":[]} {"_id":"Ls55Gc4qha7Muacz","name":"Hunter Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"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.
\nWhen you choose this technique at 3rd level, you gain one of the following features of your choice.
\nYour 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.
\nWhen 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.
\nOnce 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.
\nAlso 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.
\nBeginning at 7th level, you gain one of the following features of your choice.
\nOpportunity attacks against you are made with disadvantage.
\nWhen 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.
\nYou have advantage on saving throws against being frightened.
\nStarting at 11th level, you gain one of the following features of your choice.
\nYou 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.
\nYou 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.
\nAt 15th level, you gain one of the following features of your choice.
\nWhen 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.
\nWhen 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.
\nWhen 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":"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.
\nStarting 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).
\nAt 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.
\nBeginning 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.
\nAt 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.
\nYou 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.
\nStarting 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","effects":[]} {"_id":"Mbe9qsurpJ0mb4F2","name":"Armstech Engineering","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Engineer","description":{"value":"Those engineers who choose the Armstech Engineeering discipline focus on the skill of constructing and modifying blasters and vibroweapons.
\nWhen 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.
\nAlso 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.
\nYour 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).
\nSome modification effects require saving throws. When you use such an effect from this class, the DC equals your tech save DC.
\nAt 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.
\nLastly 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.
\nBeginning 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.
\nThe damage increases to 2d6 at 11th level and 3d6 at 17th level.
\nAt 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.
\nYou 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.
\nStarting 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.
\nIf 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.
\nPrerequisite: 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.
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.
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.
Prerequisite: Blaster
Your weapon gains the burst property, with a burst number equal to its reload number.
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.
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.
\nPrerequisite: Vibroweapon
You install an expandable hilt on your modified weapon. Your modified weapon gains the reach property.
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.
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.
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.
\nYou 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.
\nA 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.
\nWhile 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).
\nOnce you've used this feature, you can't use it again until you recover and reinsert the harpoon as an action.
\nPrerequisite: 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.
Prerequisite: 9th level
Prerequisite: Burst Core
Your weapon's burst number is reduced to half its reload number.
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.
Prerequisite: Vibroweapon
When you critically hit with the weapon, you deal an additional 1d8 kinetic damage.
Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon now scores a critical hit on a roll of 19 or 20.
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.
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.
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.
\nPrerequisite: Blaster with the strength property
You install a recoil dampener in your modified blaster, removing the strength property from it.
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.
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.
\nYou modify your weapon to be more effective against barriers. Your weapon deals double damage against structures.
\nYou 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.
\nPrerequisite: 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.
\nOnce you've used this feature, you can't use it again until you recover the harpoon.
\nPrerequisite: 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.
\nPrerequisite: 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.
Prerequisite: Vibroweapon with the dexterity property
You install a stabilizer cell in your modified vibroweapon, removing the dexterity property from it.
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.
\nPrerequisite: 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.
\nPrerequisite: 11th level
Prerequisite: Flashlight
When toggled on, your flashlight now automatically dispels illusions and can detect invisibility, as with truesight.
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":"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":[]} @@ -55,6 +56,7 @@ {"_id":"XxG8t5Tr9agbjytr","name":"Brawling Approach","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Berserker","description":{"value":"Most berserkers require weapons. For berserkers of the Brawling Approach, however, everything is their weapon.
\nWhen you choose this approach at 3rd level, you’ve learned to hone your rage through your fists. You gain the following benefits:
\nAlso 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.
\nSome 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:
\nReckless Strike save DC = 8 + your proficiency bonus + your Strength modifier
\nYou 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.
\nYour 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.
\nYour 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.
\nAt 6th level, you rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:
\nStarting at 10th level, you can grapple creatures two sizes larger than you, instead of one.
\nAdditionally, 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.
\nAt 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":[]},"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":"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.
\nStarting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:
\nAdditionally, 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.
\nAt 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.
\nThis 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.
\nBeginning 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.
\nThis die increases when you reach certain levels in this class: to 1d10 at 14th level, and to 1d12 at 18th level.
\nAt 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.
\nAdditionally, 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.
\nStarting 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.
\nFor 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.
\nYou 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","effects":[]} {"_id":"YByrgf4R9lfeVVBQ","name":"Sharpshooter Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"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.
\nBeginning 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.
\nAdditionally, you gain proficiency with two martial blasters of your choice.
\nAlso 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.
\nSome 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:
\nPlaced Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
\nYou 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.
\nYou 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.
\nThe damage is of the same type dealt by the original attack.
\nYou 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.
\nAt 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.
\nAdditionally, any hit you score against a creature that is surprised is a critical hit.
\nStarting 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.
\nAt 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":"YwAHQuiEetUQgshY","name":"Triage Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"With every conflict comes death and destruction. Followers of the Triage Technique excel at keeping their comrades in the fight with quick thinking and fastacting medicine.
\nTriage Technique: 3rd level
\nYou gain proficiency in the Medicine skill.
\nAdditionally, when you would use your action to make an ability check to stabilize a creature, expend a use of a traumakit, or use a medpac, you can instead use your bonus action.
\nTriage Technique: 3rd level
\nYou learn new ways to use your Ranger's Quarry.
\nTriage Technique: 7th level
\nYour application of medicine does not interfere with your own ability to recover from injuries. When you restore hit points or grant temporary hit points to another creature with a tech power or class feature, you recover the same amount of hit points or gain the same number of temporary hit points.
\nYou can use this feature a number of times equal to your proficiency bonus, as shown in the scout table. You regain all expended uses when you complete a long rest.
\nTriage Technique: 11th level
\nWhen you target a creature with your Ranger's Quarry, you can grant one of the following additional effects of your choice:
\nYou can use each feature once. You regain any expended uses when you complete a short or long rest.
\nTriage Technique: 15th level
\nYour healing becomes even more potent When you restore hit points to a creature as a bonus action using your Mark of the Healer feature, you can also end one of the following conditions afflicting it: blinded, deafened, diseased, paralyzed, or poisoned.
"},"source":"EC","classCasterType":""},"flags":{"core":{"sourceId":"Item.p9sVycmJvwVtDzlD"}},"img":"systems/sw5e/packs/Icons/Archetypes/Triage%20Technique.webp","effects":[]} {"_id":"ZDNCB88TzeMFGY6i","name":"Deadeye Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"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.
\nDue 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.
\nWhen you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
\nYou 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.
\nEach time you learn new maneuvers, you can also replace one maneuver you know with a different one.
\nYou 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.
\nSome 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:
\nManeuver save DC = 8 + your proficiency bonus + your Dexterity modifier
\n\n\n\n\n
\n\n \nDeadeye Technique Focused Superiority \n\n \n\n\nLevel \nFocused Superiority \nSuperiority Dice \nManeuvers Known \n\n \n3rd \nd4 \n2 \n2 \n\n \n4th \nd4 \n2 \n2 \n\n \n5th \nd6 \n2 \n2 \n\n \n6th \nd6 \n2 \n2 \n\n \n7th \nd6 \n3 \n3 \n\n \n8th \nd6 \n3 \n3 \n\n \n9th \nd8 \n3 \n3 \n\n \n10th \nd8 \n3 \n3 \n\n \n11th \nd8 \n4 \n4 \n\n \n12th \nd8 \n4 \n4 \n\n \n13th \nd10 \n4 \n4 \n\n \n14th \nd10 \n4 \n4 \n\n \n15th \nd10 \n5 \n5 \n\n \n16th \nd10 \n5 \n5 \n\n \n17th \nd12 \n5 \n5 \n\n \n18th \nd12 \n5 \n5 \n\n \n19th \nd12 \n5 \n5 \n\n \n\n20th \nd12 \n5 \n5 \n
The maneuvers are presented in alphabetical order.
\nWhen 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.
\nYou 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.
\nWhen 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.
\nThat creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nThe damage is of the same type dealt by the original attack.
\nWhen 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.
\nWhen 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.
\nAlso 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.
\nBeginning at 7th level, attack rolls made against you on your turn are made with disadvantage.
\nStarting 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.
\nAdditionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.
\nAt 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.
\nIf 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":"Those engineers who choose the Astrotech Engineering discipline focus on crafting and upgrading their droid companions.
\nWhen 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.
\nAlso at 3rd level, you learn to employ all the knowledge you've accumulated to create and customize your own personalized droid companion.
\nChoose 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.
\nIf 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.
\nYour droid gains a variety of benefits while it is interfaced with you:
\nAdditionally, 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).
\nLastly 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.
\nBeginning 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.
\nAt 14th level, while your droid can see you, it has advantage on all saving throws.
\nStarting 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.
\nChoosing 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.
\nOnce 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.
\nAll droids share the following features.
\nClass 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.
\nAs a class I droid, your droid companion has the following features.
\nClass 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.
\nAs a class II droid, your droid companion has the following features.
\nClass 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.
\nAs a class III droid, your droid companion has the following features.
\nClass 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.
\nAs a class IV droid, your droid companion has the following features.
\nClass 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.
\nAs a class V droid, your droid companion has the following features.
\nIf 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.
\nPrerequisite: 7th level, d10 Hit Die
You greatly improve the power core of your droid. Its Hit Die becomes a d12.
You install an alarm module in your droid, granting the following benefits:
\nPrerequisite: 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:
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).
\nYou 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.
\nPrerequisite: 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.
\nYou augment your droid to move a little faster. Your droid's speed increases by 5 feet.
\nYou can choose this modification twice.
\nPrerequisite: 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.
You enhance your droid's durability, granting the following benefits:
\nPrerequisite: 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.
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.
\nYou 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.
\nPrerequisite: 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.
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.
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.
\nYou 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).
\nYou 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.
\nPrerequisite: 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.
\nPrerequisite: 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.
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.
\nPrerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:
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.
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.
Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:
Prerequisite: 7th level, Class III Droid
You modify your droid's charisma chip, granting the following benefits:
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.
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).
You improve the power core of your droid. Its Hit Die becomes a d8.
\nYou 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.
\nPrerequisite: d8 Hit Die
You further improve the power core of your droid. Its Hit Die becomes a d10.
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.
You augment your droid with an advanced sensor, granting the following benefits:
\nYou 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).
\nYou 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.
\nYour 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.
\nPrerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:
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.
\nWhen 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.
\nAlso 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.
\nAt 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.
\nStarting 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.
\nAt 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.
\nYou 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.
"},"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/Cyclone%20Approach.webp","effects":[]} diff --git a/packs/packs/classes.db b/packs/packs/classes.db index 3d1b31f5..bdcb9695 100644 --- a/packs/packs/classes.db +++ b/packs/packs/classes.db @@ -1,6 +1,6 @@ -{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nThe 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.
\nGreen-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.
\nSentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.
\nThe 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.
\nSentinels 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.
\nWhile 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?
\nYou 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,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Sentinel \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \nKinetic Combat \n\n \n1st \n+2 \nForcecasting, Led by the Force \n7 \n3 \n1st \n- \n\n \n2nd \n+2 \nForce-Empowered Self, Sentinel Ideals \n9 \n6 \n1st \nd4 \n\n \n3rd \n+2 \nSentinel Calling \n11 \n9 \n2nd \nd4 \n\n \n4th \n+2 \nAbility Score Improvement \n13 \n12 \n2nd \nd4 \n\n \n5th \n+3 \nExtra Attack \n15 \n15 \n2nd \nd6 \n\n \n6th \n+3 \nSentinel Ideals (three ideals) \n17 \n18 \n3rd \nd6 \n\n \n7th \n+3 \nCalling feature \n18 \n21 \n3rd \nd6 \n\n \n8th \n+3 \nAbility Score Improvement \n19 \n24 \n3rd \nd6 \n\n \n9th \n+4 \nSentinel Ideals (three manifestations) \n21 \n27 \n4th \nd8 \n\n \n10th \n+4 \nBattle Readiness \n22 \n30 \n4th \nd8 \n\n \n11th \n+4 \nSentinel Ideals (four ideals) \n24 \n33 \n5th \nd8 \n\n \n12th \n+4 \nAbility Score Improvement \n25 \n36 \n5th \nd8 \n\n \n13th \n+5 \nCalling feature \n26 \n39 \n5th \nd10 \n\n \n14th \n+5 \n- \n28 \n42 \n6th \nd10 \n\n \n15th \n+5 \nEnlightened Evasion \n29 \n45 \n6th \nd10 \n\n \n16th \n+5 \nAbility Score Improvement \n30 \n48 \n6th \nd10 \n\n \n17th \n+6 \nSentinel Ideals (four manifestations) \n32 \n51 \n7th \nd12 \n\n \n18th \n+6 \nCalling feature \n33 \n54 \n7th \nd12 \n\n \n19th \n+6 \nAbility Score Improvement \n34 \n57 \n7th \nd12 \n\n \n\n20th \n+6 \nCenter of the Force \n35 \n60 \n7th \nd12 \n
As a Sentinel, you gain the following class features.
\nHit Dice: 1d8 per Sentinel level
\nHit Points at 1st Level: 8 + your Constitution modifier
\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st
\nArmor: Light armor
\nWeapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip
\nTools: One specialist's kit of your choice
\nSaving Throws: Dexterity, Charisma
\nSkills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Sentinel | \n1,000 + 3d4 x 100 cr | \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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.
\nYour 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nAlso 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.
\nStarting 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.
\nYou can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.
\nYou can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.
\nYou can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
\nAlso 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.
\nYou 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.
\nWhen 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.
\nWhen 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).
\nAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nStarting 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.
\nWhen 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.
\nAt 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.
\nAdditionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.
\nThe 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.
\nYou 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).
\nAdditionally, 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.
\nChoose 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.
\nAdditionally, 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.
\nYou 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).
\nAdditionally, 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.
\nYou 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.
\nAdditionally, 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.
\nYou gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.
\nAdditionally, 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.
\nWhen you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage 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.
\nAdditionally, 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 treat the damage as if you had rolled the maximum.
\nYou gain proficiency in medium armor.
\nAdditionally, 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.
\nWhen 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.
\nAdditionally, 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).
\nWhen 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.
\nAdditionally, 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":"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":"systems/sw5e/packs/Icons/Classes/Sentinel.webp","effects":[]} +{"_id":"1KSGcLL9HvLEkanx","name":"Sentinel","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nThe 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.
\nGreen-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.
\nSentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.
\nThe 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.
\nSentinels 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.
\nWhile 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?
\nYou 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,"archetype":"","hitDice":"d8","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"sentinel","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Sentinel \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \nKinetic Combat \n\n \n1st \n+2 \nForcecasting, Led by the Force \n7 \n3 \n1st \n- \n\n \n2nd \n+2 \nForce-Empowered Self, Sentinel Ideals \n9 \n6 \n1st \nd4 \n\n \n3rd \n+2 \nSentinel Calling \n11 \n9 \n2nd \nd4 \n\n \n4th \n+2 \nAbility Score Improvement \n13 \n12 \n2nd \nd4 \n\n \n5th \n+3 \nExtra Attack \n15 \n15 \n2nd \nd6 \n\n \n6th \n+3 \nSentinel Ideals (three ideals) \n17 \n18 \n3rd \nd6 \n\n \n7th \n+3 \nCalling feature \n18 \n21 \n3rd \nd6 \n\n \n8th \n+3 \nAbility Score Improvement \n19 \n24 \n3rd \nd6 \n\n \n9th \n+4 \nSentinel Ideals (three manifestations) \n21 \n27 \n4th \nd8 \n\n \n10th \n+4 \nBattle Readiness \n22 \n30 \n4th \nd8 \n\n \n11th \n+4 \nSentinel Ideals (four ideals) \n24 \n33 \n5th \nd8 \n\n \n12th \n+4 \nAbility Score Improvement \n25 \n36 \n5th \nd8 \n\n \n13th \n+5 \nCalling feature \n26 \n39 \n5th \nd10 \n\n \n14th \n+5 \n- \n28 \n42 \n6th \nd10 \n\n \n15th \n+5 \nEnlightened Evasion \n29 \n45 \n6th \nd10 \n\n \n16th \n+5 \nAbility Score Improvement \n30 \n48 \n6th \nd10 \n\n \n17th \n+6 \nSentinel Ideals (four manifestations) \n32 \n51 \n7th \nd12 \n\n \n18th \n+6 \nCalling feature \n33 \n54 \n7th \nd12 \n\n \n19th \n+6 \nAbility Score Improvement \n34 \n57 \n7th \nd12 \n\n \n\n20th \n+6 \nCenter of the Force \n35 \n60 \n7th \nd12 \n
As a Sentinel, you gain the following class features.
\nHit Dice: 1d8 per Sentinel level
\nHit Points at 1st Level: 8 + your Constitution modifier
\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st
\nArmor: Light armor
\nWeapons: Simple vibroweapons, simple lightweapons, chakram, doubleblade, doublesaber, doubleshoto, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip
\nTools: One specialist's kit of your choice
\nSaving Throws: Dexterity, Charisma
\nSkills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Sentinel | \n1,000 + 3d4 x 100 cr | \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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.
\nYour 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nAlso 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.
\nStarting 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.
\nYou can roll a Kinetic Combat die and add it to your AC against one attack before the start of your next turn.
\nYou can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.
\nYou can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
\nAlso 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.
\nYou 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.
\nWhen 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.
\nWhen 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).
\nAt 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nStarting 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.
\nWhen 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.
\nAt 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.
\nAdditionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.
\nThe 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.
\nYou 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).
\nAdditionally, 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.
\nChoose 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.
\nAdditionally, 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.
\nYou 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).
\nAdditionally, 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.
\nYou 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.
\nAdditionally, 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.
\nYou gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.
\nAdditionally, 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.
\nWhen you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage 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.
\nAdditionally, 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 treat the damage as if you had rolled the maximum.
\nYou gain proficiency in medium armor.
\nAdditionally, 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.
\nWhen 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.
\nAdditionally, 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).
\nWhen 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.
\nAdditionally, 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":"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.L6wU6YEYKHOJH9AX]{Path of Meditation}
\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}
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\nWith 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.
\nA 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.
\nOperatives, 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.
\nOperatives 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.
\nOperatives 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.
\nWhile 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?
\nYou 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,"archetype":"","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 \nThe Operative \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nSneak Attack \nOperative Exploits \n\n \n1st \n+2 \nExpertise, Sneak Attack \n1d6 \n- \n\n \n2nd \n+2 \nCunning Action, Operative Exploits \n1d6 \n2 \n\n \n3rd \n+2 \nBad Feeling, Operative Practice \n2d6 \n2 \n\n \n4th \n+2 \nAbility Score Improvement \n2d6 \n2 \n\n \n5th \n+3 \nUncanny Dodge \n3d6 \n2 \n\n \n6th \n+3 \nExpertise \n3d6 \n2 \n\n \n7th \n+3 \nEvasion \n4d6 \n3 \n\n \n8th \n+3 \nAbility Score Improvement \n4d6 \n3 \n\n \n9th \n+4 \nPractice feature \n5d6 \n3 \n\n \n10th \n+4 \nAbility Score Improvement \n5d6 \n3 \n\n \n11th \n+4 \nReliable Talent \n6d6 \n3 \n\n \n12th \n+4 \nAbility Score Improvement \n6d6 \n3 \n\n \n13th \n+5 \nPractice feature \n7d6 \n4 \n\n \n14th \n+5 \nBlindsense \n7d6 \n4 \n\n \n15th \n+5 \nSlippery Mind \n8d6 \n4 \n\n \n16th \n+5 \nAbility Score Improvement \n8d6 \n4 \n\n \n17th \n+6 \nPractice feature \n9d6 \n5 \n\n \n18th \n+6 \nElusive \n9d6 \n5 \n\n \n19th \n+6 \nAbility Score Improvement \n10d6 \n5 \n\n \n\n20th \n+6 \nStroke of Luck \n10d6 \n5 \n
As a Operative, you gain the following class features.
\nHit Dice: 1d8 per Operative level
\nHit Points at 1st Level: 8 + your Constitution modifier
\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per operative level after 1st
\nArmor: Light armor
\nWeapons: Simple blasters, simple vibroweapons, blaster pistol, hidden blade, techblade, vibrorapier
\nTools: One specialist's kit of your choice
\nSaving Throws: Dexterity, Intelligence
\nSkills: Choose any four
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Operative | \n7d4 x 100 cr | \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.
\nAt 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.
\nAlso 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.
\nYou 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.
\nThe 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.
\nAt 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.
\nAlso 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.
\nStarting 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.
\nOnce you've used this feature, you can't use it again until you finish a long rest.
\nAlso 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.
\nWhen 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).
\nStarting 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.
\nBeginning 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.
\nBy 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.
\nStarting 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.
\nBy 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
\nBeginning 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.
\nAt 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.
\nOnce you’ve used this feature, you can’t use it again until you finish a short or long rest.
\nThe 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.
\nYou gain proficiency in medium armor.
\nYou can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.
\nPrerequisite: 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.
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.
\nYou 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.
\nYou only need 4 hours of sleep to gain the benefit of a long rest.
\nAdditionally, you have advantage on saving throws against exhaustion.
\nYou gain proficiency in a skill and a tool, or two tools.
\nYou can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.
\nPrerequisite: 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.
You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.
\nWhen 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.
\nChoose from the following. You must be proficient in the skill in order to take that skill’s exploit.
\nAim (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.
\nAngle (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.
\nBattle 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.
\nCharm (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.
\nConfuse 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.
\nDistract (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.
\nEmulate 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.
\nFeint (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.
\nHacktivate (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.
\nInstruct (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.
\nIntuit (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.
\nTumble (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.
\nPocket 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.
\nPrecision 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.
\nSnare (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.
\nSpin (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.
\nStudy (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.
\nWrestle (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.
\nChoose 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.
\nYou can select this exploit multiple times. Each time you do so, you must choose a different power.
\nYou gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.
\nYou can select this exploit multiple times. Each time you do so, you must choose different weapons.
"},"className":{"value":"Operative"},"atFlavorText":{"value":"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":"systems/sw5e/packs/Icons/Classes/Operative.webp","effects":[]} -{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nAfter 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.
\nGlancing 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.
\nScouts 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.
\nWarriors 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.
\nScouts 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.
\nThough 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.
\nAs 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?
\nYou 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,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Scout \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nRanger's Quarry \nTech Powers Known \nTech Points \nMax Power Level \n\n \n1st \n+2 \nRanger's Quarry, Pathfinder \nd4 \n- \n- \n- \n\n \n2nd \n+2 \nTechcasting, Fighting Style \nd4 \n4 \n2 \n1st \n\n \n3rd \n+2 \nScout Routine, Scout Technique \nd4 \n5 \n3 \n1st \n\n \n4th \n+2 \nAbility Score Improvement \nd4 \n6 \n4 \n1st \n\n \n5th \n+3 \nExtra Attack \nd6 \n7 \n5 \n2nd \n\n \n6th \n+3 \nExpertise \nd6 \n8 \n6 \n2nd \n\n \n7th \n+3 \nTechnique feature, Scout Routine (two routines) \nd6 \n9 \n7 \n2nd \n\n \n8th \n+3 \nAbility Score Improvement \nd6 \n10 \n8 \n2nd \n\n \n9th \n+4 \nScout Routine (15-foot radius) \nd8 \n12 \n9 \n3rd \n\n \n10th \n+4 \nCommando \nd8 \n13 \n10 \n3rd \n\n \n11th \n+4 \nTechnique feature \nd8 \n14 \n11 \n3rd \n\n \n12th \n+4 \nAbility Score Improvement \nd8 \n15 \n12 \n3rd \n\n \n13th \n+5 \n- \nd10 \n16 \n13 \n4th \n\n \n14th \n+5 \nExpertise, Combat Tech \nd10 \n17 \n14 \n4th \n\n \n15th \n+5 \nTechnique feature, Scout Routine (three routines) \nd10 \n18 \n15 \n4th \n\n \n16th \n+5 \nAbility Score Improvement \nd10 \n19 \n16 \n4th \n\n \n17th \n+6 \nScout Routine (30-foot radius) \nd12 \n20 \n17 \n5th \n\n \n18th \n+6 \nSupreme Awareness \nd12 \n21 \n18 \n5th \n\n \n19th \n+6 \nAbility Score Improvement \nd12 \n22 \n19 \n5th \n\n \n\n20th \n+6 \nFoe Slayer \nd12 \n23 \n20 \n5th \n
As a Scout, you gain the following class features.
\nHit Dice: 1d10 per Scout level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st
\nArmor: Light armor, medium armor
\nWeapons: All blasters, all vibroweapons
\nTools: None
\nSaving Throws: Strength, Dexterity
\nSkills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Scout | \n8d4 x 100 cr | \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:
\nYou 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.
\nThe duration increases to 8 hours at 9th level and 24 hours at 17th level.
\nAlso 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:
\nBeginning 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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
\nIntelligence 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.
\nTech save DC = 8 + your proficiency bonus +your Intelligence modifier
\nTech attack modifier = your proficiency bonus +your Intelligence modifier
\nYou use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
\nAlso 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.
\nBeginning 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.
\nAlso 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.
\nWhen 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).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nAt 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.
\nAt 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
\nStarting 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.
\nWhen 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.
\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
\nAdditionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.
\nAt 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.
\nAt 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.
\nYou 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.
\nAt 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.
\nAdditionally, 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.
\nThe 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.
\nAt 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.
\nAt 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.
\nAt 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.
\nAt 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.
\nAt 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.
\nWhen 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.
\nAt 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.
\nAt 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.
\nAt 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":"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.hg8aolPhxXmUxHFn]{Mechanist 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":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} +{"_id":"MN79cDvuWQ2YGjNA","name":"Scout","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nAfter 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.
\nGlancing 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.
\nScouts 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.
\nWarriors 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.
\nScouts 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.
\nThough 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.
\nAs 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?
\nYou 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,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":3,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"archetypes":{"value":""},"powercasting":"scout","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Scout \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nRanger's Quarry \nTech Powers Known \nTech Points \nMax Power Level \n\n \n1st \n+2 \nRanger's Quarry, Pathfinder \nd4 \n- \n- \n- \n\n \n2nd \n+2 \nTechcasting, Fighting Style \nd4 \n4 \n2 \n1st \n\n \n3rd \n+2 \nScout Routine, Scout Technique \nd4 \n5 \n3 \n1st \n\n \n4th \n+2 \nAbility Score Improvement \nd4 \n6 \n4 \n1st \n\n \n5th \n+3 \nExtra Attack \nd6 \n7 \n5 \n2nd \n\n \n6th \n+3 \nExpertise \nd6 \n8 \n6 \n2nd \n\n \n7th \n+3 \nTechnique feature, Scout Routine (two routines) \nd6 \n9 \n7 \n2nd \n\n \n8th \n+3 \nAbility Score Improvement \nd6 \n10 \n8 \n2nd \n\n \n9th \n+4 \nScout Routine (15-foot radius) \nd8 \n12 \n9 \n3rd \n\n \n10th \n+4 \nCommando \nd8 \n13 \n10 \n3rd \n\n \n11th \n+4 \nTechnique feature \nd8 \n14 \n11 \n3rd \n\n \n12th \n+4 \nAbility Score Improvement \nd8 \n15 \n12 \n3rd \n\n \n13th \n+5 \n- \nd10 \n16 \n13 \n4th \n\n \n14th \n+5 \nExpertise, Combat Tech \nd10 \n17 \n14 \n4th \n\n \n15th \n+5 \nTechnique feature, Scout Routine (three routines) \nd10 \n18 \n15 \n4th \n\n \n16th \n+5 \nAbility Score Improvement \nd10 \n19 \n16 \n4th \n\n \n17th \n+6 \nScout Routine (30-foot radius) \nd12 \n20 \n17 \n5th \n\n \n18th \n+6 \nSupreme Awareness \nd12 \n21 \n18 \n5th \n\n \n19th \n+6 \nAbility Score Improvement \nd12 \n22 \n19 \n5th \n\n \n\n20th \n+6 \nFoe Slayer \nd12 \n23 \n20 \n5th \n
As a Scout, you gain the following class features.
\nHit Dice: 1d10 per Scout level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scout level after 1st
\nArmor: Light armor, medium armor
\nWeapons: All blasters, all vibroweapons
\nTools: None
\nSaving Throws: Strength, Dexterity
\nSkills: Choose three from Animal Handling, Athletics, Insight, Investigation, Perception, Piloting, Stealth, Survival, and Technology
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Scout | \n8d4 x 100 cr | \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:
\nYou 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.
\nThe duration increases to 8 hours at 9th level and 24 hours at 17th level.
\nAlso 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:
\nBeginning 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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.
\nIntelligence 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.
\nTech save DC = 8 + your proficiency bonus +your Intelligence modifier
\nTech attack modifier = your proficiency bonus +your Intelligence modifier
\nYou use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.
\nAlso 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.
\nBeginning 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.
\nAlso 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.
\nWhen 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).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nAt 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.
\nAt 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.
\nStarting 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.
\nWhen 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.
\nIf you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
\nAdditionally, you can no longer be tracked by unenhanced means, unless you choose to leave a trail.
\nAt 14th level, when you use your action to cast a tech power, you can make one weapon attack as a bonus action.
\nAt 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.
\nYou 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.
\nAt 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.
\nAdditionally, 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.
\nThe 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.
\nAt 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.
\nAt 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.
\nAt 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.
\nAt 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.
\nAt 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.
\nWhen 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.
\nAt 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.
\nAt 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.
\nAt 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":"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.hg8aolPhxXmUxHFn]{Mechanist 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}
\n@Compendium[sw5e.archetypes.YwAHQuiEetUQgshY]{Triage 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":"systems/sw5e/packs/Icons/Classes/Scout.webp","effects":[]} {"_id":"O414X0HamnCKpEF5","name":"Consular","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nSitting 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.
\nA 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.
\nConsulars 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.
\nRefraining 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.
\nConsulars 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.
\nWhile 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?
\nYou 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":"Level | Proficiency Bonus | Features | Force Powers Known | Force Points | Max Power Level |
---|---|---|---|---|---|
1st | +2 | Forcecasting, Force Recovery | 8 | 4 | 1st |
2nd | +2 | Force-Empowered Casting, Force Shield | 9 | 8 | 1st |
3rd | +2 | Consular Tradition, Hidden Force | 11 | 12 | 2nd |
4th | +2 | Ability Score Improvement | 12 | 16 | 2nd |
5th | +3 | - | 14 | 20 | 3rd |
6th | +3 | Tradition feature | 15 | 24 | 3rd |
7th | +3 | - | 17 | 28 | 4th |
8th | +3 | Ability Score Improvement | 18 | 32 | 4th |
9th | +4 | - | 20 | 36 | 5th |
10th | +4 | Tradition feature | 21 | 40 | 5th |
11th | +4 | - | 23 | 44 | 6th |
12th | +4 | Ability Score Improvement | 24 | 48 | 6th |
13th | +5 | - | 26 | 52 | 7th |
14th | +5 | Tradition feature | 27 | 56 | 7th |
15th | +5 | - | 29 | 60 | 8th |
16th | +5 | Ability Score Improvement | 30 | 64 | 8th |
17th | +6 | - | 32 | 68 | 9th |
18th | +6 | Tradition feature | 33 | 72 | 9th |
19th | +6 | Ability Score Improvement | 34 | 76 | 9th |
20th | +6 | One with the Force | 35 | 80 | 9th |
\n\n\n\n
\n\n \nThe Consular \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \n\n \n1st \n+2 \nForcecasting, Force Recovery \n8 \n4 \n1st \n\n \n2nd \n+2 \nForce-Empowered Casting, Force Shield \n9 \n8 \n1st \n\n \n3rd \n+2 \nConsular Tradition, Hidden Force \n11 \n12 \n2nd \n\n \n4th \n+2 \nAbility Score Improvement \n12 \n16 \n2nd \n\n \n5th \n+3 \n- \n14 \n20 \n3rd \n\n \n6th \n+3 \nTradition feature \n15 \n24 \n3rd \n\n \n7th \n+3 \n- \n17 \n28 \n4th \n\n \n8th \n+3 \nAbility Score Improvement \n18 \n32 \n4th \n\n \n9th \n+4 \n- \n20 \n36 \n5th \n\n \n10th \n+4 \nTradition feature \n21 \n40 \n5th \n\n \n11th \n+4 \n- \n23 \n44 \n6th \n\n \n12th \n+4 \nAbility Score Improvement \n24 \n48 \n6th \n\n \n13th \n+5 \n- \n26 \n52 \n7th \n\n \n14th \n+5 \nTradition feature \n27 \n56 \n7th \n\n \n15th \n+5 \n- \n29 \n60 \n8th \n\n \n16th \n+5 \nAbility Score Improvement \n30 \n64 \n8th \n\n \n17th \n+6 \n- \n32 \n68 \n9th \n\n \n18th \n+6 \nTradition feature \n33 \n72 \n9th \n\n \n19th \n+6 \nAbility Score Improvement \n34 \n76 \n9th \n\n \n\n20th \n+6 \nOne with the Force \n35 \n80 \n9th \n
As a Consular, you gain the following class features.
\nHit Dice: 1d6 per Consular level
\nHit Points at 1st Level: 6 + your Constitution modifier
\nHit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per consular level after 1st
\nArmor: None
\nWeapons: Simple lightweapons, simple vibroweapons
\nTools: None
\nSaving Throws: Wisdom, Charisma
\nSkills: Choose two from Deception, Insight, Intimidation, Investigation, Lore, Medicine, and Persuasion.
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Consular | \n5d4 x 100 cr | \n
\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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.
\nYour 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nAlso 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.
\nAt 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.
\nYou can use only one Empowerment option on a power when you cast it, unless otherwise noted.
\nWhen 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.
\nWhen 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.
\nAlternatively, 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.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nYou can use Improved Power even if you have already used a different Empowerment option during the casting of the power.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nWhen 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.
\nYou can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
\nIf you miss with a force power that calls for an attack roll, you can spend 2 force points to reroll the attack. You must use the new roll.
\nYou can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.
\nWhen 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).
\nAlso 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.
\nYou 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.
\nWhen you reach 3rd level, you've developed an affinity for one of the three aspects of the Force: the Ashla, the Bendu, or the Bogan. Choose one from the following:
\nWhen you successfully cast a light side power, either your or the target's (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. You can only have one instance of this effect active at a time.
\nYou can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.
\nWhen you roll a 1 on a damage die for a dark side power, you can reroll the die and must use the new roll, even if the new roll is a 1.
\nWhen 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.
\nAlso 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.
\nYou 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.
\nWhen 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).
\nAt 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.
\nIf you want to cast it at a higher level, you must expend force points as normal.
"},"className":{"value":"Consular"},"atFlavorText":{"value":"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.FLN1Vqb53UECBMVu]{Way of the Sage}
\n@Compendium[sw5e.archetypes.12fYGPcLSITUYHMK]{Way of the Seer}
\n@Compendium[sw5e.archetypes.Wdi8eckrcxpxQL3p]{Way of Suggestion}
\n@Compendium[sw5e.archetypes.oYAXrbXaFVAoGDLM]{Way of Technology}
\n@Compendium[sw5e.archetypes.r7BKY5yWig2vhW5i]{Way of Telekinetics}
\n@Compendium[sw5e.archetypes.vlLsGoFKFHBKyVue]{Way of Tutelage}
"}},"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":"systems/sw5e/packs/Icons/Classes/Consular.webp","effects":[]} {"_id":"Q14Bi1e8iFPQYbpz","name":"Berserker","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nA 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.
\nFrothing 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.
\nThese 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.
\nPeople 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.
\nBerserkers 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.
\nNot 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.
\nTheir 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.
\nWhen 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?
\nWhat 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?
\nYou 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":"Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Berserker Approach | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
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.
\nWhen 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.
\nAlso 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.
\nWhile raging you have resistance to all damage except psychic damage.
\nWhile 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.
\n\n\n\n
\n\n \nThe Berserker \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nRages \nRage Damage \nBerserker Instincts \n\n \n1st \n+2 \nRage, Unarmored Defense \n2 \n+2 \n— \n\n \n2nd \n+2 \nReckless Attack, Berserker Instincts \n2 \n+2 \n2 \n\n \n3rd \n+2 \nDanger Sense, Berserker Approach \n3 \n+2 \n2 \n\n \n4th \n+2 \nAbility Score Improvement \n3 \n+2 \n2 \n\n \n5th \n+3 \nExtra Attack, Fast Movement \n3 \n+2 \n2 \n\n \n6th \n+3 \nPath feature \n4 \n+2 \n2 \n\n \n7th \n+3 \nFeral Impulse \n4 \n+2 \n3 \n\n \n8th \n+3 \nAbility Score Improvement \n4 \n+2 \n3 \n\n \n9th \n+4 \nBrutal Critical (1 die) \n4 \n+3 \n3 \n\n \n10th \n+4 \nPath Feature \n4 \n+3 \n3 \n\n \n11th \n+4 \nRelentless Rage \n4 \n+3 \n3 \n\n \n12th \n+4 \nAbility Score Improvement \n5 \n+3 \n3 \n\n \n13th \n+5 \nBrutal Critical (2 dice) \n5 \n+3 \n4 \n\n \n14th \n+5 \nPath Feature \n5 \n+3 \n4 \n\n \n15th \n+5 \nPersistent Rage \n5 \n+3 \n4 \n\n \n16th \n+5 \nAbility Score Improvement \n5 \n+4 \n4 \n\n \n17th \n+6 \nBrutal Critical (3 dice) \n6 \n+4 \n5 \n\n \n18th \n+6 \nIndomitable Might \n6 \n+4 \n5 \n\n \n19th \n+6 \nAbility Score Improvement \n6 \n+4 \n5 \n\n \n\n20th \n+6 \nPrimal Champion \nUnlimited \n+4 \n5 \n
\n
As a Berserker, you gain the following class features.
\nHit Dice: 1d12 per Berserker level
\nHit Points at 1st Level: 12 + your Constitution modifier
\nHit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st
\nArmor: Light armor, medium armor
\nWeapons: All vibroweapons, simple blasters
\nTools: None
\nSaving Throws: Strength, Constitution
\nSkills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Berserker | \n5d4 x 100 cr | \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.
\nWhile raging, you gain the following benefits:
\nIf you are able to cast powers, you can't cast them or concentrate on them while raging.
\nYour 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.
\nYou can enter a rage a number of times as shown for your berserker level in the Rages column of the berserker table. You regain all expended uses when you complete a long rest.
\nAlso 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.
\nStarting 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.
\nAlso 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.
\nAt 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.
\nYou 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.
\nAlso 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.
\nWhen 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).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
\nAdditionally, 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.
\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
\nThis increases to two additional dice at 13th level and three additional dice at 17th level.
\nStarting 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.
\nEach 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.
\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
\nBeginning 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.
\nAt 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.
\nAdditionally, you can enter rage an unlimited number of times, and entering rage no longer requires your bonus action.
\nThe 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.
\nWhile raging, you have advantage on Constitution saving throws.
\nPrerequisite: 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.
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.
\nPrerequisite: 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.
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.
Choose three damage types. While raging, you have resistance to the chosen damage types.
\nYou 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.
\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 Constitution modifier (a minimum of once). You regain all expended uses when you complete a long rest.
\nPrerequisite: 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.
You gain a climbing speed equal to your movement speed.
\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.
\nYour speed increases by 10 feet.
\nPrerequisite: 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.
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.
\nPrerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
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.
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.
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":"systems/sw5e/packs/Icons/Classes/Berserker.webp","effects":[]} {"_id":"X7aZfupQsjnLVS8D","name":"Guardian","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"class","data":{"description":{"value":"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.
\nA 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.
\nA 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.
\nGuardians 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.
\nAn 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.
\nThe 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.
\nWhile 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?
\nYou 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,"archetype":"","hitDice":"d10","hitDiceUsed":0,"skills":{"number":2,"choices":[],"value":[]},"spellcasting":"full","attributes":{"spelldc":10},"damage":{"parts":[]},"powercasting":"guardian","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"archetypes":{"value":""},"levelsTable":{"value":"Test
"},"classFeatures":{"value":"\n\n\n\n
\n\n \nThe Guardian \n\n \n\n\nLevel \nProficiency Bonus \nFeatures \nForce Powers Known \nForce Points \nMax Power Level \nFocused Strikes \n\n \n1st \n+2 \nForcecasting, Channel the Force \n5 \n2 \n1st \n- \n\n \n2nd \n+2 \nForce-Empowered Strikes, Fighting Style \n7 \n4 \n1st \n2d8 \n\n \n3rd \n+2 \nGuardian Aura, Guardian Focus \n9 \n6 \n1st \n2d8 \n\n \n4th \n+2 \nAbility Score Improvement \n10 \n8 \n1st \n2d8 \n\n \n5th \n+3 \nExtra Attack \n12 \n10 \n2nd \n3d8 \n\n \n6th \n+3 \nForce Purity \n13 \n12 \n2nd \n3d8 \n\n \n7th \n+3 \nFocus feature \n14 \n14 \n2nd \n3d8 \n\n \n8th \n+3 \nAbility Score Improvement \n15 \n16 \n2nd \n3d8 \n\n \n9th \n+4 \nGuardian Aura (15-foot radius) \n17 \n18 \n3rd \n4d8 \n\n \n10th \n+4 \nGuardian Aura (two auras) \n18 \n20 \n3rd \n4d8 \n\n \n11th \n+4 \nImproved Force-Empowered Strikes \n19 \n22 \n3rd \n4d8 \n\n \n12th \n+4 \nAbility Score Improvement \n20 \n24 \n3rd \n4d8 \n\n \n13th \n+5 \n- \n22 \n26 \n4th \n5d8 \n\n \n14th \n+5 \nCleansing Touch \n23 \n28 \n4th \n5d8 \n\n \n15th \n+5 \nFocus feature \n24 \n30 \n4th \n5d8 \n\n \n16th \n+5 \nAbility Score Improvement \n25 \n32 \n4th \n5d8 \n\n \n17th \n+6 \nGuardian Aura (30-foot radius) \n27 \n34 \n5th \n6d8 \n\n \n18th \n+6 \nGuardian Aura (three auras) \n28 \n36 \n5th \n6d8 \n\n \n19th \n+6 \nAbility Score Improvement \n29 \n38 \n5th \n6d8 \n\n \n\n20th \n+6 \nFocus feature \n30 \n40 \n5th \n6d8 \n
As a Guardian, you gain the following class features.
\nHit Dice: 1d10 per Guardian level
\nHit Points at 1st Level: 10 + your Constitution modifier
\nHit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guardian level after 1st.
\nArmor: Light armor, medium armor
\nWeapons: All lightweapons, all vibroweapons
\nTools: None
\nSaving Throws: Constitution, Charisma
\nSkills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Lore, Perception, Persuasion, and Piloting
\nYou start with the following equipment, in addition to the equipment granted by your background
\nIn 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:
\nClass | \nFunds | \n
Guardian | \n8d4 x 100 cr | \n
\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.
\nYou 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.
\nYou 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.
\nMany 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.
\nYou may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.
\nYour 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.
\nForce save DC = 8 + your proficiency bonus + your forcecasting ability modifier
\nForce attack modifier = your proficiency bonus + your forcecasting ability modifier
\nYou 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.
\nSome Channel the Force effects require saving throws. When you use such an effect from this class, the DC equals your universal force save DC.
\nYou 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.
\nAs 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.
\nAs 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.
\nStarting 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.
\nAlso 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.
\nWhen 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.
\nAlso 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.
\nWhen 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).
\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
\nBy 6th level, the Force flowing through you makes you immune to poison and disease.
\nBy 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.
\nBeginning 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.
\nThe 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.
\nAt 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.
\nWhenever 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.
\nYou and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.
\nYou 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).
\nWhenever 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).
\nWhenever 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.
\nWhenever 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).
\nYou and friendly creatures within 5 feet of you have resistance to damage from force powers.
\nDifferent 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.d8bJ4P3egKuTw5Ao]{Vonil/Ishu Form}
\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":"systems/sw5e/packs/Icons/Classes/Guardian.webp","effects":[]}