diff --git a/lang/en.json b/lang/en.json index 37d7aaaf..85553d21 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,985 +1,1027 @@ { -"ACTOR.TypeCharacter": "Player Character", -"ACTOR.TypeNpc": "Non-Player Character", -"ACTOR.TypeVehicle": "Vehicle", -"ITEM.TypeBackpack": "Backpack", -"ITEM.TypeClass": "Class", -"ITEM.TypeConsumable": "Consumable", -"ITEM.TypeEquipment": "Equipment", -"ITEM.TypeFeat": "Feat", -"ITEM.TypeLoot": "Loot", -"ITEM.TypePower": "Power", -"ITEM.TypeTool": "Tool", -"ITEM.TypeWeapon": "Weapon", -"ITEM.TypeArchetype": "Archetype", -"ITEM.TypeBackground": "Background", -"ITEM.TypeLightsaberform": "Lightsaber Form", -"ITEM.TypeClassfeature": "Class Feature", -"ITEM.TypeFightingmastery": "FightingMastery", -"ITEM.TypeFightingstyle": "Fighting Style", -"ITEM.TypeSpecies": "Species", - -"Star Wars 5th Edition": "Star Wars 5th Edition", -"SW5E.title": "Star Wars 5th Edition", -"SW5E.AbbreviationCR": "CR", -"SW5E.AbbreviationConc": "Conc.", -"SW5E.AbbreviationDC": "DC", -"SW5E.AbbreviationLR": "LR", -"SW5E.AbbreviationLevel": "Lvl.", -"SW5E.AbbreviationLbs": "lbs.", -"SW5E.AbbreviationSR": "SR", -"SW5E.Ability": "Ability", -"SW5E.AbilityStr": "Strength", -"SW5E.AbilityStrAbbr": "str", -"SW5E.AbilityCon": "Constitution", -"SW5E.AbilityConAbbr": "con", -"SW5E.AbilityDex": "Dexterity", -"SW5E.AbilityDexAbbr": "dex", -"SW5E.AbilityInt": "Intelligence", -"SW5E.AbilityIntAbbr": "int", -"SW5E.AbilityWis": "Wisdom", -"SW5E.AbilityWisAbbr": "wis", -"SW5E.AbilityCha": "Charisma", -"SW5E.AbilityChaAbbr": "cha", -"SW5E.AbilityModifier": "Ability Modifier", -"SW5E.AbilityPromptText": "What type of {ability} check?", -"SW5E.AbilityPromptTitle": "{ability} Ability Check", -"SW5E.AbilityUseHint": "Configure how you would like to use the {name} {type}.", -"SW5E.AbilityUseUnavailableHint": "There are no uses of this item remaining!", -"SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!", -"SW5E.AbilityUseRechargeHint": "This {type} is depleted and must be recharged!", -"SW5E.AbilityUseNormalHint": "This {type} has {value} of {max} uses per {per} remaining.", -"SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.", -"SW5E.AbilityUseConsumableQuantityHint": "Using this {type} will consume 1 quantity of {quantity} remaining", -"SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.", -"SW5E.AbilityUseConsume": "Consume Available Usage?", -"SW5E.AbilityUseChargesLabel": "{value} Charges", -"SW5E.AbilityUseConsumableLabel": "{max} per {per}", -"SW5E.AbilityUseCast": "Cast Power", -"SW5E.AbilityUseUse": "Use Ability", - -"SW5E.Action": "Action", -"SW5E.ActionPl": "Actions", -"SW5E.ActionAbil": "Ability Check", -"SW5E.ActionHeal": "Healing", -"SW5E.ActionMPAK": "Melee Power Attack", -"SW5E.ActionMWAK": "Melee Weapon Attack", -"SW5E.ActionOther": "Other", -"SW5E.ActionRPAK": "Ranged Power Attack", -"SW5E.ActionRWAK": "Ranged Weapon Attack", -"SW5E.ActionSave": "Saving Throw", -"SW5E.ActionUtil": "Utility", -"SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}", -"SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.", -"SW5E.Add": "Add", -"SW5E.Advantage": "Advantage", -"SW5E.Alignment": "Alignment", -"SW5E.AlignmentCD": "Chaotic Dark", -"SW5E.AlignmentCL": "Chaotic Light", -"SW5E.AlignmentCN": "Chaotic Neutral", -"SW5E.AlignmentLD": "Lawful Dark", -"SW5E.AlignmentLL": "Lawful Light", -"SW5E.AlignmentLN": "Lawful Neutral", -"SW5E.AlignmentND": "Neutral Dark", -"SW5E.AlignmentNL": "Neutral Light", -"SW5E.AlignmentBN": "Balanced Neutral", -"SW5E.Archetypes": "Archetypes", -"SW5E.Appearance": "Appearance", -"SW5E.Attunement": "Attunement", -"SW5E.AttunementNone": "Attunement Not Required", -"SW5E.AttunementRequired": "Attunement Required", -"SW5E.AttunementAttuned": "Attuned", -"SW5E.Attuned": "Attuned", -"SW5E.ArmorClass": "Armor Class", -"SW5E.AC": "AC", -"SW5E.ArmorProperties": "Armor Properties", -"SW5E.ArmorProperAbsorptive": "Absorptive", -"SW5E.ArmorProperAgile": "Agile", -"SW5E.ArmorProperAnchor": "Anchor", -"SW5E.ArmorProperAvoidant": "Avoidant", -"SW5E.ArmorProperBarbed": "Barbed", -"SW5E.ArmorProperBulky": "Bulky", -"SW5E.ArmorProperCharging": "Charging", -"SW5E.ArmorProperConcealing": "Concealing", -"SW5E.ArmorProperCumbersome": "Cumbersome", -"SW5E.ArmorProperGauntleted": "Gauntleted", -"SW5E.ArmorProperImbalanced": "Imbalanced", -"SW5E.ArmorProperImpermeable": "Impermeable", -"SW5E.ArmorProperInsulated": "Insulated", -"SW5E.ArmorProperInterlocking": "Interlocking", -"SW5E.ArmorProperLambent": "Lambent", -"SW5E.ArmorProperLightweight": "Lightweight", -"SW5E.ArmorProperMagnetic": "Magnetic", -"SW5E.ArmorProperObscured": "Obscured", -"SW5E.ArmorProperObtrusive": "Obtrusive", -"SW5E.ArmorProperPowered": "Powered", -"SW5E.ArmorProperReactive": "Reactive", -"SW5E.ArmorProperRegulated": "Regulated", -"SW5E.ArmorProperReinforced": "Reinforced", -"SW5E.ArmorProperResponsive": "Responsive", -"SW5E.ArmorProperRigid": "Rigid", -"SW5E.ArmorProperSilent": "Silent", -"SW5E.ArmorProperSpiked": "Spiked", -"SW5E.ArmorProperSteadfast": "Steadfast", -"SW5E.ArmorProperStrength": "Strength Rqmt.", -"SW5E.ArmorProperVersatile": "Versatile", -"SW5E.Attack": "Attack", -"SW5E.AttackPl": "Attacks", -"SW5E.AttackRoll": "Attack Roll", -"SW5E.Attributes": "Attributes", -"SW5E.Background": "Background", -"SW5E.Biography": "Biography", -"SW5E.Bonds": "Bonds", -"SW5E.BonusAbilityCheck": "Global Ability Check Bonus", -"SW5E.BonusAbilitySave": "Global Saving Throw Bonus", -"SW5E.BonusAbilitySkill": "Global Skill Check Bonus", -"SW5E.BonusAction": "Bonus Action", -"SW5E.BonusMPAttack": "Melee Power Attack Bonus", -"SW5E.BonusMPDamage": "Melee Power Damage Bonus", -"SW5E.BonusMWAttack": "Melee Weapon Attack Bonus", -"SW5E.BonusMWDamage": "Melee Weapon Damage Bonus", -"SW5E.BonusRPAttack": "Ranged Power Attack Bonus", -"SW5E.BonusRPDamage": "Ranged Power Damage Bonus", -"SW5E.BonusRWAttack": "Ranged Weapon Attack Bonus", -"SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus", -"SW5E.BonusSaveForm": "Update Bonuses", -"SW5E.BonusPowerDC": "Global Power DC Bonus", -"SW5E.BonusForceLightPowerDC": "Global Force Light Power DC Bonus", -"SW5E.BonusForceDarkPowerDC": "Global Force Dark Power DC Bonus", -"SW5E.BonusForceUnivPowerDC": "Global Force Universal Power DC Bonus", -"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", -"SW5E.BonusTitle": "Configure Actor Bonuses", -"SW5E.Bonuses": "Global Bonuses", -"SW5E.BonusesHint": "Define global bonuses as formulas which are added to certain rolls. For example: 1d4 + 2", -"SW5E.BonusesInstructions": "Configure character bonuses which are added to the appropriate dice roll", -"SW5E.ChallengeRating": "Challenge Rating", -"SW5E.Charged": "Charged", -"SW5E.Charges": "Charges", -"SW5E.ChatContextDamage": "Apply Damage", -"SW5E.ChatContextHealing": "Apply Healing", -"SW5E.ChatContextDoubleDamage": "Apply Double Damage", -"SW5E.ChatContextHalfDamage": "Apply Half Damage", -"SW5E.ChatFlavor": "Chat Message Flavor", -"SW5E.ClassLevels": "Class Levels", -"SW5E.ClassName": "Class Name", -"SW5E.ClassSkillsNumber": "Number of Starting Skills", -"SW5E.ClassSkillsChosen": "Chosen Class Skills", -"SW5E.ComponentMaterial": "Material", -"SW5E.ComponentSomatic": "Somatic", -"SW5E.ComponentVerbal": "Verbal", -"SW5E.ConBlinded": "Blinded", -"SW5E.ConCharmed": "Charmed", -"SW5E.ConDeafened": "Deafened", -"SW5E.ConDiseased": "Diseased", -"SW5E.ConExhaustion": "Exhaustion", -"SW5E.ConFrightened": "Frightened", -"SW5E.ConGrappled": "Grappled", -"SW5E.ConImm": "Condition Immunities", -"SW5E.ConIncapacitated": "Incapacitated", -"SW5E.ConInvisible": "Invisible", -"SW5E.ConParalyzed": "Paralyzed", -"SW5E.ConPetrified": "Petrified", -"SW5E.ConPoisoned": "Poisoned", -"SW5E.ConProne": "Prone", -"SW5E.ConRestrained": "Restrained", -"SW5E.ConShocked": "Shocked", -"SW5E.ConSlowed": "Slowed", -"SW5E.ConStunned": "Stunned", -"SW5E.ConUnconscious": "Unconscious", -"SW5E.Concentration": "Concentration", - -"SW5E.ConsumeTitle": "Resource Consumption", -"SW5E.ConsumeAmmunition": "Ammunition", -"SW5E.ConsumeAttribute": "Attribute", -"SW5E.ConsumeMaterial": "Material", -"SW5E.ConsumeCharges": "Item Uses", -"SW5E.ConsumeWarningNoResource": "{name} is designated to consume {type} but no resource is specified!", -"SW5E.ConsumeWarningNoSource": "The designated {type} source that {name} consumes no longer exists!", -"SW5E.ConsumeWarningNoQuantity": "{name} has run out of its designated {type}!", -"SW5E.ConsumeWarningZeroAttribute": "{name} has run out of its designated attribute resource pool!", -"SW5E.ConsumeResource": "Consume Resource?", -"SW5E.ConsumeRecharge": "Consume Recharge?", -"SW5E.ConsumableAmmunition": "Ammunition", -"SW5E.ConsumableFood": "Food", -"SW5E.ConsumablePoison": "Poison", -"SW5E.ConsumableAdrenal": "Adrenal", -"SW5E.ConsumableExplosive": "Explosive", -"SW5E.ConsumableMedpac": "Medpac", -"SW5E.ConsumableTrinket": "Trinket", -"SW5E.ConsumableTechnology": "Technology", -"SW5E.ConsumableForce": "Force Points", -"SW5E.ConsumableTech": "Tech Points", -"SW5E.ConsumableUseWarnStart": "This consumable has", -"SW5E.ConsumableUseWarnEnd": "of the current unit", -"SW5E.ConsumableUnitWarn": "units remaining", -"SW5E.ConsumableLastChargeWarn": "This is the last charge of this unit and consuming it will also reduce the item's quantity by 1", -"SW5E.ConsumableWithoutCharges": "available units to use", -"SW5E.Consumed": "Consumed", -"SW5E.Cover": "Cover", -"SW5E.CoverHalf": "Half", -"SW5E.CoverThreeQuarters": "Three Quarters", -"SW5E.CoverTotal": "Total", -"SW5E.CostGP": "Cost (CR)", -"SW5E.Critical": "Critical", -"SW5E.CriticalHit": "Critical Hit", -"SW5E.Currency": "Currency", -"SW5E.CurrencyConvert": "Convert All Currency", -"SW5E.CurrencyConvertHint": "Convert all carried currency to the highest possible denomination to reduce the amount of coinage carried by the character. Be wary, this action cannot be undone.", -"SW5E.CurrencyGC": "Credits", -"SW5E.DamImm": "Damage Immunities", -"SW5E.DamRes": "Damage Resistances", -"SW5E.DamVuln": "Damage Vulnerabilities", -"SW5E.Damage": "Damage", -"SW5E.DamageAcid": "Acid", -"SW5E.DamageCold": "Cold", -"SW5E.DamageEnergy": "Energy", -"SW5E.DamageFire": "Fire", -"SW5E.DamageForce": "Force", -"SW5E.DamageIon": "Ion", -"SW5E.DamageKinetic": "Kinetic", -"SW5E.DamageLightning": "Lightning", -"SW5E.DamageNecrotic": "Necrotic", -"SW5E.DamagePoison": "Poison", -"SW5E.DamagePsychic": "Psychic", -"SW5E.DamageSonic": "Sonic", -"SW5E.DamageRoll": "Damage Roll", -"SW5E.Day": "Day", -"SW5E.DeathSave": "Death Saves", -"SW5E.DeathSaveCriticalSuccess": "{name} critically succeeded on a death saving throw and has regained 1 Hit Point!", -"SW5E.DeathSaveSuccess": "{name} has survived with 3 death save successes and is now stable!", -"SW5E.DeathSaveFailure": "{name} has died with 3 death save failures!", -"SW5E.DeathSavingThrow": "Death Saving Throw", -"SW5E.DeathSaveUnnecessary": "You do not need to roll death saves because you have a positive number of hit points or have already reached 3 successes or failures.", -"SW5E.Default": "Default", -"SW5E.DefaultAbilityCheck": "Default Ability Check", -"SW5E.Description": "Description", -"SW5E.Details": "Details", -"SW5E.Dimensions": "Dimensions", -"SW5E.Disadvantage": "Disadvantage", -"SW5E.DistAny": "Any", -"SW5E.DistFt": "Feet", -"SW5E.DistMi": "Miles", -"SW5E.DistSelf": "Self", -"SW5E.DistTouch": "Touch", -"SW5E.Duration": "Duration", -"SW5E.Effects": "Effects", -"SW5E.EquipmentBonus": "Magical Bonus", -"SW5E.EquipmentClothing": "Clothing", -"SW5E.EquipmentHeavy": "Heavy Armor", -"SW5E.EquipmentLight": "Light Armor", -"SW5E.EquipmentMedium": "Medium Armor", -"SW5E.EquipmentNatural": "Natural Armor", -"SW5E.EquipmentShield": "Shield", -"SW5E.EquipmentShieldProficiency": "Shields", -"SW5E.EquipmentTrinket": "Trinket", -"SW5E.EquipmentVehicle": "Vehicle Equipment", -"SW5E.Equipped": "Equipped", -"SW5E.Exhaustion": "Exhaustion", -"SW5E.Expertise": "Expertise", -"SW5E.FeatureActionRecharge": "Action Recharge", -"SW5E.Flaws": "Flaws", - -"SW5E.EffectCreate": "Create Effect", -"SW5E.EffectToggle": "Toggle Effect", -"SW5E.EffectEdit": "Edit Effect", -"SW5E.EffectDelete": "Delete Effect", - -"SW5E.ItemTypeArchetype": "Archetype", -"SW5E.ItemTypeBackground": "Background", -"Sw5E.ItemTypeBackgroundPl": "Backgrounds", -"SW5E.ItemTypeClass": "Class", -"SW5E.ItemTypeClassPl": "Class Levels", -"SW5E.ItemTypeClassFeat": "Class Feature", -"SW5E.ItemTypeClassFeats": "Class Features", -"SW5E.ItemTypeConsumable": "Consumable", -"SW5E.ItemTypeConsumablePl": "Consumables", -"SW5E.ItemTypeContainer": "Container", -"SW5E.ItemTypeContainerPl": "Containers", -"SW5E.ItemTypeEquipment": "Equipment", -"SW5E.ItemTypeEquipmentPl": "Equipment", -"SW5E.ItemTypeFeat": "Feat", -"SW5E.ItemTypeFeatPl": "Feats", -"SW5E.ItemTypeFightingMastery": "Fighting Mastery", -"SW5E.ItemTypeFightingMasteryPl": "Fighting Masteries", -"SW5E.ItemTypeFightingStyle": "Fighting Style", -"SW5E.ItemTypeFightingStylePl": "Fighting Styles", -"SW5E.ItemTypeLightsaberForm": "Lightsaber Form", -"SW5E.ItemTypeLightsaberFormPl": "Lightsaber Forms", -"SW5E.ItemTypeLoot": "Loot", -"SW5E.ItemTypeLootPl": "Loot", -"SW5E.ItemTypeSpecies": "Species", -"SW5E.ItemTypeSpeciesPl": "Species", -"SW5E.ItemTypeTool": "Tool", -"SW5E.ItemTypeToolPl": "Tools", -"SW5E.ItemTypePower": "Power", -"SW5E.ItemTypePowerPl": "Powers", -"SW5E.ItemTypeWeapon": "Weapon", -"SW5E.ItemTypeWeaponPl": "Weapons", -"SW5E.ItemNoUses": "{name} has no available uses remaining.", - -"SW5E.FeatureActive": "Active Abilities", -"SW5E.FeatureAdd": "Create Feature", -"SW5E.FeatureAttack": "Feature Attack", -"SW5E.FeaturePassive": "Passive Abilities", -"SW5E.FeatureRechargeOn": "Recharge On", -"SW5E.FeatureRechargeResult": "1d6 Result", -"SW5E.FeatureUsage": "Feature Usage", -"SW5E.Features": "Features", -"SW5E.FeetAbbr": "ft.", -"SW5E.Filter": "Filter", -"SW5E.FilterNoPowers": "No powers found for this set of filters.", -"SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.", - -"SW5E.FlagsInstructions": "Configure character features and traits which fine-tune behaviors of the SW5e system.", -"SW5E.FlagsSave": "Update Special Traits", -"SW5E.FlagsTitle": "Configure Special Traits", -"SW5E.FlagsAdaptiveResilience": "Adaptive Resilience", -"SW5E.FlagsAggressive": "Aggressive", -"SW5E.FlagsAmphibious": "Amphibious", -"SW5E.FlagsArmorIntegration": "Armor Integration", -"SW5E.FlagsBusinessSavvy": "Business Savvy", -"SW5E.FlagsCannibalize": "Cannibalize", -"SW5E.FlagsClosedMind": "Closed Mind", -"SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists", -"SW5E.FlagsDefiant": "Defiant", -"SW5E.FlagsDetailOriented": "Detail Oriented", -"SW5E.FlagsEnthrallingPheromones": "Enthralling Pheromones", -"SW5E.FlagsExtraArms": "Extra Arms", -"SW5E.FlagsForceContention": "Force Contention", -"SW5E.FlagsForceInsensitive": "Force Insensitive", -"SW5E.FlagsForeignBiology": "Foreign Biology", -"SW5E.FlagsFuryOfTheSmall": "Fury of the Small", -"SW5E.FlagsGrovelCowerAndBeg": "Grovel, Cower, and Beg", -"SW5E.FlagsInscrutable": "Inscrutable", -"SW5E.FlagsKeenSenses": "Keen Senses", -"SW5E.FlagsLongLimbed": "Long-Limbed", -"SW5E.FlagsMaintenanceMode": "Maintenance Mode", -"SW5E.FlagsMaskOfTheWild": "Mask of the Wild", -"SW5E.FlagsMultipleHearts": "Multiple Hearts", -"SW5E.FlagsNaturallyStealthy": "Naturally Stealthy", -"SW5E.FlagsNimbleAgility": "Nimble Agility", -"SW5E.FlagsNimbleEscape": "Nimble Escape", -"SW5E.FlagsNimbleness": "Nimbleness", -"SW5E.FlagsPintsized": "Pintsized", -"SW5E.FlagsPowerfulBuild": "Powerful Build", -"SW5E.FlagsPowerfulBuildHint": "You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.", -"SW5E.FlagsPrecognition": "Precognition", -"SW5E.FlagsProgrammer": "Programmer", -"SW5E.FlagsPuny": "Puny", -"SW5E.FlagsRapidReconstruction": "Rapid Reconstruction", -"SW5E.FlagsRapidlyRegenerative": "Rapidly Regenerative", -"SW5E.FlagsRegenerative": "Regenerative", -"SW5E.FlagsSavageAttacks": "Savage Attacks", -"SW5E.FlagsSavageAttacksHint": "When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.", -"SW5E.FlagsShapechanger": "Shapechanger", -"SW5E.FlagsStrongLegged": "Strong-Legged", -"SW5E.FlagsSunlightSensitivity": "Sunlight Sensitivity", -"SW5E.FlagsSurpriseAttack": "Surprise Attack", -"SW5E.FlagsTechImpaired": "Tech-Impaired", -"SW5E.FlagsTechResistance": "Tech Resistance", -"SW5E.FlagsTinker": "Tinker", -"SW5E.FlagsToughness": "Toughness", -"SW5E.FlagsTrance": "Trance", -"SW5E.FlagsUnarmedCombatant": "Unarmed Combatant", -"SW5E.FlagsUndersized": "Undersized", -"SW5E.FlagsUnsettlingVisage": "Unsettling Visage", -"SW5E.FlagsElvenAccuracy": "Elven Accuracy", -"SW5E.FlagsElvenAccuracyHint": "Roll an extra d20 with advantage to Dex, Int, Wis, or Cha.", -"SW5E.FlagsHalflingLucky": "Halfling Lucky", -"SW5E.FlagsHalflingLuckyHint": "Reroll ones when rolling d20 checks.", -"SW5E.FlagsInitiativeAdv": "Advantage on Initiative", -"SW5E.FlagsInitiativeAdvHint": "Provided by feats or magical items.", -"SW5E.FlagsAlert": "Alert Feat", -"SW5E.FlagsAlertHint": "Provides +5 to Initiative.", -"SW5E.FlagsJOAT": "Jack of All Trades", -"SW5E.FlagsJOATHint": "Half-Proficiency to Ability Checks in which you are not already Proficient.", -"SW5E.FlagsObservant": "Observant Feat", -"SW5E.FlagsObservantHint": "Provides a +5 to passive Perception and Investigation.", -"SW5E.FlagsReliableTalent": "Reliable Talent", -"SW5E.FlagsReliableTalentHint": "Rogues Reliable Talent Feature.", -"SW5E.FlagsRemarkableAthlete": "Remarkable Athlete.", -"SW5E.FlagsRemarkableAthleteHint": "Half-Proficiency (rounded-up) to physical Ability Checks and Initiative.", -"SW5E.FlagsWeaponCritThreshold": "Weapon Critical Hit Threshold", -"SW5E.FlagsWeaponCritThresholdHint": "An expanded critical hit threshold for weapon attacks.", -"SW5E.FlagsPowerCritThreshold": "Power Critical Hit Threshold", -"SW5E.FlagsPowerCritThresholdHint": "An expanded critical hit threshold for power attacks.", -"SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice", -"SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.", - -"SW5E.Flat": "Flat", -"SW5E.Formula": "Formula", -"SW5E.GrantedAbilities": "Granted Abilities", -"SW5E.HalfProficient": "Half Proficient", -"SW5E.Healing": "Healing", -"SW5E.HealingTemp": "Healing (Temporary)", -"SW5E.Health": "Health", -"SW5E.HP": "Health", -"SW5E.HealthConditions": "Health Conditions", -"SW5E.HealthFormula": "Health Formula", -"SW5E.HPFormula": "Health Formula", -"SW5E.HitDice": "Hit Dice", -"SW5E.HitDiceRoll": "Roll Hit Dice", -"SW5E.HitDiceUsed": "Hit Dice Used", -"SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", -"SW5E.Ideals": "Ideals", -"SW5E.Identified": "Identified", -"SW5E.Initiative": "Initiative", -"SW5E.Inspiration": "Inspiration", -"SW5E.Inventory": "Inventory", -"SW5E.ItemActionType": "Action Type", -"SW5E.ItemActivationCondition": "Activation Condition", -"SW5E.ItemActivationCost": "Activation Cost", -"SW5E.ItemAttackBonus": "Attack Roll Bonus", -"SW5E.ItemConsumableActivation": "Consumable Activation", -"SW5E.ItemConsumableUsage": "Consumable Usage", -"SW5E.ItemConsumableDetails": "Consumable Details", -"SW5E.ItemConsumableStatus": "Consumable Status", -"SW5E.ItemConsumableType": "Consumable Type", -"SW5E.ItemContainerCapacity": "Capacity", -"SW5E.ItemContainerCapacityItems": "Items", -"SW5E.ItemContainerCapacityType": "Capacity Type", -"SW5E.ItemContainerCapacityWeight": "Weight", -"SW5E.ItemContainerDetails": "Container Details", - -"SW5E.ItemContainerProperties": "Container Properties", -"SW5E.ItemContainerWeightless": "Weightless Contents", -"SW5E.ItemCreate": "Create Item", -"SW5E.ItemDelete": "Delete Item", -"SW5E.ItemDestroyEmpty": "Destroy on Empty", -"SW5E.ItemEdit": "Edit Item", -"SW5E.ItemEquipmentAction": "Equipment Action", -"SW5E.ItemEquipmentDetails": "Equipment Details", -"SW5E.ItemEquipmentDexMod": "Max. Dexterity Modifier", - -"SW5E.ItemEquipmentStatus": "Equipment Status", -"SW5E.ItemEquipmentStealthDisav": "Imposes Stealth Disadvantage", -"SW5E.ItemEquipmentType": "Equipment Type", -"SW5E.ItemEquipmentUsage": "Equipment Usage", - -"SW5E.ItemName": "Item Name", -"SW5E.ItemNew": "New {type}", -"SW5E.ItemRechargeCheck": "{name} recharge check", -"SW5E.ItemRechargeFailure": "failure!", -"SW5E.ItemRechargeSuccess": "success!", -"SW5E.ItemRequiredStr": "Required Strength", -"SW5E.ItemToolProficiency": "Tool Proficiency", - -"SW5E.ItemWeaponAttack": "Weapon Attack", -"SW5E.ItemWeaponDetails": "Weapon Details", -"SW5E.ItemWeaponProperties": "Weapon Properties", - -"SW5E.ItemWeaponStatus": "Weapon Status", -"SW5E.ItemWeaponType": "Weapon Type", -"SW5E.ItemWeaponUsage": "Weapon Usage", -"SW5E.JackOfAllTrades": "Jack of all Trades", -"SW5E.LairAct": "Uses Lair Action", -"SW5E.LairActionLabel": "Lair Action", -"SW5E.Languages": "Languages", -"SW5E.LanguagesAbyssin": "Abyssin", -"SW5E.LanguagesAleena": "Aleena", -"SW5E.LanguagesAntarian": "Antarian", -"SW5E.LanguagesAnzellan": "Anzellan", -"SW5E.LanguagesAqualish": "Aqualish", -"SW5E.LanguagesArconese": "Arconese", -"SW5E.LanguagesArdennian": "Ardennian", -"SW5E.LanguagesArkanian": "Arkanian", -"SW5E.LanguagesBalosur": "Balosur", -"SW5E.LanguagesBarabel": "Barabel", -"SW5E.LanguagesBasic": "Basic", -"SW5E.LanguagesBesalisk": "Besalisk", -"SW5E.LanguagesBinary": "Binary", -"SW5E.LanguagesBith": "Bith", -"SW5E.LanguagesBocce": "Bocce", -"SW5E.LanguagesBothese": "Bothese", -"SW5E.LanguagesCatharese": "Catharese", -"SW5E.LanguagesCerean": "Cerean", -"SW5E.LanguagesChadra-Fan": "Chadra-Fan", -"SW5E.LanguagesChagri": "Chagri", -"SW5E.LanguagesCheunh": "Cheunh", -"SW5E.LanguagesChevin": "Chevin", -"SW5E.LanguagesChironan": "Chironan", -"SW5E.LanguagesClawdite": "Clawdite", -"SW5E.LanguagesCodruese": "Codruese", -"SW5E.LanguagesColicoid": "Colicoid", -"SW5E.LanguagesDashadi": "Dashadi", -"SW5E.LanguagesDefel": "Defel", -"SW5E.LanguagesDevaronese": "Devaronese", -"SW5E.LanguagesDosh": "Dosh", -"SW5E.LanguagesDraethos": "Draethos", -"SW5E.LanguagesDug": "Dug", -"SW5E.LanguagesDurese": "Durese", -"SW5E.LanguagesEwokese": "Ewokese", -"SW5E.LanguagesFalleen": "Falleen", -"SW5E.LanguagesFelucianese": "Felucianese", -"SW5E.LanguagesGamorrese": "Gamorrese", -"SW5E.LanguagesGand": "Gand", -"SW5E.LanguagesGeonosian": "Geonosian", -"SW5E.LanguagesGivin": "Givin", -"SW5E.LanguagesGran": "Gran", -"SW5E.LanguagesGungan": "Gungan", -"SW5E.LanguagesHapan": "Hapan", -"SW5E.LanguagesHarchese": "Harchese", -"SW5E.LanguagesHerglese": "Herglese", -"SW5E.LanguagesHonoghran": "Honoghran", -"SW5E.LanguagesHuttese": "Huttese", -"SW5E.LanguagesIktotchese": "Iktotchese", -"SW5E.LanguagesIthorese": "Ithorese", -"SW5E.LanguagesJawaese": "Jawaese", -"SW5E.LanguagesKaleesh": "Kaleesh", -"SW5E.LanguagesKaminoan": "Kaminoan", -"SW5E.LanguagesKarkaran": "Karkaran", -"SW5E.LanguagesKelDor": "Kel Dor", -"SW5E.LanguagesKharan": "Kharan", -"SW5E.LanguagesKillik": "Killik", -"SW5E.LanguagesKlatooinian": "Klatooinian", -"SW5E.LanguagesKubazian": "Kubazian", -"SW5E.LanguagesKushiban": "Kushiban", -"SW5E.LanguagesKyuzo": "Kyuzo", -"SW5E.LanguagesLannik": "Lannik", -"SW5E.LanguagesLasat": "Lasat", -"SW5E.LanguagesLowickese": "Lowickese", -"SW5E.LanguagesLurmese": "Lurmese", -"SW5E.LanguagesMandoa": "Mando'a", -"SW5E.LanguagesMiralukese": "Miralukese", -"SW5E.LanguagesMirialan": "Mirialan", -"SW5E.LanguagesMonCal": "Mon Cal", -"SW5E.LanguagesMustafarian": "Mustafarian", -"SW5E.LanguagesMuun": "Muun", -"SW5E.LanguagesNautila": "Nautila", -"SW5E.LanguagesOrtolan": "Ortolan", -"SW5E.LanguagesPakPak": "Pak Pak", -"SW5E.LanguagesPyke": "Pyke", -"SW5E.LanguagesQuarrenese": "Quarrenese", -"SW5E.LanguagesRakata": "Rakata", -"SW5E.LanguagesRattataki": "Rattataki", -"SW5E.LanguagesRishii": "Rishii", -"SW5E.LanguagesRodese": "Rodese", -"SW5E.LanguagesRyn": "Ryn", -"SW5E.LanguagesSelkatha": "Selkatha", -"SW5E.LanguagesSemblan": "Semblan", -"SW5E.LanguagesShyriiwook": "Shyriiwook", -"SW5E.LanguagesShistavanen": "Shistavanen", -"SW5E.LanguagesSith": "Sith", -"SW5E.LanguagesSquibbian": "Squibbian", -"SW5E.LanguagesSriluurian": "Sriluurian", -"SW5E.LanguagesSsi-ruuvi": "Ssi-ruuvi", -"SW5E.LanguagesSullustese": "Sullustese", -"SW5E.LanguagesTalzzi": "Talzzi", -"SW5E.LanguagesTarasinese": "Tarasinese", -"SW5E.LanguagesThisspiasian": "Thisspiasian", -"SW5E.LanguagesTogorese": "Togorese", -"SW5E.LanguagesTogruti": "Togruti", -"SW5E.LanguagesToydarian": "Toydarian", -"SW5E.LanguagesTusken": "Tusken", -"SW5E.LanguagesTwileki": "Twi'leki", -"SW5E.LanguagesUgnaught": "Ugnaught", -"SW5E.LanguagesUmbaran": "Umbaran", -"SW5E.LanguagesUtapese": "Utapese", -"SW5E.LanguagesVerpine": "Verpine", -"SW5E.LanguagesVong": "Vong", -"SW5E.LanguagesVoss": "Voss", -"SW5E.LanguagesYevethan": "Yevethan", -"SW5E.LanguagesZabraki": "Zabraki", -"SW5E.LanguagesZygerrian": "Zygerrian", -"SW5E.LegAct": "Legendary Actions", -"SW5E.LegendaryActionLabel": "Legendary Action", -"SW5E.LegRes": "Legendary Resistance", -"SW5E.Level": "Level", -"SW5E.LevelScaling": "Level Scaling", -"SW5E.LimitedUses": "Limited Uses", -"SW5E.LongRest": "Long Rest", -"SW5E.LongRestNormal": "Long Rest (8 hours)", -"SW5E.LongRestGritty": "Long Rest (7 days)", -"SW5E.LongRestEpic": "Long Rest (1 hour)", -"SW5E.LongRestOvernight": "Long Rest (New Day)", -"SW5E.LongRestResult": "{name} takes a long rest.", -"SW5E.LongRestResultFP": "{name} takes a long rest and recovers {force} Force Points.", -"SW5E.LongRestResultFPHD": "{name} takes a long rest and recovers {force} Force Points and {dice} Hit Dice.", -"SW5E.LongRestResultFPTP": "{name} takes a long rest and recovers {force} Force Points and {tech} Tech Points.", -"SW5E.LongRestResultFPTPHD": "{name} takes a long rest and recovers {force} Force Points, {tech} Tech Points and {dice} Hit Dice.", -"SW5E.LongRestResultHD": "{name} takes a long rest and recovers {dice} Hit Dice.", -"SW5E.LongRestResultHP": "{name} takes a long rest and recovers {health} Hit Points.", -"SW5E.LongRestResultHPFP": "{name} takes a long rest and recovers {health} Hit Points and {force} Force Points.", -"SW5E.LongRestResultHPHD": "{name} takes a long rest and recovers {health} Hit Points and {dice} Hit Dice.", -"SW5E.LongRestResultHPTP": "{name} takes a long rest and recovers {health} Hit Points and {tech} Tech Points.", -"SW5E.LongRestResultHPFPHD": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, and {dice} Hit Dice.", -"SW5E.LongRestResultHPFPTP": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points and {tech} Tech Points.", -"SW5E.LongRestResultHPTPHD": "{name} takes a long rest and recovers {health} Hit Points, {tech} Tech Points, and {dice} Hit Dice.", -"SW5E.LongRestResultHPFPTPHD": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, {tech} Tech Points and {dice} Hit Dice.", -"SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.", -"SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.", - -"SW5E.Max": "Max", -"SW5E.Modifier": "Modifier", -"SW5E.Name": "Character Name", -"SW5E.NoCharges": "No Charges", -"SW5E.None": "None", -"SW5E.Normal": "Normal", -"SW5E.Notes": "Notes", -"SW5E.NotProficient": "Not Proficient", -"SW5E.OtherFormula": "Other Formula", -"SW5E.PactMagic": "Pact Magic", -"SW5E.Passive": "Passive", -"SW5E.PersonalityTraits": "Personality Traits", -"SW5E.PlaceTemplate": "Place Measured Template", -"SW5E.Polymorph": "Polymorph", -"SW5E.PolymorphAcceptSettings": "Custom Settings", -"SW5E.PolymorphKeepBio": "Keep biography", -"SW5E.PolymorphKeepClass": "Keep proficiency bonus (leaves class items in sheet)", -"SW5E.PolymorphKeepFeats": "Keep features", -"SW5E.PolymorphKeepItems": "Keep equipment", -"SW5E.PolymorphKeepMental": "Keep mental ability scores (Int, Wis, Cha)", -"SW5E.PolymorphKeepPhysical": "Keep physical ability scores (Str, Dex, Con)", -"SW5E.PolymorphKeepSaves": "Keep saving throw proficiencies", -"SW5E.PolymorphKeepSkills": "Keep skill proficiencies", -"SW5E.PolymorphKeepPowers": "Keep powers", -"SW5E.PolymorphKeepVision": "Keep vision (character and token)", -"SW5E.PolymorphMergeSaves": "Merge saving throw proficiencies (take the highest)", -"SW5E.PolymorphMergeSkills": "Merge skill proficiencies (take the highest)", -"SW5E.PolymorphPromptTitle": "Transforming Actor", -"SW5E.PolymorphRestoreTransformation": "Restore Transformation", -"SW5E.PolymorphRevertWarn": "You do not have permission to revert this Actor's polymorphed state.", -"SW5E.PolymorphTmpClass": "Temporary Class", -"SW5E.PolymorphTokens": "Transform all linked tokens?", -"SW5E.PolymorphWarn": "You are not allowed to polymorph this actor!", -"SW5E.PolymorphWildShape": "Wild Shape", -"SW5E.Prepared": "Prepared", -"SW5E.Concentrate": "Concentrate", -"SW5E.Concentrated": "Concentrate", -"SW5E.Price": "Price", -"SW5E.Proficiency": "Proficiency", -"SW5E.Proficient": "Proficient", -"SW5E.Quantity": "Quantity", -"SW5E.Species": "Species", -"SW5E.Range": "Range", -"SW5E.Rarity": "Rarity", -"SW5E.Reaction": "Reaction", -"SW5E.ReactionPl": "Reactions", -"SW5E.Recharge": "Recharge", -"SW5E.RequiredMaterials": "Required Materials", -"SW5E.Requirements": "Requirements", -"SW5E.ResourcePrimary": "Resource 1", -"SW5E.ResourceSecondary": "Resource 2", -"SW5E.ResourceTertiary": "Resource 3", -"SW5E.RestL": "L. Rest", -"SW5E.RestS": "S. Rest", -"SW5E.Ritual": "Ritual", -"SW5E.Roll": "Roll", -"SW5E.RollExample": "e.g. +1d4", -"SW5E.RollMode": "Roll Mode", -"SW5E.RollSituationalBonus": "Situational Bonus?", -"SW5E.Save": "Save", -"SW5E.Movement": "Movement", -"SW5E.MovementConfig": "Configure Movement Speed", -"SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", -"SW5E.MovementWalk": "Walk", -"SW5E.MovementBurrow": "Burrow", -"SW5E.MovementClimb": "Climb", -"SW5E.MovementHover": "Hover", -"SW5E.MovementFly": "Fly", -"SW5E.MovementSwim": "Swim", -"SW5E.MovementUnits": "Units", -"SW5E.SensesConfig": "Configure Senses", -"SW5E.SensesConfigHint": "Configure any special sensory perception abilities that this actor possesses.", -"SW5E.SenseDarkvision": "Darkvision", -"SW5E.SenseBlindsight": "Blindsight", -"SW5E.SenseTremorsense": "Tremorsense", -"SW5E.SenseTruesight": "Truesight", -"SW5E.SenseSpecial": "Special Senses", -"SW5E.SheetClassCharacter": "Default Character Sheet", -"SW5E.SheetClassCharacterOld": "Old Character Sheet", -"SW5E.SheetClassNPC": "Default NPC Sheet", -"SW5E.SheetClassNPCOld": "Old NPC Sheet", -"SW5E.SheetClassVehicle": "Default Vehicle Sheet", -"SW5E.SheetClassItem": "Default Item Sheet", - -"SW5E.SavingThrow": "Saving Throw", -"SW5E.SaveDC": "DC {dc} {ability}", -"SW5E.SavePromptTitle": "{ability} Saving Throw", -"SW5E.ScalingFormula": "Scaling Formula", -"SW5E.SchoolLgt": "Light", -"SW5E.SchoolUni": "Universal", -"SW5E.SchoolDrk": "Dark", -"SW5E.SchoolTec": "Tech", -"SW5E.SchoolEnh": "Enhancement", -"SW5E.SenseBS": "Blindsight", -"SW5E.SenseDV": "Darkvision", -"SW5E.SenseTR": "Truesight", -"SW5E.SenseTS": "Tremorsense", -"SW5E.Senses": "Senses", -"SW5E.ShortRest": "Short Rest", -"SW5E.ShortRestNormal": "Short Rest (1 hour)", -"SW5E.ShortRestGritty": "Short Rest (8 hours)", -"SW5E.ShortRestEpic": "Short Rest (5 minutes)", -"SW5E.ShortRestOvernight": "Short Rest (New Day)", -"SW5E.ShortRestHint": "Take a short rest? On a short rest you may spend remaining Hit Dice and recover primary or secondary resources.", -"SW5E.ShortRestNoHD": "No Hit Dice remaining", -"SW5E.ShortRestResult": "{name} takes a short rest spending {dice} Hit Dice to recover {health} Hit Points.", -"SW5E.ShortRestResultWithTech": "{name} takes a short rest spending {dice} Hit Dice to recover {health} Hit Points and {tech} Tech Points.", -"SW5E.ShortRestResultOnlyTech": "{name} takes a short rest to recover {tech} Tech Points.", -"SW5E.ShortRestResultShort": "{name} takes a short rest.", -"SW5E.ShortRestSelect": "Select Dice to Roll", -"SW5E.Size": "Size", -"SW5E.SizeGargantuan": "Gargantuan", -"SW5E.SizeHuge": "Huge", -"SW5E.SizeLarge": "Large", -"SW5E.SizeMedium": "Medium", -"SW5E.SizeSmall": "Small", -"SW5E.SizeTiny": "Tiny", -"SW5E.SkillAcr": "Acrobatics", -"SW5E.SkillAni": "Animal Handling", -"SW5E.SkillAth": "Athletics", -"SW5E.SkillDec": "Deception", -"SW5E.SkillIns": "Insight", -"SW5E.SkillInv": "Investigation", -"SW5E.SkillItm": "Intimidation", -"SW5E.SkillLor": "Lore", -"SW5E.SkillMed": "Medicine", -"SW5E.SkillNat": "Nature", -"SW5E.SkillPer": "Persuasion", -"SW5E.SkillPrc": "Perception", -"SW5E.SkillPrf": "Performance", -"SW5E.SkillPil": "Piloting", -"SW5E.SkillSlt": "Sleight of Hand", -"SW5E.SkillSte": "Stealth", -"SW5E.SkillSur": "Survival", -"SW5E.SkillTec": "Technology", -"SW5E.SkillPromptTitle": "{skill} Skill Check", -"SW5E.Slots": "Slots", -"SW5E.Source": "Source", -"SW5E.Special": "Special", -"SW5E.SpecialTraits": "Special Traits", -"SW5E.Speed": "Speed", -"SW5E.SpeedSpecial": "Special Movement", -"SW5E.PowerAbility": "Powercasting Ability", -"SW5E.PowerAdd": "Add Power", -"SW5E.PowerAtWill": "At-Will", -"SW5E.PowerCastConsume": "Consume Power Slot?", -"SW5E.PowerCastHint": "Configure how you would like to cast the", -"SW5E.PowerCastNoSlots": "You have no available {level} power slots with which to cast {name}", -"SW5E.PowerCastUpcast": "Cast at Level", -"SW5E.PowercasterLevel": "Powercaster Level", -"SW5E.PowerCastingHeader": "Power Casting", -"SW5E.Powercasting": "Powercasting", -"SW5E.PowerComponents": "Power Components", -"SW5E.PowerCreate": "Create Power", -"SW5E.PowerDC": "Power DC", -"SW5E.UniversalPowerDC": "Universal Power DC", -"SW5E.LightPowerDC": "Light Power DC", -"SW5E.DarkPowerDC": "Dark Power DC", -"SW5E.TechPowerDC": "Tech Power DC", -"SW5E.PowerDetails": "Power Details", -"SW5E.PowerEffects": "Power Effects", -"SW5E.PowersKnown": "Powers Known", -"SW5E.PowerLevel": "Power Level", -"SW5E.PowerLevel0": "At-Will", -"SW5E.PowerLevel1": "1st Level", -"SW5E.PowerLevel2": "2nd Level", -"SW5E.PowerLevel3": "3rd Level", -"SW5E.PowerLevel4": "4th Level", -"SW5E.PowerLevel5": "5th Level", -"SW5E.PowerLevel6": "6th Level", -"SW5E.PowerLevel7": "7th Level", -"SW5E.PowerLevel8": "8th Level", -"SW5E.PowerLevel9": "9th Level", -"SW5E.PowerLevelSlot": "{level} ({n} Slots)", -"SW5E.PowerLevelPact": "Pact Slot [Level {level}] ({n} Slots)", -"SW5E.PowerMaterials": "Powercasting Materials", -"SW5E.PowerName": "Power Name", -"SW5E.PowerNone": "None", -"SW5E.PowerPrepAtWill": "At-Will", -"SW5E.PowerPrepInnate": "Innate Powercasting", -"SW5E.PowerPrepPrepared": "Prepared", -"SW5E.PowerPrepAlways": "Always Prepared", -"SW5E.PowerPreparationMode": "Power Preparation Mode", -"SW5E.PowerPrepared": "Prepared", -"SW5E.PowerConcentrationMode": "Power Concentration Mode", -"SW5E.PowerConcentrating": "Concentrating", -"SW5E.PowerProgCns": "Consular", -"SW5E.PowerProgEng": "Engineer", -"SW5E.PowerProgGrd": "Guardian", -"SW5E.PowerProgSct": "Scout", -"SW5E.PowerProgSnt": "Sentinel", -"SW5E.PowerProgOverride": "Override slots", -"SW5E.PowerProgression": "Power Progression", -"SW5E.PowerSchool": "Power School", -"SW5E.PowerTarget": "Power Target", -"SW5E.PowerUnprepared": "Unprepared", -"SW5E.PowerUsage": "Power Usage", -"SW5E.Powerbook": "Powerbook", -"SW5E.ForcePowerbook": "Force Powers", -"SW5E.TechPowerbook": "Tech Powers", -"SW5E.SpeciesDescription": "Description", -"SW5E.SpeciesTraits": "Species Traits", -"SW5E.StealthDisadvantage": "Stealth Disadvantage", -"SW5E.ArchetypeName": "Archetype Name", -"SW5E.Supply": "Supply", -"SW5E.Target": "Target", -"SW5E.TargetAlly": "Ally", -"SW5E.TargetCone": "Cone", -"SW5E.TargetCreature": "Creature", -"SW5E.TargetCube": "Cube", -"SW5E.TargetCylinder": "Cylinder", -"SW5E.TargetDroid": "Droid", -"SW5E.TargetEnemy": "Enemy", -"SW5E.TargetLine": "Line", -"SW5E.TargetObject": "Object", -"SW5E.TargetRadius": "Radius", -"SW5E.TargetSelf": "Self", -"SW5E.TargetSpace": "Space", -"SW5E.TargetSphere": "Sphere", -"SW5E.TargetSquare": "Square", -"SW5E.TargetWall": "Wall", -"SW5E.TargetWeapon": "Weapon", -"SW5E.TargetWidth": "Line Width", -"SW5E.Temp": "Temp", -"SW5E.Threshold": "Threshold", -"SW5E.TimeDay": "Days", -"SW5E.TimeHour": "Hours", -"SW5E.TimeInst": "Instantaneous", -"SW5E.TimeMinute": "Minutes", -"SW5E.TimeMonth": "Months", -"SW5E.TimePerm": "Permanent", -"SW5E.TimeRound": "Rounds", -"SW5E.TimeTurn": "Turns", -"SW5E.TimeYear": "Years", -"SW5E.ToolArmormech": "Armormech's Tools", -"SW5E.ToolArmstech": "Armstech's Tools", -"SW5E.ToolArtificer": "Artificer's Tools", -"SW5E.ToolArtist": "Artist's Tools", -"SW5E.ToolAstrotech": "Astrotech's Tools", -"SW5E.ToolBiotech": "Biotech's Tools", -"SW5E.ToolCheck": "Tool Check", -"SW5E.ToolConstructor": "Constructor's Tools", -"SW5E.ToolCybertech": "Cybertech's Tools", -"SW5E.ToolJeweler": "Jeweler's Tools", -"SW5E.ToolSurveyor": "Surveyor's Tools", -"SW5E.ToolSynthweaver": "Synthweavers's Tools", -"SW5E.ToolTinker": "Tinker's Tools", -"SW5E.ToolAntitoxkit": "Antitoxkit", -"SW5E.ToolArchaeologistKit": "Archaeologist Kit", -"SW5E.ToolAudiotechKit": "Audiotech's Kit", -"SW5E.ToolBioanalysisKit": "Bioanalysis Kit", -"SW5E.ToolBrewerKit": "Brewer's Kit", -"SW5E.ToolChefKit": "Chef's Kit", -"SW5E.ToolDemolitionKit": "Demolition Kit", -"SW5E.ToolDisguiseKit": "Disguise Kit", -"SW5E.ToolForgeryKit": "Forgery Kit", -"SW5E.ToolMechanicKit": "Mechanic's Kit", -"SW5E.ToolMunitionsKit": "Munitions Kit", -"SW5E.ToolPoisonKit": "Poisoner's Kit", -"SW5E.ToolScavengingKit": "Scavenging Kit", -"SW5E.ToolSecurityKit": "Security Kit", -"SW5E.ToolSlicerKit": "Slicer's Kit", -"SW5E.ToolSpiceKit": "Spicer's Kit", -"SW5E.ToolGamingSet": "Gaming Set", -"SW5E.ToolMusicalInstrument": "Musical Instrument", -"SW5E.ToolVehicle": "Vehicle (Land or Water)", -"SW5E.TraitArmorProf": "Armor Proficiencies", -"SW5E.TraitSave": "Update", -"SW5E.TraitSelectorSpecial": "Special (Split with Semi-Colon)", -"SW5E.TraitToolProf": "Tool Proficiencies", -"SW5E.TraitWeaponProf": "Weapon Proficiencies", -"SW5E.Type": "Type", -"SW5E.Unequipped": "Not Equipped", -"SW5E.Unlimited": "Unlimited", -"SW5E.Usage": "Usage", -"SW5E.Use": "Use", -"SW5E.Uses": "Uses", -"SW5E.Vehicle": "Vehicle", -"SW5E.VehicleActionStations": "Action Stations", -"SW5E.VehicleActionThresholds": "Action Thresholds", -"SW5E.VehicleCargo": "Cargo", -"SW5E.VehicleCargoCapacity": "Cargo Capacity", -"SW5E.VehicleCargoCrew": "Cargo & Crew", -"SW5E.VehicleCreatureCapacity": "Creature Capacity", -"SW5E.VehicleCrew": "Crew", -"SW5E.VehicleCrewed": "Crewed", -"SW5E.VehicleCrewAction": "Crew Action", -"SW5E.VehicleEquipment": "Vehicle Equipment", -"SW5E.VehicleMishap": "Mishap", -"SW5E.VehiclePassengers": "Passengers", -"SW5E.VehicleUncrewed": "Uncrewed", -"SW5E.Versatile": "Versatile", -"SW5E.VersatileDamage": "Versatile Damage", -"SW5E.VsDC": "vs DC.", -"SW5E.WeaponAmmo": "Ammunition", -"SW5E.WeaponImprov": "Improvised", -"SW5E.WeaponMartialVW": "Martial Vibroweapon", -"SW5E.WeaponMartialProficiency": "Martial Weapons", -"SW5E.WeaponMartialB": "Martial Blaster", -"SW5E.WeaponMartialLW": "Martial Lightweapon", -"SW5E.WeaponNatural": "Natural", -"SW5E.WeaponSiege": "Siege", -"SW5E.WeaponPropertiesAmm": "Ammunition", -"SW5E.WeaponPropertiesAut": "Auto", -"SW5E.WeaponPropertiesBur": "Burst", -"SW5E.WeaponPropertiesDef": "Defensive", -"SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", -"SW5E.WeaponPropertiesDir": "Dire", -"SW5E.WeaponPropertiesDrm": "Disarming", -"SW5E.WeaponPropertiesDgd": "Disguised", -"SW5E.WeaponPropertiesDis": "Disintegrate", -"SW5E.WeaponPropertiesDpt": "Disruptive", -"SW5E.WeaponPropertiesDou": "Double", -"SW5E.WeaponPropertiesFin": "Finesse", -"SW5E.WeaponPropertiesFix": "Fixed", -"SW5E.WeaponPropertiesFoc": "Focus", -"SW5E.WeaponPropertiesHvy": "Heavy", -"SW5E.WeaponPropertiesHid": "Hidden", -"SW5E.WeaponPropertiesKen": "Keen", -"SW5E.WeaponPropertiesLgt": "Light", -"SW5E.WeaponPropertiesLum": "Luminous", -"SW5E.WeaponPropertiesMig": "Mighty", -"SW5E.WeaponPropertiesPic": "Piercing", -"SW5E.WeaponPropertiesRan": "Range", -"SW5E.WeaponPropertiesRap": "Rapid", -"SW5E.WeaponPropertiesRch": "Reach", -"SW5E.WeaponPropertiesRel": "Reload", -"SW5E.WeaponPropertiesRet": "Returning", -"SW5E.WeaponPropertiesShk": "Shocking", -"SW5E.WeaponPropertiesSil": "Silent", -"SW5E.WeaponPropertiesSpc": "Special", -"SW5E.WeaponPropertiesStr": "Strength Rqmt.", -"SW5E.WeaponPropertiesThr": "Thrown", -"SW5E.WeaponPropertiesTwo": "Two-Handed", -"SW5E.WeaponPropertiesVer": "Versatile", -"SW5E.WeaponPropertiesVic": "Vicious", -"SW5E.WeaponSimpleVW": "Simple Vibroweapon", -"SW5E.WeaponSimpleProficiency": "Simple Weapons", -"SW5E.WeaponSimpleB": "Simple Blaster", -"SW5E.WeaponSimpleLW": "Simple Lightweapon", -"SW5E.Weight": "Weight", -"SW5E.available": "available", -"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", -"SW5E.of": "of", -"SW5E.per": "per", -"SW5E.power": "power", -"SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", -"SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", -"SETTINGS.5eAutoCollapseCardL": "Automatically collapse Item Card descriptions in the Chat Log", -"SETTINGS.5eAutoCollapseCardN": "Collapse Item Cards in Chat", -"SETTINGS.5eAutoPowerTemplateL": "When a power is cast, defaults to begin the process to create the corresponding Measured Template if any (requires TRUSTED or higher player role)", -"SETTINGS.5eAutoPowerTemplateN": "Always place Power Template", -"SETTINGS.5eCurWtL": "Carried currency affects character encumbrance following the rules on PHB pg. 143.", -"SETTINGS.5eCurWtN": "Apply Currency Weight", - -"SETTINGS.5eDiagEuclidean": "Euclidean (7.07 ft. Diagonal)", -"SETTINGS.5eDiagL": "Configure which diagonal movement rule should be used for games within this system.", -"SETTINGS.5eDiagN": "Diagonal Movement Rule", -"SETTINGS.5eDiagPHB": "PHB: Equidistant (5/5/5)", -"SETTINGS.5eDiagDMG": "DMG: Alternating (5/10/5)", -"SETTINGS.5eInitTBL": "Append the raw Dexterity ability score to break ties in Initiative.", -"SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker", -"SETTINGS.5eNoExpL": "Remove experience bars from character sheets.", -"SETTINGS.5eNoExpN": "Disable Experience Tracking", -"SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.", -"SETTINGS.5eRestN": "Rest Variant", -"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)", -"SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)", -"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)", -"SETTINGS.SWColorL": "Set the color theme of the game", -"SETTINGS.SWColorN": "Display Theme", -"SETTINGS.SWColorLight": "Light Theme", -"SETTINGS.SWColorDark": "Dark Theme" + "ACTOR.TypeCharacter": "Player Character", + "ACTOR.TypeNpc": "Non-Player Character", + "ACTOR.TypeVehicle": "Vehicle", + "ITEM.TypeArchetype": "Archetype", + "ITEM.TypeBackground": "Background", + "ITEM.TypeBackpack": "Backpack", + "ITEM.TypeClass": "Class", + "ITEM.TypeClassfeature": "Class Feature", + "ITEM.TypeConsumable": "Consumable", + "ITEM.TypeEquipment": "Equipment", + "ITEM.TypeFeat": "Feat", + "ITEM.TypeFightingmastery": "FightingMastery", + "ITEM.TypeFightingstyle": "Fighting Style", + "ITEM.TypeLightsaberform": "Lightsaber Form", + "ITEM.TypeLoot": "Loot", + "ITEM.TypePower": "Power", + "ITEM.TypeSpecies": "Species", + "ITEM.TypeTool": "Tool", + "ITEM.TypeWeapon": "Weapon", + "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", + "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", + "SETTINGS.5eAutoCollapseCardL": "Automatically collapse Item Card descriptions in the Chat Log", + "SETTINGS.5eAutoCollapseCardN": "Collapse Item Cards in Chat", + "SETTINGS.5eAutoPowerTemplateL": "When a power is cast, defaults to begin the process to create the corresponding Measured Template if any (requires TRUSTED or higher player role)", + "SETTINGS.5eAutoPowerTemplateN": "Always place Power Template", + "SETTINGS.5eCurWtL": "Carried currency affects character encumbrance following the rules on PHB pg. 143.", + "SETTINGS.5eCurWtN": "Apply Currency Weight", + "SETTINGS.5eDiagDMG": "DMG: Alternating (5/10/5)", + "SETTINGS.5eDiagEuclidean": "Euclidean (7.07 ft. Diagonal)", + "SETTINGS.5eDiagL": "Configure which diagonal movement rule should be used for games within this system.", + "SETTINGS.5eDiagN": "Diagonal Movement Rule", + "SETTINGS.5eDiagPHB": "PHB: Equidistant (5/5/5)", + "SETTINGS.5eInitTBL": "Append the raw Dexterity ability score to break ties in Initiative.", + "SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker", + "SETTINGS.5eNoExpL": "Remove experience bars from character sheets.", + "SETTINGS.5eNoExpN": "Disable Experience Tracking", + "SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)", + "SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)", + "SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.", + "SETTINGS.5eRestN": "Rest Variant", + "SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)", + "SETTINGS.SWColorDark": "Dark Theme", + "SETTINGS.SWColorL": "Set the color theme of the game", + "SETTINGS.SWColorLight": "Light Theme", + "SETTINGS.SWColorN": "Display Theme", + "Star Wars 5th Edition": "Star Wars 5th Edition", + "SW5E.AbbreviationConc": "Conc.", + "SW5E.AbbreviationCR": "CR", + "SW5E.AbbreviationDC": "DC", + "SW5E.AbbreviationLbs": "lbs.", + "SW5E.AbbreviationLevel": "Lvl.", + "SW5E.AbbreviationLR": "LR", + "SW5E.AbbreviationSR": "SR", + "SW5E.Ability": "Ability", + "SW5E.AbilityCha": "Charisma", + "SW5E.AbilityChaAbbr": "cha", + "SW5E.AbilityCon": "Constitution", + "SW5E.AbilityConAbbr": "con", + "SW5E.AbilityDex": "Dexterity", + "SW5E.AbilityDexAbbr": "dex", + "SW5E.AbilityInt": "Intelligence", + "SW5E.AbilityIntAbbr": "int", + "SW5E.AbilityModifier": "Ability Modifier", + "SW5E.AbilityPromptText": "What type of {ability} check?", + "SW5E.AbilityPromptTitle": "{ability} Ability Check", + "SW5E.AbilityScores": "Ability Scores", + "SW5E.AbilityStr": "Strength", + "SW5E.AbilityStrAbbr": "str", + "SW5E.AbilityUseCast": "Cast Power", + "SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!", + "SW5E.AbilityUseChargesLabel": "{value} Charges", + "SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.", + "SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.", + "SW5E.AbilityUseConsumableLabel": "{max} per {per}", + "SW5E.AbilityUseConsumableQuantityHint": "Using this {type} will consume 1 quantity of {quantity} remaining", + "SW5E.AbilityUseConsume": "Consume Available Usage?", + "SW5E.AbilityUseHint": "Configure how you would like to use the {name} {type}.", + "SW5E.AbilityUseNormalHint": "This {type} has {value} of {max} uses per {per} remaining.", + "SW5E.AbilityUseRechargeHint": "This {type} is depleted and must be recharged!", + "SW5E.AbilityUseUnavailableHint": "There are no uses of this item remaining!", + "SW5E.AbilityUseUse": "Use Ability", + "SW5E.AbilityWis": "Wisdom", + "SW5E.AbilityWisAbbr": "wis", + "SW5E.AC": "AC", + "SW5E.Action": "Action", + "SW5E.ActionAbil": "Ability Check", + "SW5E.ActionHeal": "Healing", + "SW5E.ActionMPAK": "Melee Power Attack", + "SW5E.ActionMWAK": "Melee Weapon Attack", + "SW5E.ActionOther": "Other", + "SW5E.ActionPl": "Actions", + "SW5E.ActionRPAK": "Ranged Power Attack", + "SW5E.ActionRWAK": "Ranged Weapon Attack", + "SW5E.ActionSave": "Saving Throw", + "SW5E.ActionUtil": "Utility", + "SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}", + "SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.", + "SW5E.Add": "Add", + "SW5E.AdditionalNotes": "Additional Notes", + "SW5E.Advantage": "Advantage", + "SW5E.Alignment": "Alignment", + "SW5E.AlignmentBN": "Balanced Neutral", + "SW5E.AlignmentCD": "Chaotic Dark", + "SW5E.AlignmentCL": "Chaotic Light", + "SW5E.AlignmentCN": "Chaotic Neutral", + "SW5E.AlignmentLD": "Lawful Dark", + "SW5E.AlignmentLL": "Lawful Light", + "SW5E.AlignmentLN": "Lawful Neutral", + "SW5E.AlignmentND": "Neutral Dark", + "SW5E.AlignmentNL": "Neutral Light", + "SW5E.Appearance": "Appearance", + "SW5E.ArchetypeName": "Archetype Name", + "SW5E.Archetypes": "Archetypes", + "SW5E.ArmorClass": "Armor Class", + "SW5E.ArmorProperAbsorptive": "Absorptive", + "SW5E.ArmorProperAgile": "Agile", + "SW5E.ArmorProperAnchor": "Anchor", + "SW5E.ArmorProperAvoidant": "Avoidant", + "SW5E.ArmorProperBarbed": "Barbed", + "SW5E.ArmorProperBulky": "Bulky", + "SW5E.ArmorProperCharging": "Charging", + "SW5E.ArmorProperConcealing": "Concealing", + "SW5E.ArmorProperCumbersome": "Cumbersome", + "SW5E.ArmorProperGauntleted": "Gauntleted", + "SW5E.ArmorProperImbalanced": "Imbalanced", + "SW5E.ArmorProperImpermeable": "Impermeable", + "SW5E.ArmorProperInsulated": "Insulated", + "SW5E.ArmorProperInterlocking": "Interlocking", + "SW5E.ArmorProperLambent": "Lambent", + "SW5E.ArmorProperLightweight": "Lightweight", + "SW5E.ArmorProperMagnetic": "Magnetic", + "SW5E.ArmorProperObscured": "Obscured", + "SW5E.ArmorProperObtrusive": "Obtrusive", + "SW5E.ArmorProperPowered": "Powered", + "SW5E.ArmorProperReactive": "Reactive", + "SW5E.ArmorProperRegulated": "Regulated", + "SW5E.ArmorProperReinforced": "Reinforced", + "SW5E.ArmorProperResponsive": "Responsive", + "SW5E.ArmorProperRigid": "Rigid", + "SW5E.ArmorProperSilent": "Silent", + "SW5E.ArmorProperSpiked": "Spiked", + "SW5E.ArmorProperSteadfast": "Steadfast", + "SW5E.ArmorProperStrength": "Strength Rqmt.", + "SW5E.ArmorProperties": "Armor Properties", + "SW5E.ArmorProperVersatile": "Versatile", + "SW5E.Attack": "Attack", + "SW5E.AttackPl": "Attacks", + "SW5E.AttackRoll": "Attack Roll", + "SW5E.Attributes": "Attributes", + "SW5E.Attuned": "Attuned", + "SW5E.Attunement": "Attunement", + "SW5E.AttunementAttuned": "Attuned", + "SW5E.AttunementNone": "Attunement Not Required", + "SW5E.AttunementRequired": "Attunement Required", + "SW5E.available": "available", + "SW5E.Background": "Background", + "SW5E.Biography": "Biography", + "SW5E.Bonds": "Bonds", + "SW5E.BonusAbilityCheck": "Global Ability Check Bonus", + "SW5E.BonusAbilitySave": "Global Saving Throw Bonus", + "SW5E.BonusAbilitySkill": "Global Skill Check Bonus", + "SW5E.BonusAction": "Bonus Action", + "SW5E.Bonuses": "Global Bonuses", + "SW5E.BonusesHint": "Define global bonuses as formulas which are added to certain rolls. For example: 1d4 + 2", + "SW5E.BonusesInstructions": "Configure character bonuses which are added to the appropriate dice roll", + "SW5E.BonusForceDarkPowerDC": "Global Force Dark Power DC Bonus", + "SW5E.BonusForceLightPowerDC": "Global Force Light Power DC Bonus", + "SW5E.BonusForceUnivPowerDC": "Global Force Universal Power DC Bonus", + "SW5E.BonusMPAttack": "Melee Power Attack Bonus", + "SW5E.BonusMPDamage": "Melee Power Damage Bonus", + "SW5E.BonusMWAttack": "Melee Weapon Attack Bonus", + "SW5E.BonusMWDamage": "Melee Weapon Damage Bonus", + "SW5E.BonusPowerDC": "Global Power DC Bonus", + "SW5E.BonusRPAttack": "Ranged Power Attack Bonus", + "SW5E.BonusRPDamage": "Ranged Power Damage Bonus", + "SW5E.BonusRWAttack": "Ranged Weapon Attack Bonus", + "SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus", + "SW5E.BonusSaveForm": "Update Bonuses", + "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", + "SW5E.BonusTitle": "Configure Actor Bonuses", + "SW5E.ChallengeRating": "Challenge Rating", + "SW5E.Charged": "Charged", + "SW5E.Charges": "Charges", + "SW5E.ChatContextDamage": "Apply Damage", + "SW5E.ChatContextDoubleDamage": "Apply Double Damage", + "SW5E.ChatContextHalfDamage": "Apply Half Damage", + "SW5E.ChatContextHealing": "Apply Healing", + "SW5E.ChatFlavor": "Chat Message Flavor", + "SW5E.ClassLevels": "Class Levels", + "SW5E.ClassName": "Class Name", + "SW5E.ClassSkillsChosen": "Chosen Class Skills", + "SW5E.ClassSkillsNumber": "Number of Starting Skills", + "SW5E.ComponentMaterial": "Material", + "SW5E.ComponentSomatic": "Somatic", + "SW5E.ComponentVerbal": "Verbal", + "SW5E.ConBlinded": "Blinded", + "SW5E.Concentrate": "Concentrate", + "SW5E.Concentrated": "Concentrate", + "SW5E.Concentration": "Concentration", + "SW5E.ConCharmed": "Charmed", + "SW5E.ConDeafened": "Deafened", + "SW5E.ConDiseased": "Diseased", + "SW5E.ConExhaustion": "Exhaustion", + "SW5E.ConFrightened": "Frightened", + "SW5E.ConGrappled": "Grappled", + "SW5E.ConImm": "Condition Immunities", + "SW5E.ConIncapacitated": "Incapacitated", + "SW5E.ConInvisible": "Invisible", + "SW5E.ConParalyzed": "Paralyzed", + "SW5E.ConPetrified": "Petrified", + "SW5E.ConPoisoned": "Poisoned", + "SW5E.ConProne": "Prone", + "SW5E.ConRestrained": "Restrained", + "SW5E.ConShocked": "Shocked", + "SW5E.ConSlowed": "Slowed", + "SW5E.ConStunned": "Stunned", + "SW5E.ConsumableAdrenal": "Adrenal", + "SW5E.ConsumableAmmunition": "Ammunition", + "SW5E.ConsumableExplosive": "Explosive", + "SW5E.ConsumableFood": "Food", + "SW5E.ConsumableForce": "Force Points", + "SW5E.ConsumableLastChargeWarn": "This is the last charge of this unit and consuming it will also reduce the item's quantity by 1", + "SW5E.ConsumableMedpac": "Medpac", + "SW5E.ConsumablePoison": "Poison", + "SW5E.ConsumableTech": "Tech Points", + "SW5E.ConsumableTechnology": "Technology", + "SW5E.ConsumableTrinket": "Trinket", + "SW5E.ConsumableUnitWarn": "units remaining", + "SW5E.ConsumableUseWarnEnd": "of the current unit", + "SW5E.ConsumableUseWarnStart": "This consumable has", + "SW5E.ConsumableWithoutCharges": "available units to use", + "SW5E.ConsumeAmmunition": "Ammunition", + "SW5E.ConsumeAttribute": "Attribute", + "SW5E.ConsumeCharges": "Item Uses", + "SW5E.Consumed": "Consumed", + "SW5E.ConsumeMaterial": "Material", + "SW5E.ConsumeRecharge": "Consume Recharge?", + "SW5E.ConsumeResource": "Consume Resource?", + "SW5E.ConsumeTitle": "Resource Consumption", + "SW5E.ConsumeWarningNoQuantity": "{name} has run out of its designated {type}!", + "SW5E.ConsumeWarningNoResource": "{name} is designated to consume {type} but no resource is specified!", + "SW5E.ConsumeWarningNoSource": "The designated {type} source that {name} consumes no longer exists!", + "SW5E.ConsumeWarningZeroAttribute": "{name} has run out of its designated attribute resource pool!", + "SW5E.ConUnconscious": "Unconscious", + "SW5E.Core": "Core", + "SW5E.CostGP": "Cost (CR)", + "SW5E.Cover": "Cover", + "SW5E.CoverHalf": "Half", + "SW5E.CoverThreeQuarters": "Three Quarters", + "SW5E.CoverTotal": "Total", + "SW5E.Critical": "Critical", + "SW5E.CriticalHit": "Critical Hit", + "SW5E.Currency": "Currency", + "SW5E.CurrencyConvert": "Convert All Currency", + "SW5E.CurrencyConvertHint": "Convert all carried currency to the highest possible denomination to reduce the amount of coinage carried by the character. Be wary, this action cannot be undone.", + "SW5E.CurrencyGC": "Credits", + "SW5E.Damage": "Damage", + "SW5E.DamageAcid": "Acid", + "SW5E.DamageCold": "Cold", + "SW5E.DamageEnergy": "Energy", + "SW5E.DamageFire": "Fire", + "SW5E.DamageForce": "Force", + "SW5E.DamageIon": "Ion", + "SW5E.DamageKinetic": "Kinetic", + "SW5E.DamageLightning": "Lightning", + "SW5E.DamageNecrotic": "Necrotic", + "SW5E.DamagePoison": "Poison", + "SW5E.DamagePsychic": "Psychic", + "SW5E.DamageRoll": "Damage Roll", + "SW5E.DamageSonic": "Sonic", + "SW5E.DamImm": "Damage Immunities", + "SW5E.DamRes": "Damage Resistances", + "SW5E.DamVuln": "Damage Vulnerabilities", + "SW5E.DarkPowerDC": "Dark Power DC", + "SW5E.Day": "Day", + "SW5E.DeathSave": "Death Saves", + "SW5E.DeathSaveCriticalSuccess": "{name} critically succeeded on a death saving throw and has regained 1 Hit Point!", + "SW5E.DeathSaveFailure": "{name} has died with 3 death save failures!", + "SW5E.DeathSaveSuccess": "{name} has survived with 3 death save successes and is now stable!", + "SW5E.DeathSaveUnnecessary": "You do not need to roll death saves because you have a positive number of hit points or have already reached 3 successes or failures.", + "SW5E.DeathSavingThrow": "Death Saving Throw", + "SW5E.Default": "Default", + "SW5E.DefaultAbilityCheck": "Default Ability Check", + "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", + "SW5E.Description": "Description", + "SW5E.Details": "Details", + "SW5E.Dimensions": "Dimensions", + "SW5E.Disadvantage": "Disadvantage", + "SW5E.DistAny": "Any", + "SW5E.DistFt": "Feet", + "SW5E.DistMi": "Miles", + "SW5E.DistSelf": "Self", + "SW5E.DistTouch": "Touch", + "SW5E.Duration": "Duration", + "SW5E.EffectsCategoryTemporary": "Temporary Effects", + "SW5E.EffectsCategoryPassive": "Passive Effects", + "SW5E.EffectsCategoryInactive": "Inactive Effects", + "SW5E.EffectCreate": "Create Effect", + "SW5E.EffectDelete": "Delete Effect", + "SW5E.EffectEdit": "Edit Effect", + "SW5E.Effects": "Effects", + "SW5E.EffectToggle": "Toggle Effect", + "SW5E.EquipmentBonus": "Magical Bonus", + "SW5E.EquipmentClothing": "Clothing", + "SW5E.EquipmentHeavy": "Heavy Armor", + "SW5E.EquipmentLight": "Light Armor", + "SW5E.EquipmentMedium": "Medium Armor", + "SW5E.EquipmentNatural": "Natural Armor", + "SW5E.EquipmentShield": "Shield", + "SW5E.EquipmentShieldProficiency": "Shields", + "SW5E.EquipmentTrinket": "Trinket", + "SW5E.EquipmentVehicle": "Vehicle Equipment", + "SW5E.Equipped": "Equipped", + "SW5E.Exhaustion": "Exhaustion", + "SW5E.Expertise": "Expertise", + "SW5E.Favorites": "Favoris", + "SW5E.FavoritesAndNotes": "Favorites & Notes", + "SW5E.FeatureActionRecharge": "Action Recharge", + "SW5E.FeatureActive": "Active Abilities", + "SW5E.FeatureAdd": "Create Feature", + "SW5E.FeatureAttack": "Feature Attack", + "SW5E.FeaturePassive": "Passive Abilities", + "SW5E.FeatureRechargeOn": "Recharge On", + "SW5E.FeatureRechargeResult": "1d6 Result", + "SW5E.Features": "Features", + "SW5E.FeatureUsage": "Feature Usage", + "SW5E.FeetAbbr": "ft.", + "SW5E.Filter": "Filter", + "SW5E.FilterNoPowers": "No powers found for this set of filters.", + "SW5E.FlagsAdaptiveResilience": "Adaptive Resilience", + "SW5E.FlagsAdaptiveResilienceHint": "Prolongued use of technology allows members of your species to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.", + "SW5E.FlagsAggressive": "Aggressive", + "SW5E.FlagsAggressiveHint": "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", + "SW5E.FlagsAlert": "Alert Feat", + "SW5E.FlagsAlertHint": "Provides +5 to Initiative.", + "SW5E.FlagsAmphibious": "Amphibious", + "SW5E.FlagsAmphibiousHint": "You can breathe air and water.", + "SW5E.FlagsArmorIntegration": "Armor Integration", + "SW5E.FlagsArmorIntegrationHint": "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.", + "SW5E.FlagsBusinessSavvy": "Business Savvy", + "SW5E.FlagsBusinessSavvyHint":"Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", + "SW5E.FlagsCannibalize": "Cannibalize", + "SW5E.FlagsCannibalizeHint":"If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", + "SW5E.FlagsClosedMind": "Closed Mind", + "SW5E.FlagsClosedMindHint": "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.", + "SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists", + "SW5E.FlagsCrudeWeaponSpecialistsHint": "Members of your species are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.", + "SW5E.FlagsDefiant": "Defiant", + "SW5E.FlagsDefiantHint": "Members of your species are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.", + "SW5E.FlagsDetailOriented": "Detail Oriented", + "SW5E.FlagsDetailOrientedHint": "You have advantage on Intelligence (Investigation) checks within 5 feet.", + "SW5E.FlagsElvenAccuracy": "Elven Accuracy", + "SW5E.FlagsElvenAccuracyHint": "Roll an extra d20 with advantage to Dex, Int, Wis, or Cha.", + "SW5E.FlagsEnthrallingPheromones": "Enthralling Pheromones", + "SW5E.FlagsEnthrallingPheromonesHint": "You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.", + "SW5E.FlagsExtraArms": "Extra Arms", + "SW5E.FlagsExtraArmsHint": "You possess more than two arms, which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).", + "SW5E.FlagsForceContention": "Force Contention", + "SW5E.FlagsForceContentionHint": "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.", + "SW5E.FlagsForceInsensitive": "Force Insensitive", + "SW5E.FlagsForceInsensitiveHint" : "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", + "SW5E.FlagsForeignBiology": "Foreign Biology", + "SW5E.FlagsForeignBiologyHint": "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.", + "SW5E.FlagsFuryOfTheSmall": "Fury of the Small", + "SW5E.FlagsFuryOfTheSmallHint": "When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", + "SW5E.FlagsGrovelCowerAndBeg": "Grovel, Cower, and Beg", + "SW5E.FlagsGrovelCowerAndBegHint": "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.", + "SW5E.FlagsHalflingLucky": "Halfling Lucky", + "SW5E.FlagsHalflingLuckyHint": "Reroll ones when rolling d20 checks.", + "SW5E.FlagsInitiativeAdv": "Advantage on Initiative", + "SW5E.FlagsInitiativeAdvHint": "Provided by feats or magical items.", + "SW5E.FlagsInscrutable": "Inscrutable", + "SW5E.FlagsInscrutableHint": "Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.", + "SW5E.FlagsInstructions": "Configure character features and traits which fine-tune behaviors of the SW5e system.", + "SW5E.FlagsJOAT": "Jack of All Trades", + "SW5E.FlagsJOATHint": "Half-Proficiency to Ability Checks in which you are not already Proficient.", + "SW5E.FlagsKeenSenses": "Keen Senses", + "SW5E.FlagsKeenSensesHint": "You have advantage on Wisdom (Perception) checks that involve using particular senses (see your species' traits for details).", + "SW5E.FlagsLongLimbed": "Long-Limbed", + "SW5E.FlagsLongLimbedHint": "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", + "SW5E.FlagsMaintenanceMode": "Maintenance Mode", + "SW5E.FlagsMaintenanceModeHint": "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.", + "SW5E.FlagsMaskOfTheWild": "Mask of the Wild", + "SW5E.FlagsMaskOfTheWildHint":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", + "SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice", + "SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.", + "SW5E.FlagsMultipleHearts": "Multiple Hearts", + "SW5E.FlagsMultipleHeartsHint": "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.", + "SW5E.FlagsNaturallyStealthy": "Naturally Stealthy", + "SW5E.FlagsNaturallyStealthyHint": "You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.", + "SW5E.FlagsNimbleAgility": "Nimble Agility", + "SW5E.FlagsNimbleAgilityHint": "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.", + "SW5E.FlagsNimbleEscape": "Nimble Escape", + "SW5E.FlagsNimbleEscapeHint": "You can take the Disengage or Hide action as a bonus action.", + "SW5E.FlagsNimbleness": "Nimbleness", + "SW5E.FlagsNimblenessHint": "You can move through the space of any creature that is of a size larger than yours.", + "SW5E.FlagsObservant": "Observant Feat", + "SW5E.FlagsObservantHint": "Provides a +5 to passive Perception and Investigation.", + "SW5E.FlagsPintsized": "Pintsized", + "SW5E.FlagsPintsizedHint": "Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.", + "SW5E.FlagsPowerCritThreshold": "Power Critical Hit Threshold", + "SW5E.FlagsPowerCritThresholdHint": "An expanded critical hit threshold for power attacks.", + "SW5E.FlagsPowerfulBuild": "Powerful Build", + "SW5E.FlagsPowerfulBuildHint": "You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.", + "SW5E.FlagsPrecognition": "Precognition", + "SW5E.FlagsPrecognitionHint": "You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.", + "SW5E.FlagsProgrammer": "Programmer", + "SW5E.FlagsProgrammerHint": "Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.", + "SW5E.FlagsPuny": "Puny", + "SW5E.FlagsPunyHint": "Members of your species are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.", + "SW5E.FlagsRapidlyRegenerative": "Rapidly Regenerative", + "SW5E.FlagsRapidlyRegenerativeHint": "You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", + "SW5E.FlagsRapidReconstruction": "Rapid Reconstruction", + "SW5E.FlagsRapidReconstructionHint": "You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.", + "SW5E.FlagsRegenerative": "Regenerative", + "SW5E.FlagsRegenerativeHint": "When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", + "SW5E.FlagsReliableTalent": "Reliable Talent", + "SW5E.FlagsReliableTalentHint": "Rogues Reliable Talent Feature.", + "SW5E.FlagsRemarkableAthlete": "Remarkable Athlete.", + "SW5E.FlagsRemarkableAthleteHint": "Half-Proficiency (rounded-up) to physical Ability Checks and Initiative.", + "SW5E.FlagsSavageAttacks": "Savage Attacks", + "SW5E.FlagsSavageAttacksHint": "When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.", + "SW5E.FlagsSave": "Update Special Traits", + "SW5E.FlagsShapechanger": "Shapechanger", + "SW5E.FlagsShapechangerHint": "As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.", + "SW5E.FlagsStrongLegged": "Strong-Legged", + "SW5E.FlagsStrongLeggedHint": "When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.", + "SW5E.FlagsSunlightSensitivity": "Sunlight Sensitivity", + "SW5E.FlagsSunlightSensitivityHint": "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", + "SW5E.FlagsSurpriseAttack": "Surprise Attack", + "SW5E.FlagsSurpriseAttackHint": "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", + "SW5E.FlagsTechImpaired": "Tech-Impaired", + "SW5E.FlagsTechImpairedHint": "While members of your species can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.", + "SW5E.FlagsTechResistance": "Tech Resistance", + "SW5E.FlagsTechResistanceHint": "You have advantage on Dexterity and Intelligence saving throws against tech powers.", + "SW5E.FlagsTinker": "Tinker", + "SW5E.FlagsTinkerHint": "You have proficiency with tinker’s implements. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of a variety of minor effects (see your species' traits list). You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.", + "SW5E.FlagsTitle": "Configure Special Traits", + "SW5E.FlagsToughness": "Toughness", + "SW5E.FlagsToughnessHint": "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.", + "SW5E.FlagsTrance": "Trance", + "SW5E.FlagsTranceHint": "Either through meditation or a reduced sleep schedule, you are able to receive the rest you require on a daily basis (see your species' traits for details). After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "SW5E.FlagsUnarmedCombatant": "Unarmed Combatant", + "SW5E.FlagsUnarmedCombatantHint": "Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", + "SW5E.FlagsUndersized": "Undersized", + "SW5E.FlagsUndersizedHint": "Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields, martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.", + "SW5E.FlagsUnsettlingVisage": "Unsettling Visage", + "SW5E.FlagsUnsettlingVisageHint": "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", + "SW5E.FlagsWeaponCritThreshold": "Weapon Critical Hit Threshold", + "SW5E.FlagsWeaponCritThresholdHint": "An expanded critical hit threshold for weapon attacks.", + "SW5E.Flat": "Flat", + "SW5E.Flaws": "Flaws", + "SW5E.ForcePowerbook": "Force Powers", + "SW5E.Formula": "Formula", + "SW5E.GrantedAbilities": "Granted Abilities", + "SW5E.HalfProficient": "Half Proficient", + "SW5E.Healing": "Healing", + "SW5E.HealingTemp": "Healing (Temporary)", + "SW5E.Health": "Health", + "SW5E.HealthConditions": "Health Conditions", + "SW5E.HealthFormula": "Health Formula", + "SW5E.HitDice": "Hit Dice", + "SW5E.HitDiceRoll": "Roll Hit Dice", + "SW5E.HitDiceUsed": "Hit Dice Used", + "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", + "SW5E.HP": "Health", + "SW5E.HPFormula": "Health Formula", + "SW5E.Ideals": "Ideals", + "SW5E.Identified": "Identified", + "SW5E.Initiative": "Initiative", + "SW5E.Inspiration": "Inspiration", + "SW5E.Inventory": "Inventory", + "SW5E.ItemActionType": "Action Type", + "SW5E.ItemActivationCondition": "Activation Condition", + "SW5E.ItemActivationCost": "Activation Cost", + "SW5E.ItemAttackBonus": "Attack Roll Bonus", + "SW5E.ItemConsumableActivation": "Consumable Activation", + "SW5E.ItemConsumableDetails": "Consumable Details", + "SW5E.ItemConsumableStatus": "Consumable Status", + "SW5E.ItemConsumableType": "Consumable Type", + "SW5E.ItemConsumableUsage": "Consumable Usage", + "SW5E.ItemContainerCapacity": "Capacity", + "SW5E.ItemContainerCapacityItems": "Items", + "SW5E.ItemContainerCapacityType": "Capacity Type", + "SW5E.ItemContainerCapacityWeight": "Weight", + "SW5E.ItemContainerDetails": "Container Details", + "SW5E.ItemContainerProperties": "Container Properties", + "SW5E.ItemContainerWeightless": "Weightless Contents", + "SW5E.ItemCreate": "Create Item", + "SW5E.ItemDelete": "Delete Item", + "SW5E.ItemDestroyEmpty": "Destroy on Empty", + "SW5E.ItemEdit": "Edit Item", + "SW5E.ItemEquipmentAction": "Equipment Action", + "SW5E.ItemEquipmentDetails": "Equipment Details", + "SW5E.ItemEquipmentDexMod": "Max. Dexterity Modifier", + "SW5E.ItemEquipmentStatus": "Equipment Status", + "SW5E.ItemEquipmentStealthDisav": "Imposes Stealth Disadvantage", + "SW5E.ItemEquipmentType": "Equipment Type", + "SW5E.ItemEquipmentUsage": "Equipment Usage", + "SW5E.ItemName": "Item Name", + "SW5E.ItemNew": "New {type}", + "SW5E.ItemNoUses": "{name} has no available uses remaining.", + "SW5E.ItemRechargeCheck": "{name} recharge check", + "SW5E.ItemRechargeFailure": "failure!", + "SW5E.ItemRechargeSuccess": "success!", + "SW5E.ItemRequiredStr": "Required Strength", + "SW5E.ItemToolProficiency": "Tool Proficiency", + "SW5E.ItemTypeArchetype": "Archetype", + "SW5E.ItemTypeBackground": "Background", + "Sw5E.ItemTypeBackgroundPl": "Backgrounds", + "SW5E.ItemTypeClass": "Class", + "SW5E.ItemTypeClassFeat": "Class Feature", + "SW5E.ItemTypeClassFeats": "Class Features", + "SW5E.ItemTypeClassPl": "Class Levels", + "SW5E.ItemTypeConsumable": "Consumable", + "SW5E.ItemTypeConsumablePl": "Consumables", + "SW5E.ItemTypeContainer": "Container", + "SW5E.ItemTypeContainerPl": "Containers", + "SW5E.ItemTypeEquipment": "Equipment", + "SW5E.ItemTypeEquipmentPl": "Equipment", + "SW5E.ItemTypeFeat": "Feat", + "SW5E.ItemTypeFeatPl": "Feats", + "SW5E.ItemTypeFightingMastery": "Fighting Mastery", + "SW5E.ItemTypeFightingMasteryPl": "Fighting Masteries", + "SW5E.ItemTypeFightingStyle": "Fighting Style", + "SW5E.ItemTypeFightingStylePl": "Fighting Styles", + "SW5E.ItemTypeLightsaberForm": "Lightsaber Form", + "SW5E.ItemTypeLightsaberFormPl": "Lightsaber Forms", + "SW5E.ItemTypeLoot": "Loot", + "SW5E.ItemTypeLootPl": "Loot", + "SW5E.ItemTypePower": "Power", + "SW5E.ItemTypePowerPl": "Powers", + "SW5E.ItemTypeSpecies": "Species", + "SW5E.ItemTypeSpeciesPl": "Species", + "SW5E.ItemTypeTool": "Tool", + "SW5E.ItemTypeToolPl": "Tools", + "SW5E.ItemTypeWeapon": "Weapon", + "SW5E.ItemTypeWeaponPl": "Weapons", + "SW5E.ItemWeaponAttack": "Weapon Attack", + "SW5E.ItemWeaponDetails": "Weapon Details", + "SW5E.ItemWeaponProperties": "Weapon Properties", + "SW5E.ItemWeaponStatus": "Weapon Status", + "SW5E.ItemWeaponType": "Weapon Type", + "SW5E.ItemWeaponUsage": "Weapon Usage", + "SW5E.JackOfAllTrades": "Jack of all Trades", + "SW5E.Journal": "Personal Journal", + "SW5E.JournalAndNotes": "Journal and Notes", + "SW5E.LairAct": "Uses Lair Action", + "SW5E.LairActionLabel": "Lair Action", + "SW5E.Languages": "Languages", + "SW5E.LanguagesAbyssin": "Abyssin", + "SW5E.LanguagesAleena": "Aleena", + "SW5E.LanguagesAntarian": "Antarian", + "SW5E.LanguagesAnzellan": "Anzellan", + "SW5E.LanguagesAqualish": "Aqualish", + "SW5E.LanguagesArconese": "Arconese", + "SW5E.LanguagesArdennian": "Ardennian", + "SW5E.LanguagesArkanian": "Arkanian", + "SW5E.LanguagesBalosur": "Balosur", + "SW5E.LanguagesBarabel": "Barabel", + "SW5E.LanguagesBasic": "Basic", + "SW5E.LanguagesBesalisk": "Besalisk", + "SW5E.LanguagesBinary": "Binary", + "SW5E.LanguagesBith": "Bith", + "SW5E.LanguagesBocce": "Bocce", + "SW5E.LanguagesBothese": "Bothese", + "SW5E.LanguagesCatharese": "Catharese", + "SW5E.LanguagesCerean": "Cerean", + "SW5E.LanguagesChadra-Fan": "Chadra-Fan", + "SW5E.LanguagesChagri": "Chagri", + "SW5E.LanguagesCheunh": "Cheunh", + "SW5E.LanguagesChevin": "Chevin", + "SW5E.LanguagesChironan": "Chironan", + "SW5E.LanguagesClawdite": "Clawdite", + "SW5E.LanguagesCodruese": "Codruese", + "SW5E.LanguagesColicoid": "Colicoid", + "SW5E.LanguagesDashadi": "Dashadi", + "SW5E.LanguagesDefel": "Defel", + "SW5E.LanguagesDevaronese": "Devaronese", + "SW5E.LanguagesDosh": "Dosh", + "SW5E.LanguagesDraethos": "Draethos", + "SW5E.LanguagesDug": "Dug", + "SW5E.LanguagesDurese": "Durese", + "SW5E.LanguagesEwokese": "Ewokese", + "SW5E.LanguagesFalleen": "Falleen", + "SW5E.LanguagesFelucianese": "Felucianese", + "SW5E.LanguagesGamorrese": "Gamorrese", + "SW5E.LanguagesGand": "Gand", + "SW5E.LanguagesGeonosian": "Geonosian", + "SW5E.LanguagesGivin": "Givin", + "SW5E.LanguagesGran": "Gran", + "SW5E.LanguagesGungan": "Gungan", + "SW5E.LanguagesHapan": "Hapan", + "SW5E.LanguagesHarchese": "Harchese", + "SW5E.LanguagesHerglese": "Herglese", + "SW5E.LanguagesHonoghran": "Honoghran", + "SW5E.LanguagesHuttese": "Huttese", + "SW5E.LanguagesIktotchese": "Iktotchese", + "SW5E.LanguagesIthorese": "Ithorese", + "SW5E.LanguagesJawaese": "Jawaese", + "SW5E.LanguagesKaleesh": "Kaleesh", + "SW5E.LanguagesKaminoan": "Kaminoan", + "SW5E.LanguagesKarkaran": "Karkaran", + "SW5E.LanguagesKelDor": "Kel Dor", + "SW5E.LanguagesKharan": "Kharan", + "SW5E.LanguagesKillik": "Killik", + "SW5E.LanguagesKlatooinian": "Klatooinian", + "SW5E.LanguagesKubazian": "Kubazian", + "SW5E.LanguagesKushiban": "Kushiban", + "SW5E.LanguagesKyuzo": "Kyuzo", + "SW5E.LanguagesLannik": "Lannik", + "SW5E.LanguagesLasat": "Lasat", + "SW5E.LanguagesLowickese": "Lowickese", + "SW5E.LanguagesLurmese": "Lurmese", + "SW5E.LanguagesMandoa": "Mando'a", + "SW5E.LanguagesMiralukese": "Miralukese", + "SW5E.LanguagesMirialan": "Mirialan", + "SW5E.LanguagesMonCal": "Mon Cal", + "SW5E.LanguagesMustafarian": "Mustafarian", + "SW5E.LanguagesMuun": "Muun", + "SW5E.LanguagesNautila": "Nautila", + "SW5E.LanguagesOrtolan": "Ortolan", + "SW5E.LanguagesPakPak": "Pak Pak", + "SW5E.LanguagesPyke": "Pyke", + "SW5E.LanguagesQuarrenese": "Quarrenese", + "SW5E.LanguagesRakata": "Rakata", + "SW5E.LanguagesRattataki": "Rattataki", + "SW5E.LanguagesRishii": "Rishii", + "SW5E.LanguagesRodese": "Rodese", + "SW5E.LanguagesRyn": "Ryn", + "SW5E.LanguagesSelkatha": "Selkatha", + "SW5E.LanguagesSemblan": "Semblan", + "SW5E.LanguagesShistavanen": "Shistavanen", + "SW5E.LanguagesShyriiwook": "Shyriiwook", + "SW5E.LanguagesSith": "Sith", + "SW5E.LanguagesSquibbian": "Squibbian", + "SW5E.LanguagesSriluurian": "Sriluurian", + "SW5E.LanguagesSsi-ruuvi": "Ssi-ruuvi", + "SW5E.LanguagesSullustese": "Sullustese", + "SW5E.LanguagesTalzzi": "Talzzi", + "SW5E.LanguagesTarasinese": "Tarasinese", + "SW5E.LanguagesThisspiasian": "Thisspiasian", + "SW5E.LanguagesTogorese": "Togorese", + "SW5E.LanguagesTogruti": "Togruti", + "SW5E.LanguagesToydarian": "Toydarian", + "SW5E.LanguagesTusken": "Tusken", + "SW5E.LanguagesTwileki": "Twi'leki", + "SW5E.LanguagesUgnaught": "Ugnaught", + "SW5E.LanguagesUmbaran": "Umbaran", + "SW5E.LanguagesUtapese": "Utapese", + "SW5E.LanguagesVerpine": "Verpine", + "SW5E.LanguagesVong": "Vong", + "SW5E.LanguagesVoss": "Voss", + "SW5E.LanguagesYevethan": "Yevethan", + "SW5E.LanguagesZabraki": "Zabraki", + "SW5E.LanguagesZygerrian": "Zygerrian", + "SW5E.LegAct": "Legendary Actions", + "SW5E.LegendaryActionLabel": "Legendary Action", + "SW5E.LegRes": "Legendary Resistance", + "SW5E.Level": "Level", + "SW5E.LevelScaling": "Level Scaling", + "SW5E.LightPowerDC": "Light Power DC", + "SW5E.LimitedUses": "Limited Uses", + "SW5E.LongRest": "Long Rest", + "SW5E.LongRestEpic": "Long Rest (1 hour)", + "SW5E.LongRestGritty": "Long Rest (7 days)", + "SW5E.LongRestNormal": "Long Rest (8 hours)", + "SW5E.LongRestOvernight": "Long Rest (New Day)", + "SW5E.LongRestResult": "{name} takes a long rest.", + "SW5E.LongRestResultFP": "{name} takes a long rest and recovers {force} Force Points.", + "SW5E.LongRestResultFPHD": "{name} takes a long rest and recovers {force} Force Points and {dice} Hit Dice.", + "SW5E.LongRestResultFPTP": "{name} takes a long rest and recovers {force} Force Points and {tech} Tech Points.", + "SW5E.LongRestResultFPTPHD": "{name} takes a long rest and recovers {force} Force Points, {tech} Tech Points and {dice} Hit Dice.", + "SW5E.LongRestResultHD": "{name} takes a long rest and recovers {dice} Hit Dice.", + "SW5E.LongRestResultHP": "{name} takes a long rest and recovers {health} Hit Points.", + "SW5E.LongRestResultHPFP": "{name} takes a long rest and recovers {health} Hit Points and {force} Force Points.", + "SW5E.LongRestResultHPFPHD": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, and {dice} Hit Dice.", + "SW5E.LongRestResultHPFPTP": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points and {tech} Tech Points.", + "SW5E.LongRestResultHPFPTPHD": "{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, {tech} Tech Points and {dice} Hit Dice.", + "SW5E.LongRestResultHPHD": "{name} takes a long rest and recovers {health} Hit Points and {dice} Hit Dice.", + "SW5E.LongRestResultHPTP": "{name} takes a long rest and recovers {health} Hit Points and {tech} Tech Points.", + "SW5E.LongRestResultHPTPHD": "{name} takes a long rest and recovers {health} Hit Points, {tech} Tech Points, and {dice} Hit Dice.", + "SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.", + "SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.", + "SW5E.Max": "Max", + "SW5E.Modifier": "Modifier", + "SW5E.Movement": "Movement", + "SW5E.MovementBurrow": "Burrow", + "SW5E.MovementClimb": "Climb", + "SW5E.MovementConfig": "Configure Movement Speed", + "SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", + "SW5E.MovementFly": "Fly", + "SW5E.MovementHover": "Hover", + "SW5E.MovementSwim": "Swim", + "SW5E.MovementUnits": "Units", + "SW5E.MovementWalk": "Walk", + "SW5E.Name": "Character Name", + "SW5E.NoCharges": "No Charges", + "SW5E.None": "None", + "SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.", + "SW5E.Normal": "Normal", + "SW5E.Notes": "Notes", + "SW5E.NotProficient": "Not Proficient", + "SW5E.of": "of", + "SW5E.OtherFormula": "Other Formula", + "SW5E.PactMagic": "Pact Magic", + "SW5E.Passive": "Passive", + "SW5E.per": "per", + "SW5E.PersonalityTraits": "Personality Traits", + "SW5E.PlaceTemplate": "Place Measured Template", + "SW5E.Polymorph": "Polymorph", + "SW5E.PolymorphAcceptSettings": "Custom Settings", + "SW5E.PolymorphKeepBio": "Keep biography", + "SW5E.PolymorphKeepClass": "Keep proficiency bonus (leaves class items in sheet)", + "SW5E.PolymorphKeepFeats": "Keep features", + "SW5E.PolymorphKeepItems": "Keep equipment", + "SW5E.PolymorphKeepMental": "Keep mental ability scores (Int, Wis, Cha)", + "SW5E.PolymorphKeepPhysical": "Keep physical ability scores (Str, Dex, Con)", + "SW5E.PolymorphKeepPowers": "Keep powers", + "SW5E.PolymorphKeepSaves": "Keep saving throw proficiencies", + "SW5E.PolymorphKeepSkills": "Keep skill proficiencies", + "SW5E.PolymorphKeepVision": "Keep vision (character and token)", + "SW5E.PolymorphMergeSaves": "Merge saving throw proficiencies (take the highest)", + "SW5E.PolymorphMergeSkills": "Merge skill proficiencies (take the highest)", + "SW5E.PolymorphPromptTitle": "Transforming Actor", + "SW5E.PolymorphRestoreTransformation": "Restore Transformation", + "SW5E.PolymorphRevertWarn": "You do not have permission to revert this Actor's polymorphed state.", + "SW5E.PolymorphTmpClass": "Temporary Class", + "SW5E.PolymorphTokens": "Transform all linked tokens?", + "SW5E.PolymorphWarn": "You are not allowed to polymorph this actor!", + "SW5E.PolymorphWildShape": "Wild Shape", + "SW5E.power": "power", + "SW5E.PowerAbility": "Powercasting Ability", + "SW5E.PowerAdd": "Add Power", + "SW5E.PowerAtWill": "At-Will", + "SW5E.Powerbook": "Powerbook", + "SW5E.PowerCastConsume": "Consume Power Slot?", + "SW5E.PowercasterLevel": "Powercaster Level", + "SW5E.PowerCastHint": "Configure how you would like to cast the", + "SW5E.Powercasting": "Powercasting", + "SW5E.PowerCastingHeader": "Power Casting", + "SW5E.PowerCastNoSlots": "You have no available {level} power slots with which to cast {name}", + "SW5E.PowerCastUpcast": "Cast at Level", + "SW5E.PowerComponents": "Power Components", + "SW5E.PowerConcentrating": "Concentrating", + "SW5E.PowerConcentrationMode": "Power Concentration Mode", + "SW5E.PowerCreate": "Create Power", + "SW5E.PowerDC": "Power DC", + "SW5E.PowerDetails": "Power Details", + "SW5E.PowerEffects": "Power Effects", + "SW5E.PowerLevel": "Power Level", + "SW5E.PowerLevel0": "At-Will", + "SW5E.PowerLevel1": "1st Level", + "SW5E.PowerLevel2": "2nd Level", + "SW5E.PowerLevel3": "3rd Level", + "SW5E.PowerLevel4": "4th Level", + "SW5E.PowerLevel5": "5th Level", + "SW5E.PowerLevel6": "6th Level", + "SW5E.PowerLevel7": "7th Level", + "SW5E.PowerLevel8": "8th Level", + "SW5E.PowerLevel9": "9th Level", + "SW5E.PowerLevelPact": "Pact Slot [Level {level}] ({n} Slots)", + "SW5E.PowerLevelSlot": "{level} ({n} Slots)", + "SW5E.PowerMaterials": "Powercasting Materials", + "SW5E.PowerName": "Power Name", + "SW5E.PowerNone": "None", + "SW5E.PowerPrepAlways": "Always Prepared", + "SW5E.PowerPreparationMode": "Power Preparation Mode", + "SW5E.PowerPrepared": "Prepared", + "SW5E.PowerPrepAtWill": "At-Will", + "SW5E.PowerPrepInnate": "Innate Powercasting", + "SW5E.PowerPrepPrepared": "Prepared", + "SW5E.PowerProgCns": "Consular", + "SW5E.PowerProgEng": "Engineer", + "SW5E.PowerProgGrd": "Guardian", + "SW5E.PowerProgOverride": "Override slots", + "SW5E.PowerProgression": "Power Progression", + "SW5E.PowerProgSct": "Scout", + "SW5E.PowerProgSnt": "Sentinel", + "SW5E.PowerSchool": "Power School", + "SW5E.PowersKnown": "Powers Known", + "SW5E.PowerTarget": "Power Target", + "SW5E.PowerUnprepared": "Unprepared", + "SW5E.PowerUsage": "Power Usage", + "SW5E.Prepared": "Prepared", + "SW5E.Price": "Price", + "SW5E.Proficiency": "Proficiency", + "SW5E.Proficient": "Proficient", + "SW5E.Quantity": "Quantity", + "SW5E.Range": "Range", + "SW5E.Rarity": "Rarity", + "SW5E.Reaction": "Reaction", + "SW5E.ReactionPl": "Reactions", + "SW5E.Recharge": "Recharge", + "SW5E.RequiredMaterials": "Required Materials", + "SW5E.Requirements": "Requirements", + "SW5E.ResourcesAndTraits": "Resources & Traits", + "SW5E.ResourcePrimary": "Resource 1", + "SW5E.ResourceSecondary": "Resource 2", + "SW5E.ResourceTertiary": "Resource 3", + "SW5E.RestL": "L. Rest", + "SW5E.RestS": "S. Rest", + "SW5E.Ritual": "Ritual", + "SW5E.Roll": "Roll", + "SW5E.RollExample": "e.g. +1d4", + "SW5E.RollMode": "Roll Mode", + "SW5E.RollSituationalBonus": "Situational Bonus?", + "SW5E.Save": "Save", + "SW5E.SaveDC": "DC {dc} {ability}", + "SW5E.SavePromptTitle": "{ability} Saving Throw", + "SW5E.SavingThrow": "Saving Throw", + "SW5E.ScalingFormula": "Scaling Formula", + "SW5E.SchoolDrk": "Dark", + "SW5E.SchoolEnh": "Enhancement", + "SW5E.SchoolLgt": "Light", + "SW5E.SchoolTec": "Tech", + "SW5E.SchoolUni": "Universal", + "SW5E.SenseBlindsight": "Blindsight", + "SW5E.SenseBS": "Blindsight", + "SW5E.SenseDarkvision": "Darkvision", + "SW5E.SenseDV": "Darkvision", + "SW5E.Senses": "Senses", + "SW5E.SensesConfig": "Configure Senses", + "SW5E.SensesConfigHint": "Configure any special sensory perception abilities that this actor possesses.", + "SW5E.SenseSpecial": "Special Senses", + "SW5E.SenseTR": "Truesight", + "SW5E.SenseTremorsense": "Tremorsense", + "SW5E.SenseTruesight": "Truesight", + "SW5E.SenseTS": "Tremorsense", + "SW5E.SheetClassCharacter": "Default Character Sheet", + "SW5E.SheetClassCharacterOld": "Old Character Sheet", + "SW5E.SheetClassItem": "Default Item Sheet", + "SW5E.SheetClassNPC": "Default NPC Sheet", + "SW5E.SheetClassNPCOld": "Old NPC Sheet", + "SW5E.SheetClassVehicle": "Default Vehicle Sheet", + "SW5E.ShortRest": "Short Rest", + "SW5E.ShortRestEpic": "Short Rest (5 minutes)", + "SW5E.ShortRestGritty": "Short Rest (8 hours)", + "SW5E.ShortRestHint": "Take a short rest? On a short rest you may spend remaining Hit Dice and recover primary or secondary resources.", + "SW5E.ShortRestNoHD": "No Hit Dice remaining", + "SW5E.ShortRestNormal": "Short Rest (1 hour)", + "SW5E.ShortRestOvernight": "Short Rest (New Day)", + "SW5E.ShortRestResult": "{name} takes a short rest spending {dice} Hit Dice to recover {health} Hit Points.", + "SW5E.ShortRestResultOnlyTech": "{name} takes a short rest to recover {tech} Tech Points.", + "SW5E.ShortRestResultShort": "{name} takes a short rest.", + "SW5E.ShortRestResultWithTech": "{name} takes a short rest spending {dice} Hit Dice to recover {health} Hit Points and {tech} Tech Points.", + "SW5E.ShortRestSelect": "Select Dice to Roll", + "SW5E.Size": "Size", + "SW5E.SizeGargantuan": "Gargantuan", + "SW5E.SizeHuge": "Huge", + "SW5E.SizeLarge": "Large", + "SW5E.SizeMedium": "Medium", + "SW5E.SizeSmall": "Small", + "SW5E.SizeTiny": "Tiny", + "SW5E.SkillAcr": "Acrobatics", + "SW5E.SkillAni": "Animal Handling", + "SW5E.SkillAth": "Athletics", + "SW5E.SkillDec": "Deception", + "SW5E.SkillIns": "Insight", + "SW5E.SkillInv": "Investigation", + "SW5E.SkillItm": "Intimidation", + "SW5E.SkillLor": "Lore", + "SW5E.SkillMed": "Medicine", + "SW5E.SkillNat": "Nature", + "SW5E.SkillPer": "Persuasion", + "SW5E.SkillPil": "Piloting", + "SW5E.SkillPrc": "Perception", + "SW5E.SkillPrf": "Performance", + "SW5E.SkillPromptTitle": "{skill} Skill Check", + "SW5E.Skills": "Skills", + "SW5E.SkillSlt": "Sleight of Hand", + "SW5E.SkillSte": "Stealth", + "SW5E.SkillSur": "Survival", + "SW5E.SkillTec": "Technology", + "SW5E.Slots": "Slots", + "SW5E.Source": "Source", + "SW5E.Special": "Special", + "SW5E.SpecialTraits": "Special Traits", + "SW5E.Species": "Species", + "SW5E.SpeciesDescription": "Description", + "SW5E.SpeciesTraits": "Species Traits", + "SW5E.Speed": "Speed", + "SW5E.SpeedSpecial": "Special Movement", + "SW5E.StealthDisadvantage": "Stealth Disadvantage", + "SW5E.Supply": "Supply", + "SW5E.Target": "Target", + "SW5E.TargetAlly": "Ally", + "SW5E.TargetCone": "Cone", + "SW5E.TargetCreature": "Creature", + "SW5E.TargetCube": "Cube", + "SW5E.TargetCylinder": "Cylinder", + "SW5E.TargetDroid": "Droid", + "SW5E.TargetEnemy": "Enemy", + "SW5E.TargetLine": "Line", + "SW5E.TargetObject": "Object", + "SW5E.TargetRadius": "Radius", + "SW5E.TargetSelf": "Self", + "SW5E.TargetSpace": "Space", + "SW5E.TargetSphere": "Sphere", + "SW5E.TargetSquare": "Square", + "SW5E.TargetWall": "Wall", + "SW5E.TargetWeapon": "Weapon", + "SW5E.TargetWidth": "Line Width", + "SW5E.TechPowerbook": "Tech Powers", + "SW5E.TechPowerDC": "Tech Power DC", + "SW5E.Temp": "Temp", + "SW5E.Threshold": "Threshold", + "SW5E.TimeDay": "Days", + "SW5E.TimeHour": "Hours", + "SW5E.TimeInst": "Instantaneous", + "SW5E.TimeMinute": "Minutes", + "SW5E.TimeMonth": "Months", + "SW5E.TimePerm": "Permanent", + "SW5E.TimeRound": "Rounds", + "SW5E.TimeTurn": "Turns", + "SW5E.TimeYear": "Years", + "SW5E.title": "Star Wars 5th Edition", + "SW5E.ToolAntitoxkit": "Antitoxkit", + "SW5E.ToolArchaeologistKit": "Archaeologist Kit", + "SW5E.ToolArmormech": "Armormech's Tools", + "SW5E.ToolArmstech": "Armstech's Tools", + "SW5E.ToolArtificer": "Artificer's Tools", + "SW5E.ToolArtist": "Artist's Tools", + "SW5E.ToolAstrotech": "Astrotech's Tools", + "SW5E.ToolAudiotechKit": "Audiotech's Kit", + "SW5E.ToolBioanalysisKit": "Bioanalysis Kit", + "SW5E.ToolBiotech": "Biotech's Tools", + "SW5E.ToolBrewerKit": "Brewer's Kit", + "SW5E.ToolCheck": "Tool Check", + "SW5E.ToolChefKit": "Chef's Kit", + "SW5E.ToolConstructor": "Constructor's Tools", + "SW5E.ToolCybertech": "Cybertech's Tools", + "SW5E.ToolDemolitionKit": "Demolition Kit", + "SW5E.ToolDisguiseKit": "Disguise Kit", + "SW5E.ToolForgeryKit": "Forgery Kit", + "SW5E.ToolGamingSet": "Gaming Set", + "SW5E.ToolJeweler": "Jeweler's Tools", + "SW5E.ToolMechanicKit": "Mechanic's Kit", + "SW5E.ToolMunitionsKit": "Munitions Kit", + "SW5E.ToolMusicalInstrument": "Musical Instrument", + "SW5E.ToolPoisonKit": "Poisoner's Kit", + "SW5E.ToolScavengingKit": "Scavenging Kit", + "SW5E.ToolSecurityKit": "Security Kit", + "SW5E.ToolSlicerKit": "Slicer's Kit", + "SW5E.ToolSpiceKit": "Spicer's Kit", + "SW5E.ToolSurveyor": "Surveyor's Tools", + "SW5E.ToolSynthweaver": "Synthweavers's Tools", + "SW5E.ToolTinker": "Tinker's Tools", + "SW5E.ToolVehicle": "Vehicle (Land or Water)", + "SW5E.TraitArmorProf": "Armor Proficiencies", + "SW5E.TraitSave": "Update", + "SW5E.TraitSelectorSpecial": "Special (Split with Semi-Colon)", + "SW5E.TraitToolProf": "Tool Proficiencies", + "SW5E.TraitWeaponProf": "Weapon Proficiencies", + "SW5E.Type": "Type", + "SW5E.Unequipped": "Not Equipped", + "SW5E.UniversalPowerDC": "Universal Power DC", + "SW5E.Unlimited": "Unlimited", + "SW5E.Usage": "Usage", + "SW5E.Use": "Use", + "SW5E.Uses": "Uses", + "SW5E.Vehicle": "Vehicle", + "SW5E.VehicleActionStations": "Action Stations", + "SW5E.VehicleActionThresholds": "Action Thresholds", + "SW5E.VehicleCargo": "Cargo", + "SW5E.VehicleCargoCapacity": "Cargo Capacity", + "SW5E.VehicleCargoCrew": "Cargo & Crew", + "SW5E.VehicleCreatureCapacity": "Creature Capacity", + "SW5E.VehicleCrew": "Crew", + "SW5E.VehicleCrewAction": "Crew Action", + "SW5E.VehicleCrewed": "Crewed", + "SW5E.VehicleEquipment": "Vehicle Equipment", + "SW5E.VehicleMishap": "Mishap", + "SW5E.VehiclePassengers": "Passengers", + "SW5E.VehicleUncrewed": "Uncrewed", + "SW5E.Versatile": "Versatile", + "SW5E.VersatileDamage": "Versatile Damage", + "SW5E.VsDC": "vs DC.", + "SW5E.WeaponAmmo": "Ammunition", + "SW5E.WeaponImprov": "Improvised", + "SW5E.WeaponMartialB": "Martial Blaster", + "SW5E.WeaponMartialLW": "Martial Lightweapon", + "SW5E.WeaponMartialProficiency": "Martial Weapons", + "SW5E.WeaponMartialVW": "Martial Vibroweapon", + "SW5E.WeaponNatural": "Natural", + "SW5E.WeaponPropertiesAmm": "Ammunition", + "SW5E.WeaponPropertiesAut": "Auto", + "SW5E.WeaponPropertiesBur": "Burst", + "SW5E.WeaponPropertiesDef": "Defensive", + "SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", + "SW5E.WeaponPropertiesDgd": "Disguised", + "SW5E.WeaponPropertiesDir": "Dire", + "SW5E.WeaponPropertiesDis": "Disintegrate", + "SW5E.WeaponPropertiesDou": "Double", + "SW5E.WeaponPropertiesDpt": "Disruptive", + "SW5E.WeaponPropertiesDrm": "Disarming", + "SW5E.WeaponPropertiesFin": "Finesse", + "SW5E.WeaponPropertiesFix": "Fixed", + "SW5E.WeaponPropertiesFoc": "Focus", + "SW5E.WeaponPropertiesHid": "Hidden", + "SW5E.WeaponPropertiesHvy": "Heavy", + "SW5E.WeaponPropertiesKen": "Keen", + "SW5E.WeaponPropertiesLgt": "Light", + "SW5E.WeaponPropertiesLum": "Luminous", + "SW5E.WeaponPropertiesMig": "Mighty", + "SW5E.WeaponPropertiesPic": "Piercing", + "SW5E.WeaponPropertiesRan": "Range", + "SW5E.WeaponPropertiesRap": "Rapid", + "SW5E.WeaponPropertiesRch": "Reach", + "SW5E.WeaponPropertiesRel": "Reload", + "SW5E.WeaponPropertiesRet": "Returning", + "SW5E.WeaponPropertiesShk": "Shocking", + "SW5E.WeaponPropertiesSil": "Silent", + "SW5E.WeaponPropertiesSpc": "Special", + "SW5E.WeaponPropertiesStr": "Strength Rqmt.", + "SW5E.WeaponPropertiesThr": "Thrown", + "SW5E.WeaponPropertiesTwo": "Two-Handed", + "SW5E.WeaponPropertiesVer": "Versatile", + "SW5E.WeaponPropertiesVic": "Vicious", + "SW5E.WeaponSiege": "Siege", + "SW5E.WeaponSimpleB": "Simple Blaster", + "SW5E.WeaponSimpleLW": "Simple Lightweapon", + "SW5E.WeaponSimpleProficiency": "Simple Weapons", + "SW5E.WeaponSimpleVW": "Simple Vibroweapon", + "SW5E.Weight": "Weight" } \ No newline at end of file diff --git a/lang/fr.json b/lang/fr.json new file mode 100644 index 00000000..46a349cc --- /dev/null +++ b/lang/fr.json @@ -0,0 +1,1027 @@ +{ + "ACTOR.TypeCharacter": "PJ - Personnage joueur", + "ACTOR.TypeNpc": "PNJ - Personnage non joueur", + "ACTOR.TypeVehicle": "Véhicule", + "ITEM.TypeArchetype": "Archétype", + "ITEM.TypeBackground": "Historique", + "ITEM.TypeBackpack": "Sac à dos", + "ITEM.TypeClass": "Classe", + "ITEM.TypeClassfeature": "Aptitude de Classe", + "ITEM.TypeConsumable": "Consommable", + "ITEM.TypeEquipment": "Équipement", + "ITEM.TypeFeat": "Trait", + "ITEM.TypeFightingmastery": "Maîtrise de Combat", + "ITEM.TypeFightingstyle": "Style de Combat", + "ITEM.TypeLightsaberform": "Forme de Sabre Laser", + "ITEM.TypeLoot": "Trésor", + "ITEM.TypePower": "Pouvoir", + "ITEM.TypeSpecies": "Espèces", + "ITEM.TypeTool": "Outil", + "ITEM.TypeWeapon": "Arme", + "SETTINGS.5eAllowPolymorphingL": "Permettre aux acteurs de transformer (polymorphisme) leurs propres acteurs.", + "SETTINGS.5eAllowPolymorphingN": "Permettre le polymorphisme", + "SETTINGS.5eAutoCollapseCardL": "Réduire automatiquement les descriptions de la carte d'item dans le journal de Chat", + "SETTINGS.5eAutoCollapseCardN": "Réduire les cartes d'items dans le Chat", + "SETTINGS.5eAutoPowerTemplateL": "Lorsqu'un Pouvoir est lancé, commence par créer le gabarit correspondant le cas échéant (nécessite un role de joueur de 'confiance' -TRUSTED- ou supérieur)", + "SETTINGS.5eAutoPowerTemplateN": "Toujours poser le gabarit du Pouvoir", + "SETTINGS.5eCurWtL": "L'argent affecte la charge totale portée selon la définition du Manuel des Joueurs p143.", + "SETTINGS.5eCurWtN": "Appliquer le poids de l'argent", + "SETTINGS.5eDiagDMG": "Alterné : Dungeon Master's Guide p251 (1,5/3/1,5)", + "SETTINGS.5eDiagEuclidean": "Euclidien (2,15m de diagonale)", + "SETTINGS.5eDiagL": "Configurez quelle règle de mouvement diagonal doit être utilisée pour les parties utilisant ce système.", + "SETTINGS.5eDiagN": "Règle de mouvement en diagonal", + "SETTINGS.5eDiagPHB": "Équidistant : Manuel des Joueurs p192 (1,5/1,5/1,5)", + "SETTINGS.5eInitTBL": "Ajouter en décimal le score brut de Dextérité pour départager les intiatives identiques", + "SETTINGS.5eInitTBN": "Départager les initiatives identiques ?", + "SETTINGS.5eNoExpL": "Supprimer la barre d'expérience des feuilles de personnage.", + "SETTINGS.5eNoExpN": "Désactiver le suivi de l'expérience.", + "SETTINGS.5eRestEpic": "Héroïsme épique (RL: 1 heure, RC: 1 min)", + "SETTINGS.5eRestGritty": "Réaliste ~dur~ (RL: 7 jours, RC: 8 heures)", + "SETTINGS.5eRestL": "Configurer quelle variante de repos doit être utilisée pour les parties.", + "SETTINGS.5eRestN": "Durée de Repos", + "SETTINGS.5eRestPHB": "Manuel des Joueurs (RL: 8 heures, RC: 1 heure)", + "SETTINGS.SWColorDark": "Thème Sombre", + "SETTINGS.SWColorL": "Choisir les couleurs du thème pour le jeu", + "SETTINGS.SWColorLight": "Thème Clair", + "SETTINGS.SWColorN": "Thème Affiché", + "Star Wars 5th Edition": "Star Wars 5ème Édition", + "SW5E.AbbreviationConc": "Conc.", + "SW5E.AbbreviationCR": "FP", + "SW5E.AbbreviationDC": "DD", + "SW5E.AbbreviationLbs": "Kg", + "SW5E.AbbreviationLevel": "Niv.", + "SW5E.AbbreviationLR": "RL", + "SW5E.AbbreviationSR": "RC", + "SW5E.Ability": "Caractéristique", + "SW5E.AbilityCha": "Charisme", + "SW5E.AbilityChaAbbr": "cha", + "SW5E.AbilityCon": "Constitution", + "SW5E.AbilityConAbbr": "con", + "SW5E.AbilityDex": "Dexterité", + "SW5E.AbilityDexAbbr": "dex", + "SW5E.AbilityInt": "Intelligence", + "SW5E.AbilityIntAbbr": "int", + "SW5E.AbilityModifier": "Modificateur de caractéristique", + "SW5E.AbilityPromptText": "Quel type de jet de {ability} ?", + "SW5E.AbilityPromptTitle": "Jet de {ability}", + "SW5E.AbilityScores": "Caractérist.", + "SW5E.AbilityStr": "Force", + "SW5E.AbilityStrAbbr": "for", + "SW5E.AbilityUseCast": "Lancer le Pouvoir", + "SW5E.AbilityUseChargedHint": "Ce {type} est chargé et prêt à être utilisé !", + "SW5E.AbilityUseChargesLabel": "{value} Charges", + "SW5E.AbilityUseConsumableChargeHint": "Utiliser ce {type} consommera 1 charge de {value} restante.", + "SW5E.AbilityUseConsumableDestroyHint": "Utiliser ce {type} consommera sa dernière charge et le détruira.", + "SW5E.AbilityUseConsumableLabel": "{max} par {per}", + "SW5E.AbilityUseConsumableQuantityHint": "Utiliser ce {type} consommera 1 quantité de {quantity} restante.", + "SW5E.AbilityUseConsume": "Consommer l'utilisation disponible ?", + "SW5E.AbilityUseHint": "Configurer la manière d'utiliser le {type} de {name} .", + "SW5E.AbilityUseNormalHint": "Ce {type} utilise {value} de {max} par {per} restant.", + "SW5E.AbilityUseRechargedHint": "Ce {type} est épuisé et doit être rechargé !", + "SW5E.AbilityUseUnavailableHint": "Cet objet n'est plus utilisable !", + "SW5E.AbilityUseUse": "Utiliser", + "SW5E.AbilityWis": "Sagesse", + "SW5E.AbilityWisAbbr": "sag", + "SW5E.AC": "CA", + "SW5E.Action": "Action", + "SW5E.ActionAbil": "Jet de caractéristique", + "SW5E.ActionHeal": "Points de vie", + "SW5E.ActionMPAK": "Attaque de Pouvoir de Mélée", + "SW5E.ActionMWAK": "Attaque au corps-à-corps avec une arme", + "SW5E.ActionOther": "Autre", + "SW5E.ActionPl": "Actions", + "SW5E.ActionRPAK": "Attaque de Pouvoir à Distance", + "SW5E.ActionRWAK": "Attaque à distance avec une arme", + "SW5E.ActionSave": "Jet de Sauvegarde", + "SW5E.ActionUtil": "Utilitaire", + "SW5E.ActionWarningNoItem": "L'élément demandé {item} n'existe plus sur l'acteur {name}", + "SW5E.ActionWarningNoToken": "Vous devez sélectionner un ou plusieurs jetons pour utiliser cette option.", + "SW5E.Add": "Créer", + "SW5E.AdditionalNotes": "Notes Additionelles", + "SW5E.Advantage": "Avantage", + "SW5E.Alignment": "Alignement", + "SW5E.AlignmentBN": "Neutre", + "SW5E.AlignmentCD": "Chaotique Obscur", + "SW5E.AlignmentCL": "Chaotique Lumineux", + "SW5E.AlignmentCN": "Chaotique Neutre", + "SW5E.AlignmentLD": "Loyal Obscur", + "SW5E.AlignmentLL": "Loyal Lumineux", + "SW5E.AlignmentLN": "Loyal Neutre", + "SW5E.AlignmentND": "Neutre Obscur", + "SW5E.AlignmentNL": "Neutre Lumineux", + "SW5E.Appearance": "Apparence", + "SW5E.ArchetypeName": "Nom de l'Archetype", + "SW5E.Archetypes": "Archétypes", + "SW5E.ArmorClass": "CA", + "SW5E.ArmorProperAbsorptive": "Absorbante", + "SW5E.ArmorProperAgile": "Agile", + "SW5E.ArmorProperAnchor": "Couverture", + "SW5E.ArmorProperAvoidant": "Évitement", + "SW5E.ArmorProperBarbed": "Barbelé", + "SW5E.ArmorProperBulky": "Bruyante", + "SW5E.ArmorProperCharging": "A Charges", + "SW5E.ArmorProperConcealing": "Camouflante", + "SW5E.ArmorProperCumbersome": "Encombrante", + "SW5E.ArmorProperGauntleted": "Gantelet", + "SW5E.ArmorProperImbalanced": "Déséquilibrée", + "SW5E.ArmorProperImpermeable": "Imperméable", + "SW5E.ArmorProperInsulated": "Isolante", + "SW5E.ArmorProperInterlocking": "Imbriquée", + "SW5E.ArmorProperLambent": "Chatoyante", + "SW5E.ArmorProperLightweight": "Légère", + "SW5E.ArmorProperMagnetic": "Magnétique", + "SW5E.ArmorProperObscured": "Brouillage", + "SW5E.ArmorProperObtrusive": "Obtruante", + "SW5E.ArmorProperPowered": "Alimentée", + "SW5E.ArmorProperReactive": "Réactive", + "SW5E.ArmorProperRegulated": "Regulée", + "SW5E.ArmorProperReinforced": "Renforcée", + "SW5E.ArmorProperResponsive": "Responsive", + "SW5E.ArmorProperRigid": "Rigide", + "SW5E.ArmorProperSilent": "Silencieuse", + "SW5E.ArmorProperSpiked": "Barbelée", + "SW5E.ArmorProperSteadfast": "Ferme", + "SW5E.ArmorProperStrength": "Préreq Force", + "SW5E.ArmorProperties": "Propriétés de l'Armure", + "SW5E.ArmorProperVersatile": "Versatile", + "SW5E.Attack": "Attaque", + "SW5E.AttackPl": "Attaques", + "SW5E.AttackRoll": "Jet d'attaque", + "SW5E.Attributes": "Caractérist.", + "SW5E.Attuned": "Harmonisé", + "SW5E.Attunement": "Harmonisation", + "SW5E.AttunementAttuned": "Harmonisé", + "SW5E.AttunementNone": "Harmonisation non nécessaire", + "SW5E.AttunementRequired": "Harmonisation nécessaire", + "SW5E.available": "Disponible", + "SW5E.Background": "Historique", + "SW5E.Biography": "Biographie", + "SW5E.Bonds": "Liens", + "SW5E.BonusAbilityCheck": "Bonus général aux jets de caractéristique", + "SW5E.BonusAbilitySave": "Bonus général aux jets de sauvegarde", + "SW5E.BonusAbilitySkill": "Bonus général aux jets de compétence", + "SW5E.BonusAction": "Action Bonus", + "SW5E.Bonuses": "Bonus généraux", + "SW5E.BonusesHint": "Définir les bonus généraux comme des formules qui sont ajoutées à certains lancers. Par exemple : 1d4 + 2", + "SW5E.BonusesInstructions": "Configurer les bonus de personnage qui sont ajoutés au jet de dés approprié", + "SW5E.BonusForceDarkPowerDC": "Bonus général au DD de sauvegarde pour les pouvoirs de la Force Obscur", + "SW5E.BonusForceLightPowerDC": "Bonus général au DD de sauvegarde pour les pouvoirs de la Force Lumineux", + "SW5E.BonusForceUnivPowerDC": "Bonus général au DD de sauvegarde pour les pouvoirs de la Force Universel", + "SW5E.BonusMPAttack": "Bonus d'att. : attaque au corps-à-corps avec un Pouvoir", + "SW5E.BonusMPDamage": "Bonus Dégats : attaque au corps-à-corps avec un Pouvoir", + "SW5E.BonusMWAttack": "Bonus d'att. : attaque au corps-à-corps avec une arme", + "SW5E.BonusMWDamage": "Bonus Dégats : attaque au corps-à-corps avec une arme", + "SW5E.BonusPowerDC": "Bonus général au DD de sauvegarde des Pouvoirs", + "SW5E.BonusRPAttack": "Bonus d'att. : attaque à distance avec un Pouvoir", + "SW5E.BonusRPDamage": "Bonus Dégats : attaque à distance avec un Pouvoir", + "SW5E.BonusRWAttack": "Bonus d'att. : attaque à distance avec une arme", + "SW5E.BonusRWDamage": "Bonus Dégats : attaque à distance avec une arme", + "SW5E.BonusSaveForm": "Mise à jour des bonus", + "SW5E.BonusTechPowerDC": "Bonus général au DD de sauvegarde des Pouvoirs Tech", + "SW5E.BonusTitle": "Configurer les bonus des acteurs", + "SW5E.ChallengeRating": "Indice de Dangerosité", + "SW5E.Charged": "Chargé", + "SW5E.Charges": "Charges", + "SW5E.ChatContextDamage": "Appliquer les dégâts", + "SW5E.ChatContextDoubleDamage": "Appliquer le double des dégâts", + "SW5E.ChatContextHalfDamage": "Appliquer la moitié des dégâts", + "SW5E.ChatContextHealing": "Appliquer les soins", + "SW5E.ChatFlavor": "Texte d'ambiance", + "SW5E.ClassLevels": "Niveau de Classe", + "SW5E.ClassName": "Nom de la Classe", + "SW5E.ClassSkillsChosen": "Compétences de classe choisies", + "SW5E.ClassSkillsNumber": "Nombre de compétences de départ", + "SW5E.ComponentMaterial": "Matérielle", + "SW5E.ComponentSomatic": "Somatique", + "SW5E.ComponentVerbal": "Verbale", + "SW5E.ConBlinded": "Aveuglé", + "SW5E.Concentrate": "Concentration", + "SW5E.Concentrated": "Concentré", + "SW5E.Concentration": "Concentration", + "SW5E.ConCharmed": "Charmé", + "SW5E.ConDeafened": "Assourdi", + "SW5E.ConDiseased": "Malade", + "SW5E.ConExhaustion": "Épuisé", + "SW5E.ConFrightened": "Terrorisé", + "SW5E.ConGrappled": "Agrippé", + "SW5E.ConImm": "Immunité", + "SW5E.ConIncapacitated": "Incapable d'agir", + "SW5E.ConInvisible": "Invisible", + "SW5E.ConParalyzed": "Paralysé", + "SW5E.ConPetrified": "Pétrifié", + "SW5E.ConPoisoned": "Empoisonné", + "SW5E.ConProne": "À terre", + "SW5E.ConRestrained": "Entravé", + "SW5E.ConShocked": "Electrifié", + "SW5E.ConSlowed": "Ralenti", + "SW5E.ConStunned": "Étourdi", + "SW5E.ConsumableAdrenal": "Adrénaline", + "SW5E.ConsumableAmmunition": "Munitions", + "SW5E.ConsumableExplosive": "Explosif", + "SW5E.ConsumableFood": "Nourriture", + "SW5E.ConsumableForce": "Points de Force", + "SW5E.ConsumableLastChargeWarn": "C'est la dernière charge de cette unité et sa consommation réduira également la quantité de l'article de 1.", + "SW5E.ConsumableMedpac": "Medipack", + "SW5E.ConsumablePoison": "Poison", + "SW5E.ConsumableTech": "Points de Tech", + "SW5E.ConsumableTechnology": "Technologie", + "SW5E.ConsumableTrinket": "Babiole", + "SW5E.ConsumableUnitWarn": "unités restantes", + "SW5E.ConsumableUseWarnEnd": "de l'unité actuelle", + "SW5E.ConsumableUseWarnStart": "Ce consommable a", + "SW5E.ConsumableWithoutCharges": "unités disponibles utilisables", + "SW5E.ConsumeAmmunition": "Munition", + "SW5E.ConsumeAttribute": "Capacité", + "SW5E.ConsumeCharges": "Charge", + "SW5E.Consumed": "Consommé", + "SW5E.ConsumeMaterial": "Matériel", + "SW5E.ConsumeRecharge": "Consommer la recharge ?", + "SW5E.ConsumeResource": "Consommer la ressource ?", + "SW5E.ConsumeTitle": "Consommation des ressources", + "SW5E.ConsumeWarningNoQuantity": "{name} est à court de {type} !", + "SW5E.ConsumeWarningNoResource": "{name} consomme {type}, mais aucune ressource n'est indiquée !", + "SW5E.ConsumeWarningNoSource": "La ressource désignée {type} que consomme {name} n'existe plus !", + "SW5E.ConsumeWarningZeroAttribute": "{name} a épuisé toutes ses ressources indiquées !", + "SW5E.ConUnconscious": "Inconscient", + "SW5E.Core": "Principal", + "SW5E.CostGP": "Coût (CR)", + "SW5E.Cover": "Abri", + "SW5E.CoverHalf": "Partiel", + "SW5E.CoverThreeQuarters": "Important", + "SW5E.CoverTotal": "Total", + "SW5E.Critical": "Critique", + "SW5E.CriticalHit": "Coup critique", + "SW5E.Currency": "Crédits", + "SW5E.CurrencyConvert": "Convertir toutes les monnaies", + "SW5E.CurrencyConvertHint": "Convertir toutes les devises transportées dans la catégorie la plus élevée possible afin de réduire la quantité de pièces transportées par le personnage. Attention, cette action ne peut être annulée.", + "SW5E.CurrencyGC": "Credits", + "SW5E.Damage": "Dégâts", + "SW5E.DamageAcid": "Acide", + "SW5E.DamageCold": "Froid", + "SW5E.DamageEnergy": "Energy", + "SW5E.DamageFire": "Feu", + "SW5E.DamageForce": "Force", + "SW5E.DamageIon": "Ionique", + "SW5E.DamageKinetic": "Cinétique", + "SW5E.DamageLightning": "Foudre", + "SW5E.DamageNecrotic": "Nécrotique", + "SW5E.DamagePoison": "Poison", + "SW5E.DamagePsychic": "Psychique", + "SW5E.DamageRoll": "Jet de dégâts", + "SW5E.DamageSonic": "Sonique", + "SW5E.DamImm": "Immunité aux dégâts", + "SW5E.DamRes": "Résistance aux dégâts", + "SW5E.DamVuln": "Vulnérabilité aux dégâts", + "SW5E.DarkPowerDC": "DD du Pouvoir Obscur", + "SW5E.Day": "Jour", + "SW5E.DeathSave": "Jet de sauvegarde contre la mort", + "SW5E.DeathSaveCriticalSuccess": "Réussite critique par {name} sur son jet de sauvegarde contre la mort, +1 point de vie !", + "SW5E.DeathSaveFailure": "{name} est mort : 3 échecs au jet de sauvegarde contre la mort !", + "SW5E.DeathSaveSuccess": "{name} est stabilisé : 3 succès au jet de sauvegarde contre la mort !", + "SW5E.DeathSaveUnnecessary": "Vous n'avez pas besoin de faire un jet de sauvegarde contre la mort : soit vos points de vie sont positifs, soit vous avez déjà atteint 3 succès ou échecs.", + "SW5E.DeathSavingThrow": "Faire un jet de sauvegarde contre la mort", + "SW5E.Default": "Par défaut", + "SW5E.DefaultAbilityCheck": "Jet de carac. par défaut", + "SW5E.description": "Un système de jeu complet pour Star Wars 5ème édition dans l'environnement Foundry VTT.", + "SW5E.Description": "Description", + "SW5E.Details": "Détails", + "SW5E.Dimensions": "Dimensions", + "SW5E.Disadvantage": "Désavantage", + "SW5E.DistAny": "Cible", + "SW5E.DistFt": "mètre", + "SW5E.DistMi": "km", + "SW5E.DistSelf": "Soi-même", + "SW5E.DistTouch": "Contact", + "SW5E.Duration": "Durée", + "SW5E.EffectsCategoryTemporary": "Effets Temporaires", + "SW5E.EffectsCategoryPassive": "Effets Passifs", + "SW5E.EffectsCategoryInactive": "Effets Inactifs", + "SW5E.EffectCreate": "Créer un effet", + "SW5E.EffectDelete": "Effacer l'effet", + "SW5E.EffectEdit": "Éditer l'effet", + "SW5E.Effects": "Effets", + "SW5E.EffectToggle": "Changer l'état de l'effet", + "SW5E.EquipmentBonus": "Bonus magique", + "SW5E.EquipmentClothing": "Vêtements", + "SW5E.EquipmentHeavy": "Armure lourde", + "SW5E.EquipmentLight": "Armure légère", + "SW5E.EquipmentMedium": "Armure intermédiaire", + "SW5E.EquipmentNatural": "Armure naturelle", + "SW5E.EquipmentShield": "Bouclier", + "SW5E.EquipmentShieldProficiency": "Bouclier", + "SW5E.EquipmentTrinket": "Babiole", + "SW5E.EquipmentVehicle": "Véhicule", + "SW5E.Equipped": "Équipé", + "SW5E.Exhaustion": "Épuisement", + "SW5E.Expertise": "Expertise", + "SW5E.Favorites": "Favoris", + "SW5E.FavoritesAndNotes": "Notes et Favoris", + "SW5E.FeatureActionRecharge": "Action de rechargement", + "SW5E.FeatureActive": "Aptitudes actives", + "SW5E.FeatureAdd": "Ajouter une aptitude", + "SW5E.FeatureAttack": "Aptitude d'attaque", + "SW5E.FeaturePassive": "Aptitudes passives", + "SW5E.FeatureRechargeOn": "Rechargement effectif ", + "SW5E.FeatureRechargeResult": "Résultat 1d6", + "SW5E.Features": "Aptitudes", + "SW5E.FeatureUsage": "Utilisation des aptitudes", + "SW5E.FeetAbbr": "m.", + "SW5E.Filter": "Filtrer", + "SW5E.FilterNoPowers": "Aucun Pouvoir n'a été trouvé pour ces filtres.", + "SW5E.FlagsAdaptiveResilience": "Résilience adaptative", + "SW5E.FlagsAdaptiveResilienceHint": "L'utilisation prolongée de la technologie permet aux membres de votre espèce de s'adapter facilement à ses effets. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs technologiques.", + "SW5E.FlagsAggressive": "Aggressif", + "SW5E.FlagsAggressiveHint": "Au prix d'un action bonus, vous pouvez vous déplacer à votre vitesse vers un ennemi de votre choix que vous pouvez voir ou entendre. Vous devez terminer ce mouvement plus près de l'ennemi que vous avez commencé.", + "SW5E.FlagsAlert": "Vigilant (Don)", + "SW5E.FlagsAlertHint": "Bonus de +5 aux jets d'initiative.", + "SW5E.FlagsAmphibious": "Amphibien", + "SW5E.FlagsAmphibiousHint": "Vous pouvez respirer dans l'air et dans l'eau", + "SW5E.FlagsArmorIntegration": "Intégration d'armure", + "SW5E.FlagsArmorIntegrationHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", + "SW5E.FlagsBusinessSavvy": "Sens des affaires", + "SW5E.FlagsBusinessSavvyHint":"Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", + "SW5E.FlagsCannibalize": "Cannibale", + "SW5E.FlagsCannibalizeHint":"Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.", + "SW5E.FlagsClosedMind": "Esprit Fortifié", + "SW5E.FlagsClosedMindHint": "Les membres de votre espèce ont une harmonisation naturelle avec la Force, ce qui les rend résistants à ses pouvoirs. Vous avez l'avantage aux jets de sauvegarde de Sagesse et de Charisme contre les pouvoirs de force.", + "SW5E.FlagsCrudeWeaponSpecialists": "Spécialiste des armes improvisées", + "SW5E.FlagsCrudeWeaponSpecialistsHint": "Les membres de votre espèce ont l'habitude de se contenter de rien pour fabriquer des merveilles meurtrières. Vous pouvez passer 1 heure lors d'un repos court, à fabriquer une arme à partir de matériaux en vrac. Vous pouvez fabriquer n'importe quelle arme kinetic simple, mais les dégâts de l'arme subissent une pénalité de -1.", + "SW5E.FlagsDefiant": "Provocateur", + "SW5E.FlagsDefiantHint": "Les membres de votre espèce sont connus pour être têtus et refusent souvent d'abandonner, même contre toute attente. Lorsque vous-même ou une créature que vous pouvez voir et comprendre fait un test de capacité, un jet d'attaque ou un jet de sauvegarde, vous pouvez lancer un d4 et l'ajouter à ce jet (aucune action requise). Vous pouvez utiliser ce bonus avant ou après le jet, mais toujours avant que le MJ ne détermine le résultat. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.", + "SW5E.FlagsDetailOriented": "Sens du détail", + "SW5E.FlagsDetailOrientedHint": "Vous avez un avantage aux tests d'Intelligence (Investigation) à moins de 1,50 mètre.", + "SW5E.FlagsElvenAccuracy": "Précision elfique", + "SW5E.FlagsElvenAccuracyHint": "Permet de relancer un dé sur un jet de Dextérité, d'Intelligence, de Sagesse ou de Charisme avec avantage.", + "SW5E.FlagsEnthrallingPheromones": "Phéromones captivantes", + "SW5E.FlagsEnthrallingPheromonesHint": "Vous pouvez utiliser vos phéromones pour influencer des individus des deux sexes. Chaque fois que vous obtenez un 1 sur un test de Charisme (Persuasion), vous pouvez relancer le dé et devez utiliser le nouveau jet. De plus, une fois par repos (court ou long), vous peut traiter un résultat d'un jet de d20 de 9 ou moins sur un test de Charisme comme un 10. Cette fonction n'a aucun effet sur les droïdes ou les constructions.", + "SW5E.FlagsExtraArms": "3e Bras", + "SW5E.FlagsExtraArmsHint": "Vous possédez plus de deux bras, que vous pouvez utiliser indépendamment les uns des autres. Vous ne pouvez bénéficier des avantages que d'un seul de vos objets à 2 mains tenus par deux de vos bras à la fois. Une fois par tour, vous pouvez changer l'armes dont vous bénéficiez entre vos bras (aucune action requise).", + "SW5E.FlagsForceContention": "Force Contention", + "SW5E.FlagsForceContentionHint": "En raison de leur physiologie unique, les membres de votre espèce présentent une rusticité qui leur permet de surmonter l'utilisation de la Force. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs de la force.", + "SW5E.FlagsForceInsensitive": "Insensible à la Force", + "SW5E.FlagsForceInsensitiveHint" : "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.", + "SW5E.FlagsForeignBiology": "Biologie Étrangère", + "SW5E.FlagsForeignBiologyHint": "Vous portez un appareil respiratoire parce que de nombreuses atmosphères dans la galaxie diffèrent de celle de votre monde natal. Si votre appareil est retiré alors que vous êtes dans un tel environnement, vous perdez connaissance.", + "SW5E.FlagsFuryOfTheSmall": "Rage des Petits", + "SW5E.FlagsFuryOfTheSmallHint": "Lorsque vous blessez une créature avec une attaque ou un pouvoir et que la taille de la créature est plus grande que la vôtre, vous pouvez amener infliger des blessures supplémentaires à la créature. Les dégâts supplémentaires correspondent à votre niveau. Une fois que vous avez utilisé ce trait, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos court ou long.", + "SW5E.FlagsGrovelCowerAndBeg": "Se traîner, se vautrer et mendier", + "SW5E.FlagsGrovelCowerAndBegHint": "Lors d'une action à votre tour, vous pouvez vous recroqueviller pathétiquement pour distraire les ennemis proches. Jusqu'à la fin de votre prochain tour, vos alliés gagnent un avantage aux jets d'attaque contre les ennemis à moins de 3 mètres de vous qui peuvent vous voir. Une fois que vous avez utilisé ce trait, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos court ou long.", + "SW5E.FlagsHalflingLucky": "Chance halfeline", + "SW5E.FlagsHalflingLuckyHint": "Permet de relancer les 1 sur les jets d'attaque, de caractéristique et de sauvegarde.", + "SW5E.FlagsInitiativeAdv": "Avantage à l'initative", + "SW5E.FlagsInitiativeAdvHint": "Obtenu par un don ou un objet magique.", + "SW5E.FlagsInscrutable": "Encastrable", + "SW5E.FlagsInscrutableHint": "Votre attitude calme et votre sang-froid vous rendent difficile à lire. Les tests de Sagesse (Perspicacité) effectués contre vous ont un désavantage, et vous avez l'avantage sur n'importe quel jet de sauvegarde contre un effet qui lirait vos pensées.", + "SW5E.FlagsInstructions": "Configurez les aptitudes et les traits raciaux qui personnalisent les personnages.", + "SW5E.FlagsJOAT": "Touche-à-tout", + "SW5E.FlagsJOATHint": "Ajoute la moitié de votre bonus de maîtrise à tout jet de caractéristique sans bonus de maîtrise", + "SW5E.FlagsKeenSenses": "Sens Aiguisés", + "SW5E.FlagsKeenSensesHint": "Vous avez l'avantage sur les tests de Sagesse (Perception) qui impliquent l'utilisation de sens particuliers (voir les traits de votre espèce pour plus de détails).", + "SW5E.FlagsLongLimbed": "Grands Membres", + "SW5E.FlagsLongLimbedHint": "Lorsque vous effectuez une attaque de mêlée à votre tour, votre portée est supérieure de 1,50 mètre à la normale.", + "SW5E.FlagsMaintenanceMode": "Maintenance Mode", + "SW5E.FlagsMaintenanceModeHint": "Plutôt que de dormir, vous entrez dans un état inactif pour effectuer une maintenance de routine pendant 4 heures par jour. Vous avez un désavantage aux tests de Sagesse (Perception) lors de la maintenance.", + "SW5E.FlagsMaskOfTheWild": "Cachette Naturelle", + "SW5E.FlagsMaskOfTheWildHint":"Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.", + "SW5E.FlagsMeleeCriticalDice": "Dé de dégâts pour les coups critiques au corps-à-corps", + "SW5E.FlagsMeleeCriticalDiceHint": "Un certain nombre de dés de dégâts supplémentaires ont été ajoutés aux coups critiques des armes de corps-à-corps.", + "SW5E.FlagsMultipleHearts": "Plusieurs Coeurs", + "SW5E.FlagsMultipleHeartsHint": "Lorsque vous êtes réduit à 0 point de vie mais que vous n'êtes pas complètement tué, vous pouvez passer à 1 point de vie à la place. Vous ne pouvez pas utiliser à nouveau cette fonction avant d'avoir terminé un repos long.", + "SW5E.FlagsNaturallyStealthy": "Naturellement Discret", + "SW5E.FlagsNaturallyStealthyHint": "Vous pouvez essayer de vous cacher même si vous n'êtes à couvert que par une créature de votre taille ou plus grande que vous", + "SW5E.FlagsNimbleAgility": "Nimble Agility", + "SW5E.FlagsNimbleAgilityHint": "Vos réflexes et votre agilité vous permettent de vous déplacer avec rapidité inégalée. Lorsque vous vous déplacez pendant votre tour en combat, vous pouvez doubler votre vitesse jusqu'à la fin du tour. Une fois que vous avez utilisé cette aptitude, vous ne pouvez plus l'utiliser tant que vous n'avez pas passé l'un de vos tours immobile.", + "SW5E.FlagsNimbleEscape": "Nimble Escape", + "SW5E.FlagsNimbleEscapeHint": "Vous pouvez effectuer l'action Désengager ou Se cacher comme action bonus.", + "SW5E.FlagsNimbleness": "Agilité", + "SW5E.FlagsNimblenessHint": "Vous pouvez vous déplacer à travers l'espace de n'importe quelle créature d'une taille plus grande que la vôtre.", + "SW5E.FlagsObservant": "Observateur (Don)", + "SW5E.FlagsObservantHint": "Bonus de +5 à à la Sagesse (Perception) passive et l'Intelligence (Investigation) passive.", + "SW5E.FlagsPintsized": "Insignifiant", + "SW5E.FlagsPintsizedHint": "Votre petite taille vous empêche de manier de grosses armes. Vous ne pouvez pas utiliser de boucliers moyens ou lourds. De plus, vous ne pouvez pas utiliser d'armes avec la propriété à deux mains ou polyvalente, et vous povez utiliser des armes à une main que en utilisant vos deux mains à moins qu'elles ne possèdent la propriété légère.", + "SW5E.FlagsPowerCritThreshold": "Plage de critique des Pouvoirs", + "SW5E.FlagsPowerCritThresholdHint": "Permet d'étendre la plage de coup critique pour les Pouvoirs d'attaque", + "SW5E.FlagsPowerfulBuild": "Carrure imposante.", + "SW5E.FlagsPowerfulBuildHint": "Double la capacité de charge.", + "SW5E.FlagsPrecognition": "Précognition", + "SW5E.FlagsPrecognitionHint": "Vous avez de brèves visions du futur qui vous permettent de transformer les échecs en succès. Lorsque vous obtenez un 1 lors d'un jet d'attaque, d'un test de capacité ou d'un jet de sauvegarde, vous pouvez relancer le dé et devez utiliser le nouveau jet.", + "SW5E.FlagsProgrammer": "Programmeur", + "SW5E.FlagsProgrammerHint": "Chaque fois que vous effectuez un jet de compétence d'Intelligence (technologie) liée aux ordinateurs, vous êtes considéré comme ayant une expertise dans la compétence Technologie.", + "SW5E.FlagsPuny": "Chétif", + "SW5E.FlagsPunyHint": "Les membres de votre espèce sont trop petits pour avoir beaucoup de force. Vous avez un désavantage sur les jets de sauvegarde de Force, et lors de la détermination de votre bonus aux jets d'attaque et de dégâts pour les attaques d'armes utilisant la Force, vous ne pouvez pas ajouter plus de +3", + "SW5E.FlagsRapidlyRegenerative": "Régenération rapide", + "SW5E.FlagsRapidlyRegenerativeHint": "Vous guérissez rapidement, à volonté et en réponse au danger. En tant qu'action bonus, vous pouvez choisir de dépenser l'un de vos dés de vie pour récupérer des points de vie. De plus, lorsque vous subissez des dégâts, vous pouvez utiliser votre réaction et dépenser un dé de vie pour regagner des points de vie tant que les dégâts ne réduisent pas vos points de vie à 0.", + "SW5E.FlagsRapidReconstruction": "Reconstruction Rapide", + "SW5E.FlagsRapidReconstructionHint": "Vous êtes construit avec des mécanismes de réparation internes. En tant qu'action bonus, vous pouvez choisir de dépenser l'un de vos dés de vie pour récupérer des points de vie.", + "SW5E.FlagsRegenerative": "Régenération", + "SW5E.FlagsRegenerativeHint": "Lorsque vous subissez des dégâts, vous pouvez utiliser votre réaction et dépenser un dé de vie pour regagner des points de vie tant que les dégâts ne réduisent pas vos points de vie à 0.", + "SW5E.FlagsReliableTalent": "Talent (Roublard)", + "SW5E.FlagsReliableTalentHint": "Un jet de 9 ou moins est traité comme un 10 pour les compétences maîtrisées.", + "SW5E.FlagsRemarkableAthlete": "Athlète remarquable.", + "SW5E.FlagsRemarkableAthleteHint": "Ajoute la moitié de votre bonus de maîtrise à tous les jets de caractéristiques physiques non maîtrisées et aux jets d'initiative.", + "SW5E.FlagsSavageAttacks": "Attaques Sauvages", + "SW5E.FlagsSavageAttacksHint": "Lorsque vous marquez un coup critique avec une attaque d'arme de mêlée, vous pouvez lancer l'un des dés de dégâts de l'arme une fois de plus et l'ajouter aux dégâts supplémentaires du coup critique.", + "SW5E.FlagsSave": "Mettre à jour les traits spéciaux", + "SW5E.FlagsShapechanger": "Changeur de Formes", + "SW5E.FlagsShapechangerHint": "En tant qu'action, vous pouvez changer votre apparence et votre voix. Vous déterminez les spécificités des changements, y compris votre coloration, votre longueur de cheveux et votre sexe. Vous pouvez également ajuster votre taille et votre poids, mais pas au point que votre taille change. Vous pouvez vous faire apparaître comme membre d'une autre espèce, bien qu'aucune de vos statistiques de jeu ne change. Vous ne pouvez pas reproduire l'apparence d'une créature que vous n'avez jamais vue, et vous devez adopter une forme qui a la même disposition de base des membres que vous avez. Vos vêtements et votre équipement ne sont pas modifiés par ce trait. Vous restez dans la nouvelle forme jusqu'à ce que vous utilisiez une action pour revenir à votre vraie forme ou jusqu'à ce que vous mouriez.", + "SW5E.FlagsStrongLegged": "Jambes Puissantes", + "SW5E.FlagsStrongLeggedHint": "Lorsque vous faites un saut en longueur, vous pouvez couvrir un nombre de pieds jusqu'à deux fois votre score de Force. Lorsque vous effectuez un saut en hauteur, vous pouvez sauter d'un nombre de pieds dans les airs égal à 3 + deux fois votre modificateur de Force.", + "SW5E.FlagsSunlightSensitivity": "Sensibilité à la lumière", + "SW5E.FlagsSunlightSensitivityHint": "Vous avez un désavantage aux jets d'attaque et aux tests de Sagesse (Perception) qui reposent sur la vue lorsque vous, la cible de votre attaque, ou tout ce que vous essayez de percevoir, êtes en plein soleil.", + "SW5E.FlagsSurpriseAttack": "Attaque par Surprise", + "SW5E.FlagsSurpriseAttackHint": "Si vous surprenez une créature et la touchez avec une attaque lors de votre premier tour de combat, l'attaque lui inflige 2d6 blessures supplémentaires. Vous ne pouvez utiliser cette aptitude qu'une seule fois par combat.", + "SW5E.FlagsTechImpaired": "Réfractaire à la Technologie", + "SW5E.FlagsTechImpairedHint": "Bien que les membres de votre espèce puissent comprendre la technologie de base, ils éprouvent des difficultés à utiliser des équipements plus complexes comme les Tablettes. Vous ne pouvez pas utiliser de pouvoirs technologiques ou prendre des niveaux dans les classes de lanceur de pouvoirs technique.", + "SW5E.FlagsTechResistance": "Resistance à la Technologie", + "SW5E.FlagsTechResistanceHint": "Vous avez l'avantage sur les jets de sauvegarde de Dextérité et d'Intelligence contre les pouvoirs technologiques.", + "SW5E.FlagsTinker": "Bricoleur", + "SW5E.FlagsTinkerHint": "Vous maîtrisez les outils de bricolage. Vous pouvez les utiliser et passer 1 heure et 100 cr de matériaux pour construire un petit apareil (AC 5, 1 hp). Vous pouvez effectuer l'action Utiliser un objet pour que votre appareil provoque l'un des nombreux effets mineurs (voir la liste des traits de votre espèce). Vous pouvez maintenir en marche en parallèle un certain nombre d'appareils égale à votre bonus de Maitrise. Un appareil cesse de fonctionner après 24 heures loin de vous. Vous pouvez démonter l'appareil pour récupérer les matériaux utilisés pour le créer.", + "SW5E.FlagsTitle": "Configurer Traits spéciaux", + "SW5E.FlagsToughness": "Costaud", + "SW5E.FlagsToughnessHint": "Votre maximum de points de vie augmente de 1 et il augmente de 1 à chaque fois que vous gagnez un niveau.", + "SW5E.FlagsTrance": "Transe", + "SW5E.FlagsTranceHint": "Vous n'avez pas besoin de dormir. Au lieu de cela, vous méditez profondément, restant à demi conscients, 4 heures par jour (le mot commun pour désigner cette méditation est « transe »). Après un repos de ce type, vous obtenez les mêmes avantages qu'un humain après 8 heures de sommeil.", + "SW5E.FlagsUnarmedCombatant": "Combatant à mains nues", + "SW5E.FlagsUnarmedCombatantHint": "Vos frappes à mains nues infligent 1d4 dégâts cinétiques. Vous pouvez utiliser à votre convenance votre modificateur de Force ou de Dextérité pour les jets d'attaque et de dégâts. Vous devez utiliser le même modificateur pour les deux lancers.", + "SW5E.FlagsUndersized": "Sous-Dimensionné", + "SW5E.FlagsUndersizedHint": "Votre petite taille vous empêche de manier les plus grosses armes. Vous ne pouvez pas utiliser de boucliers lourds, d’armes martiales avec la propriété à deux mains à moins qu’elle ne possède également la propriété légère. Si une arme martiale a la propriété polyvalente, vous ne pouvez la manier qu’à deux mains.", + "SW5E.FlagsUnsettlingVisage": "Visage troublant", + "SW5E.FlagsUnsettlingVisageHint": "Lorsqu'une créature que vous voyez effectue un jet d'attaque contre vous, vous pouvez utiliser votre réaction pour imposer un désavantage au jet. Vous devez utiliser cette fonctionnalité avant de savoir si l'attaque touche ou échoue. L'utilisation de ce trait révèle votre nature métamorphosée à toute créature à moins de 9 mètres qui peut vous voir. Une fois que vous avez utilisé ce trait, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos court ou long.", + "SW5E.FlagsWeaponCritThreshold": "Seuil de touche Critique de l'arme", + "SW5E.FlagsWeaponCritThresholdHint": "Permet d'étendre le seuil à partir duquel l'arme touche en critique", + "SW5E.Flat": "Fixe", + "SW5E.Flaws": "Défauts", + "SW5E.ForcePowerbook": "Pouvoirs de la Force", + "SW5E.Formula": "Formule", + "SW5E.GrantedAbilities": "Aptitudes accordées", + "SW5E.HalfProficient": "Demi-maîtrise (Half Proficient)", + "SW5E.Healing": "Soin", + "SW5E.HealingTemp": "Guérison (temporaire)", + "SW5E.Health": "Vie", + "SW5E.HealthConditions": "Conditions Pts de Vie", + "SW5E.HealthFormula": "Formule de PV", + "SW5E.HitDice": "Dés de vie", + "SW5E.HitDiceRoll": "Lancer les dés de vie", + "SW5E.HitDiceUsed": "Dés de vie utilisés", + "SW5E.HitDiceWarn": "{name} n'a pas de {formula} dés de vie restants !", + "SW5E.HP": "Points de Vie", + "SW5E.HPFormula": "Calcul Pts de Vie", + "SW5E.Ideals": "Idéaux", + "SW5E.Identified": "Identifié", + "SW5E.Initiative": "Initiative", + "SW5E.Inspiration": "Inspiration", + "SW5E.Inventory": "Inventaire", + "SW5E.ItemActionType": "Type d'action", + "SW5E.ItemActivationCondition": "Condition d'activation", + "SW5E.ItemActivationCost": "Coût d'activation", + "SW5E.ItemAttackBonus": "Bonus d'attaque", + "SW5E.ItemConsumableActivation": "Activation du consommable", + "SW5E.ItemConsumableDetails": "Détails du consommable", + "SW5E.ItemConsumableStatus": "Statut du consommable", + "SW5E.ItemConsumableType": "Type de consommable", + "SW5E.ItemConsumableUsage": "Consommation", + "SW5E.ItemContainerCapacity": "Capacité", + "SW5E.ItemContainerCapacityItems": "Items", + "SW5E.ItemContainerCapacityType": "Type de Capacité", + "SW5E.ItemContainerCapacityWeight": "Poids", + "SW5E.ItemContainerDetails": "Détails du conteneur", + "SW5E.ItemContainerProperties": "Propriétés du conteneur", + "SW5E.ItemContainerWeightless": "Poids du contenu insignifiant", + "SW5E.ItemCreate": "Créer un Item", + "SW5E.ItemDelete": "Effacer un Item", + "SW5E.ItemDestroyEmpty": "Détruire si vide", + "SW5E.ItemEdit": "Éditer un Item", + "SW5E.ItemEquipmentAction": "Action de s'équiper", + "SW5E.ItemEquipmentDetails": "Détail de l'équipement", + "SW5E.ItemEquipmentDexMod": "Modificateur de Dextérité Max.", + "SW5E.ItemEquipmentStatus": "État de l'équipement", + "SW5E.ItemEquipmentStealthDisav": "Désavantage aux jets de Discrétion", + "SW5E.ItemEquipmentType": "Type d'équipement", + "SW5E.ItemEquipmentUsage": "Usage de l'équipement", + "SW5E.ItemName": "Nom de l'Item", + "SW5E.ItemNew": "Ajout {type}", + "SW5E.ItemNoUses": "{name} ne peut plus être utilisé.", + "SW5E.ItemRechargeCheck": "Vérification des recharges de {name}", + "SW5E.ItemRechargeFailure": "Échec !", + "SW5E.ItemRechargeSuccess": "Succès !", + "SW5E.ItemRequiredStr": "Force requise", + "SW5E.ItemToolProficiency": "Maîtrise des outils", + "SW5E.ItemTypeArchetype": "Archétype", + "SW5E.ItemTypeBackground": "Historique", + "Sw5E.ItemTypeBackgroundPl": "Historiques", + "SW5E.ItemTypeClass": "Classe", + "SW5E.ItemTypeClassFeat": "Aptitute de Classe", + "SW5E.ItemTypeClassFeats": "Aptitute de Classes", + "SW5E.ItemTypeClassPl": "Niveaux", + "SW5E.ItemTypeConsumable": "Consommable", + "SW5E.ItemTypeConsumablePl": "Consommables", + "SW5E.ItemTypeContainer": "Conteneur", + "SW5E.ItemTypeContainerPl": "Conteneurs", + "SW5E.ItemTypeEquipment": "Équipement", + "SW5E.ItemTypeEquipmentPl": "Équipements", + "SW5E.ItemTypeFeat": "Aptitude", + "SW5E.ItemTypeFeatPl": "Aptitudes", + "SW5E.ItemTypeFightingMastery": "Maîtrise de Combat", + "SW5E.ItemTypeFightingMasteryPl": "Maîtrises de Combat", + "SW5E.ItemTypeFightingStyle": "Style de Combat", + "SW5E.ItemTypeFightingStylePl": "Styles de Combat", + "SW5E.ItemTypeLightsaberForm": "Forme de Sabre Laser", + "SW5E.ItemTypeLightsaberFormPl": "Formes de Sabre Laser", + "SW5E.ItemTypeLoot": "Butin", + "SW5E.ItemTypeLootPl": "Butin", + "SW5E.ItemTypePower": "Pouvoir", + "SW5E.ItemTypePowerPl": "Pouvoirs", + "SW5E.ItemTypeSpecies": "Espèce", + "SW5E.ItemTypeSpeciesPl": "Espèces", + "SW5E.ItemTypeTool": "Outil", + "SW5E.ItemTypeToolPl": "Outils", + "SW5E.ItemTypeWeapon": "Arme", + "SW5E.ItemTypeWeaponPl": "Armes", + "SW5E.ItemWeaponAttack": "Propriétés d'attaque de l'arme", + "SW5E.ItemWeaponDetails": "Détails de l'arme", + "SW5E.ItemWeaponProperties": "Propriétés de l'arme", + "SW5E.ItemWeaponStatus": "Statut de l'arme", + "SW5E.ItemWeaponType": "Type d'arme", + "SW5E.ItemWeaponUsage": "Utilisation de l'arme", + "SW5E.JackOfAllTrades": "Touche-à-tout", + "SW5E.Journal": "Journal Personel", + "SW5E.JournalAndNotes": "Journal et Notes", + "SW5E.LairAct": "Action d'antre", + "SW5E.LairActionLabel": "Utilise une action d'antre", + "SW5E.Languages": "Langues", + "SW5E.LanguagesAbyssin": "Abyssin", + "SW5E.LanguagesAleena": "Aleena", + "SW5E.LanguagesAntarian": "Antarien", + "SW5E.LanguagesAnzellan": "Anzellan", + "SW5E.LanguagesAqualish": "Aqualish", + "SW5E.LanguagesArconese": "Arconese", + "SW5E.LanguagesArdennian": "Ardennien", + "SW5E.LanguagesArkanian": "Arkanien", + "SW5E.LanguagesBalosur": "Balosur", + "SW5E.LanguagesBarabel": "Barabel", + "SW5E.LanguagesBasic": "Basique", + "SW5E.LanguagesBesalisk": "Besalisk", + "SW5E.LanguagesBinary": "Binaire", + "SW5E.LanguagesBith": "Bith", + "SW5E.LanguagesBocce": "Bocce", + "SW5E.LanguagesBothese": "Bothese", + "SW5E.LanguagesCatharese": "Catharese", + "SW5E.LanguagesCerean": "Céréen", + "SW5E.LanguagesChadra-Fan": "Chadra-Fan", + "SW5E.LanguagesChagri": "Chagri", + "SW5E.LanguagesCheunh": "Cheunh", + "SW5E.LanguagesChevin": "Chevin", + "SW5E.LanguagesChironan": "Chironan", + "SW5E.LanguagesClawdite": "Clawdite", + "SW5E.LanguagesCodruese": "Codruese", + "SW5E.LanguagesColicoid": "Colicoïd", + "SW5E.LanguagesDashadi": "Dashadi", + "SW5E.LanguagesDefel": "Defel", + "SW5E.LanguagesDevaronese": "Devaronese", + "SW5E.LanguagesDosh": "Dosh", + "SW5E.LanguagesDraethos": "Draethos", + "SW5E.LanguagesDug": "Dug", + "SW5E.LanguagesDurese": "Durese", + "SW5E.LanguagesEwokese": "Ewokais", + "SW5E.LanguagesFalleen": "Falleen", + "SW5E.LanguagesFelucianese": "Felucianese", + "SW5E.LanguagesGamorrese": "Gamorréen", + "SW5E.LanguagesGand": "Gand", + "SW5E.LanguagesGeonosian": "Geonosien", + "SW5E.LanguagesGivin": "Givin", + "SW5E.LanguagesGran": "Gran", + "SW5E.LanguagesGungan": "Gungan", + "SW5E.LanguagesHapan": "Hapan", + "SW5E.LanguagesHarchese": "Harchese", + "SW5E.LanguagesHerglese": "Herglese", + "SW5E.LanguagesHonoghran": "Honoghran", + "SW5E.LanguagesHuttese": "Huttese", + "SW5E.LanguagesIktotchese": "Iktotchese", + "SW5E.LanguagesIthorese": "Ithorien", + "SW5E.LanguagesJawaese": "Jawaese", + "SW5E.LanguagesKaleesh": "Kaleesh", + "SW5E.LanguagesKaminoan": "Kaminoen", + "SW5E.LanguagesKarkaran": "Karkaran", + "SW5E.LanguagesKelDor": "Kel Dor", + "SW5E.LanguagesKharan": "Kharan", + "SW5E.LanguagesKillik": "Killik", + "SW5E.LanguagesKlatooinian": "Klatooinien", + "SW5E.LanguagesKubazian": "Kubazi", + "SW5E.LanguagesKushiban": "Kushiban", + "SW5E.LanguagesKyuzo": "Kyuzo", + "SW5E.LanguagesLannik": "Lannik", + "SW5E.LanguagesLasat": "Lasat", + "SW5E.LanguagesLowickese": "Lowickese", + "SW5E.LanguagesLurmese": "Lurmese", + "SW5E.LanguagesMandoa": "Mando'a", + "SW5E.LanguagesMiralukese": "Miralukese", + "SW5E.LanguagesMirialan": "Mirialan", + "SW5E.LanguagesMonCal": "Mon Cal", + "SW5E.LanguagesMustafarian": "Mustafarien", + "SW5E.LanguagesMuun": "Muun", + "SW5E.LanguagesNautila": "Nautila", + "SW5E.LanguagesOrtolan": "Ortolien", + "SW5E.LanguagesPakPak": "Pak Pak", + "SW5E.LanguagesPyke": "Pyke", + "SW5E.LanguagesQuarrenese": "Quarrenese", + "SW5E.LanguagesRakata": "Rakata", + "SW5E.LanguagesRattataki": "Rattataki", + "SW5E.LanguagesRishii": "Rishii", + "SW5E.LanguagesRodese": "Rodien", + "SW5E.LanguagesRyn": "Ryn", + "SW5E.LanguagesSelkatha": "Selkatha", + "SW5E.LanguagesSemblan": "Semblan", + "SW5E.LanguagesShistavanen": "Shistavanen", + "SW5E.LanguagesShyriiwook": "Shyriiwook", + "SW5E.LanguagesSith": "Sith", + "SW5E.LanguagesSquibbian": "Squibbian", + "SW5E.LanguagesSriluurian": "Sriluurian", + "SW5E.LanguagesSsi-ruuvi": "Ssi-ruuvi", + "SW5E.LanguagesSullustese": "Sullustéen", + "SW5E.LanguagesTalzzi": "Talzzi", + "SW5E.LanguagesTarasinese": "Tarasinese", + "SW5E.LanguagesThisspiasian": "Thisspiasien", + "SW5E.LanguagesTogorese": "Togorien", + "SW5E.LanguagesTogruti": "Togruti", + "SW5E.LanguagesToydarian": "Toydarien", + "SW5E.LanguagesTusken": "Tusken", + "SW5E.LanguagesTwileki": "Twi'leki", + "SW5E.LanguagesUgnaught": "Ugnaught", + "SW5E.LanguagesUmbaran": "Umbarien", + "SW5E.LanguagesUtapese": "Utapese", + "SW5E.LanguagesVerpine": "Verpine", + "SW5E.LanguagesVong": "Vong", + "SW5E.LanguagesVoss": "Voss", + "SW5E.LanguagesYevethan": "Yevethan", + "SW5E.LanguagesZabraki": "Zabraki", + "SW5E.LanguagesZygerrian": "Zygerrien", + "SW5E.LegAct": "Action Légendaire", + "SW5E.LegendaryActionLabel": "Action Légendaire", + "SW5E.LegRes": "Résistance légendaire", + "SW5E.Level": "Niveau", + "SW5E.LevelScaling": "Évolution de niveau", + "SW5E.LightPowerDC": "DD Pouvoir Lumineux", + "SW5E.LimitedUses": "Utilisation limitée", + "SW5E.LongRest": "Repos Long", + "SW5E.LongRestEpic": "Repos Long (1 heure)", + "SW5E.LongRestGritty": "Repos Long (7 jours)", + "SW5E.LongRestNormal": "Repos Long (8 heures)", + "SW5E.LongRestOvernight": "Repos Long (Nouvelle Journée)", + "SW5E.LongRestResult": "{name} prend un repot long.", + "SW5E.LongRestResultFP": "{name} prend un repot long et récupère {force} points de Force.", + "SW5E.LongRestResultFPHD": "{name} prend un repot long et récupère {force} points de Force et {dice} Dés de vies.", + "SW5E.LongRestResultFPTP": "{name} prend un repot long et récupère {force} points de Force et {tech} Points de Tech.", + "SW5E.LongRestResultFPTPHD": "{name} prend un repot long et récupère {force} points de Force, {tech} Points de Tech et {dice} Dés de vies.", + "SW5E.LongRestResultHD": "{name} prend un repot long et récupère {dice} Dés de vies.", + "SW5E.LongRestResultHP": "{name} prend un repot long et récupère {health} Hit Points.", + "SW5E.LongRestResultHPFP": "{name} prend un repot long et récupère {health} Hit Points et {force} points de Force.", + "SW5E.LongRestResultHPFPHD": "{name} prend un repot long et récupère {health} Hit Points, {force} points de Force, et {dice} Dés de vies.", + "SW5E.LongRestResultHPFPTP": "{name} prend un repot long et récupère {health} Hit Points, {force} points de Force et {tech} Points de Tech.", + "SW5E.LongRestResultHPFPTPHD": "{name} prend un repot long et récupère {health} Hit Points, {force} points de Force, {tech} Points de Tech et {dice} Dés de vies.", + "SW5E.LongRestResultHPHD": "{name} prend un repot long et récupère {health} Hit Points et {dice} Dés de vies.", + "SW5E.LongRestResultHPTP": "{name} prend un repot long et récupère {health} Hit Points et {tech} Points de Tech.", + "SW5E.LongRestResultHPTPHD": "{name} prend un repot long et récupère {health} Hit Points, {tech} Points de Tech, et {dice} Dés de vies.", + "SW5E.LongRestResultTP": "{name} prend un repot long et récupère {tech} Points de Tech.", + "SW5E.LongRestResultTPHD": "{name} prend un repot long et récupère {tech} Points de Tech et {dice} Dés de vies.", + "SW5E.Max": "Max", + "SW5E.Modifier": "Modificateur", + "SW5E.Movement": "Mouvement", + "SW5E.MovementBurrow": "Fouissage", + "SW5E.MovementClimb": "Escalade", + "SW5E.MovementConfig": "Configurer la vitesse de déplacement", + "SW5E.MovementConfigHint": "Configurez la vitesse de déplacement et les mouvements spéciaux de cette créature.", + "SW5E.MovementFly": "Vol", + "SW5E.MovementHover": "Vol stationnaire", + "SW5E.MovementSwim": "Nage", + "SW5E.MovementUnits": "Unités", + "SW5E.MovementWalk": "Marche", + "SW5E.Name": "Nom du Personnage", + "SW5E.NoCharges": "Aucune Charge", + "SW5E.None": "Aucun", + "SW5E.NoPowerLevels": "Ce personnage n'a pas de niveau de lanceur de Pouvoirs, mais vous pouvez ajouter des Pouvoirs manuellement.", + "SW5E.Normal": "Normal", + "SW5E.Notes": "Notes", + "SW5E.NotProficient": "Non maîtrisé", + "SW5E.of": "de", + "SW5E.OtherFormula": "Autre formule", + "SW5E.PactMagic": "Magie de pacte", + "SW5E.Passive": "Passif", + "SW5E.per": "par", + "SW5E.PersonalityTraits": "Traits de personnalité", + "SW5E.PlaceTemplate": "Gabarit d'effet de zone", + "SW5E.Polymorph": "Polymorphe", + "SW5E.PolymorphAcceptSettings": "Paramètres personnalisés", + "SW5E.PolymorphKeepBio": "Conserver la biographie", + "SW5E.PolymorphKeepClass": "Conserver le bonus de maîtrise (laisse les éléments de la classe dans la feuille)", + "SW5E.PolymorphKeepFeats": "Conserver les aptitudes", + "SW5E.PolymorphKeepItems": "Conserver l'équipement", + "SW5E.PolymorphKeepMental": "Conserver les caractéristiques mentales (INT, SAG, CHA)", + "SW5E.PolymorphKeepPhysical": "Conserver les caractéristiques physiques (FOR, DEX, CON)", + "SW5E.PolymorphKeepPowers": "Conserver les Pouvoirs", + "SW5E.PolymorphKeepSaves": "Conserver les jets de sauvegardes", + "SW5E.PolymorphKeepSkills": "Conserver les compétences", + "SW5E.PolymorphKeepVision": "Conserver la vision (personnage et token)", + "SW5E.PolymorphMergeSaves": "Fusionner les jets de sauvegarde (prendre le plus élevé)", + "SW5E.PolymorphMergeSkills": "Fusionner les compétences (prendre la plus élevée)", + "SW5E.PolymorphPromptTitle": "Transformer le personnage", + "SW5E.PolymorphRestoreTransformation": "Annuler la transformation", + "SW5E.PolymorphRevertWarn": "Vous n'avez pas la permission d'inverser la transformation de cet acteur.", + "SW5E.PolymorphTmpClass": "Classe temporaire", + "SW5E.PolymorphTokens": "Transformer tous les jetons liés ?", + "SW5E.PolymorphWarn": "Vous n'avez pas le droit de transformer cet acteur !", + "SW5E.PolymorphWildShape": "Forme sauvage", + "SW5E.power": "pouvoir", + "SW5E.PowerAbility": "Caractéristique d'incantation", + "SW5E.PowerAdd": "Ajouter un Pouvoir", + "SW5E.PowerAtWill": "A Volonté", + "SW5E.Powerbook": "Pouvoirs", + "SW5E.PowerCantrip": "Pouvoirs mineurs", + "SW5E.PowerCastConsume": "Consomme un emplacement de Pouvoir ?", + "SW5E.PowercasterLevel": "Niveau de lanceur de Pouvoir", + "SW5E.PowerCasting": "Propriétés de l'incantation", + "SW5E.PowerCastingHeader": "Détails de l'incantation", + "SW5E.PowerCastNoSlots": "Vous n'avez pas d'emplacement de Pouvoirs disponible pour ce Pouvoir.", + "SW5E.PowerCastUpcast": "Lancer au niveau", + "SW5E.PowerComponents": "Composantes", + "SW5E.PowerConcentrating": "Concentration", + "SW5E.PowerConcentrationMode": "Mode de concentration du pouvoir", + "SW5E.PowerCreate": "Créer un Pouvoir", + "SW5E.PowerDC": "DD du Pouvoir", + "SW5E.PowerDetails": "Détails du Pouvoir", + "SW5E.PowerEffects": "Effets du Pouvoir", + "SW5E.PowerLevel": "Niveau de Pouvoir", + "SW5E.PowerLevel0": "Pouvoirs mineurs", + "SW5E.PowerLevel1": "Niveau 1", + "SW5E.PowerLevel2": "Niveau 2", + "SW5E.PowerLevel3": "Niveau 3", + "SW5E.PowerLevel4": "Niveau 4", + "SW5E.PowerLevel5": "Niveau 5", + "SW5E.PowerLevel6": "Niveau 6", + "SW5E.PowerLevel7": "Niveau 7", + "SW5E.PowerLevel8": "Niveau 8", + "SW5E.PowerLevel9": "Niveau 9", + "SW5E.PowerLevelPact": "Emplacement de Pacte [niveau {level}] ({n} Emplacements)", + "SW5E.PowerLevelSlot": "{level} ({n} Emplacements)", + "SW5E.PowerMaterials": "Composantes Matérielles", + "SW5E.PowerName": "Nom du Pouvoir", + "SW5E.PowerNone": "Aucun", + "SW5E.PowerPrepAlways": "Toujours disponible", + "SW5E.PowerPreparationMode": "Type de préparation du Pouvoir", + "SW5E.PowerPrepared": "Préparé", + "SW5E.PowerPrepAtWill": "À volonté", + "SW5E.PowerPrepInnate": "Réaction", + "SW5E.PowerPrepPrepared": "Préparé", + "SW5E.PowerProgCns": "Consulaire", + "SW5E.PowerProgEng": "Ingénieur", + "SW5E.PowerProgGrd": "Guardien", + "SW5E.PowerProgOverride": "Non assujetti", + "SW5E.PowerProgression": "Acquisition des emplacements de Pouvoir", + "SW5E.PowerProgSct": "Scout", + "SW5E.PowerProgSnt": "Sentinelle", + "SW5E.PowerSchool": "Affiliation", + "SW5E.PowersKnown": "Pouvoirs Connus", + "SW5E.PowerTarget": "Cible", + "SW5E.PowerUnprepared": "Non Préparé", + "SW5E.PowerUsage": "Durée d'incant.", + "SW5E.Prepared": "Préparé", + "SW5E.Price": "Prix", + "SW5E.Proficiency": "Maîtrise", + "SW5E.Proficient": "Maîtrisé", + "SW5E.Quantity": "Quantité", + "SW5E.Range": "Portée", + "SW5E.Rarity": "Rareté", + "SW5E.Reaction": "Réaction", + "SW5E.ReactionPl": "Réactions", + "SW5E.Recharge": "Recharge", + "SW5E.RequiredMaterials": "Matériaux requis", + "SW5E.Requirements": "Nécessite", + "SW5E.ResourcesAndTraits": "Ressources et Traits", + "SW5E.ResourcePrimary": "Ressource 1", + "SW5E.ResourceSecondary": "Ressource 2", + "SW5E.ResourceTertiary": "Ressource 3", + "SW5E.RestL": "Rep. L.", + "SW5E.RestS": "Rep. C.", + "SW5E.Ritual": "Rituel", + "SW5E.Roll": "Lancer", + "SW5E.RollExample": "exemple +1d4", + "SW5E.RollMode": "Type de lancer", + "SW5E.RollSituationalBonus": "Bonus situationnel ?", + "SW5E.Save": "Sauvegarde", + "SW5E.SaveDC ": "DD {dc} {ability}", + "SW5E.SavePromptTitle": "Jet de sauvegarde : {ability}", + "SW5E.SavingThrow": "Jet de sauvegarde", + "SW5E.ScalingFormula": "Formule d'évolution", + "SW5E.SchoolDrk": "Obscur", + "SW5E.SchoolEnh": "Amélioration", + "SW5E.SchoolLgt": "Lumineux", + "SW5E.SchoolTec": "Technologie", + "SW5E.SchoolUni": "Universel", + "SW5E.SenseBlindsight": "Vision aveugle", + "SW5E.SenseBS": "Aveugle", + "SW5E.SenseDarkvision": "Vision dans le noir", + "SW5E.SenseDV": "Vision dans le noir", + "SW5E.Senses": "Sens", + "SW5E.SensesConfig": "Configurer le(s) Sens ", + "SW5E.SensesConfigHint": "Configurer toutes capacités de perception sensorielle particulière que possède ce PJ.", + "SW5E.SenseSpecial": "Perception particulière", + "SW5E.SenseTR": "Truesight", + "SW5E.SenseTremorsense": "Vision véritable", + "SW5E.SenseTruesight": "Perception des vibrations", + "SW5E.SenseTS": "Tremorsense", + "SW5E.SheetClassCharacter": "Feuille de Personnage-Joueur par défaut", + "SW5E.SheetClassCharacterOld": "Ancienne Feuille de PJ", + "SW5E.SheetClassItem": "Feuille par Défaut de l'Objet", + "SW5E.SheetClassNPC": "Feuille de PNJ par défaut", + "SW5E.SheetClassNPCOld": "Ancienne Feuille de PNJ", + "SW5E.SheetClassVehicle": "Feuille de Véhicule par défaut", + "SW5E.ShortRest": "Repos court", + "SW5E.ShortRestEpic": "Repos court (5 minutes)", + "SW5E.ShortRestGritty": "Repos court (8 heures)", + "SW5E.ShortRestHint": "Prendre un peu de repos ? Lors d'un repos court, vous pouvez lancer vos dés de vies et récupérer des ressources primaires ou secondaires.", + "SW5E.ShortRestNoHD": "Aucun dé de vie restant", + "SW5E.ShortRestNormal": "Repos court (1 heure)", + "SW5E.ShortRestOvernight": "Repos court (Nouvelle Journée)", + "SW5E.ShortRestResult": "{name} prend un repos court et dépense {dice} Dés de Vie pour récupérer {health} Points de Vie.", + "SW5E.ShortRestResultOnlyTech": "{name} un repos court et récupère {tech} Points de Tech.", + "SW5E.ShortRestResultShort": "{name} prend un repos court.", + "SW5E.ShortRestResultWithTech": "{name} prend un repos court et utilise {dice} Dé(s) de vie. Il récupère {health} Points de vie et {tech} Points de Tech.", + "SW5E.ShortRestSelect": "Sélectionner les dés à lancer.", + "SW5E.Size": "Taille", + "SW5E.SizeGargantuan": "Gigantesque", + "SW5E.SizeHuge": "Très Grande", + "SW5E.SizeLarge": "Grande", + "SW5E.SizeMedium": "Moyenne", + "SW5E.SizeSmall": "Petite", + "SW5E.SizeTiny": "Très Petite", + "SW5E.SkillAcr": "Acrobaties", + "SW5E.SkillAni": "Dressage", + "SW5E.SkillAth": "Athlétisme", + "SW5E.SkillDec": "Supercherie", + "SW5E.SkillIns": "Perspicacité", + "SW5E.SkillInv": "Investigation", + "SW5E.SkillItm": "Intimidation", + "SW5E.SkillLor": "Histoire", + "SW5E.SkillMed": "Médecine", + "SW5E.SkillNat": "Nature", + "SW5E.SkillPer": "Persuasion", + "SW5E.SkillPil": "Pilotage", + "SW5E.SkillPrc": "Perception", + "SW5E.SkillPrf": "Représentation", + "SW5E.SkillPromptTitle": "Jet de compétence : {skill}", + "SW5E.Skills": "Aptitudes", + "SW5E.SkillSlt": "Escamotage", + "SW5E.SkillSte": "Discrétion", + "SW5E.SkillSur": "Survie", + "SW5E.SkillTec": "Technologie", + "SW5E.Slots": "Emplacements", + "SW5E.Source": "Source", + "SW5E.Special": "Spécial", + "SW5E.SpecialTraits": "Traits spéciaux", + "SW5E.Species": "Espèces", + "SW5E.SpeciesDescription": "Description", + "SW5E.SpeciesTraits": "Traits d'éspèces", + "SW5E.Speed": "Vitesse", + "SW5E.SpeedSpecial": "Mouvement spécial", + "SW5E.StealthDisadvantage": "Désavantage aux jets de Discrétion", + "SW5E.Supply": "Réserve", + "SW5E.Target": "Cible", + "SW5E.TargetAlly": "Allié", + "SW5E.TargetCone": "Cône", + "SW5E.TargetCreature": "Créature", + "SW5E.TargetCube": "Cube", + "SW5E.TargetCylinder": "Cylindre", + "SW5E.TargetDroid": "Droïde", + "SW5E.TargetEnemy": "Ennemi", + "SW5E.TargetLine": "Ligne", + "SW5E.TargetObject": "Objet", + "SW5E.TargetRadius": "Rayon", + "SW5E.TargetSelf": "Soi-même", + "SW5E.TargetSpace": "Espace", + "SW5E.TargetSphere": "Sphère", + "SW5E.TargetSquare": "Carré", + "SW5E.TargetWall": "Mur", + "SW5E.TargetWeapon": "Arme", + "SW5E.TargetWidth": "Largeur de Ligne", + "SW5E.TechPowerbook": "Pouvoirs Technologiques", + "SW5E.TechPowerDC": "DD du Pouvoir Tech", + "SW5E.Temp": "Temp", + "SW5E.Threshold": "Seuil", + "SW5E.TimeDay": "Jours", + "SW5E.TimeHour": "Heures", + "SW5E.TimeInst": "Instantané", + "SW5E.TimeMinute": "Minutes", + "SW5E.TimeMonth": "Mois", + "SW5E.TimePerm": "Permanent", + "SW5E.TimeRound": "Rounds", + "SW5E.TimeTurn": "Tours", + "SW5E.TimeYear": "Années", + "SW5E.title": "Star Wars 5eme Edition", + "SW5E.ToolAntitoxkit": "Kit Antitoxines", + "SW5E.ToolArchaeologistKit": "Kit de l'Archéologue", + "SW5E.ToolArmormech": "Outils de l'Armurier (Armures)", + "SW5E.ToolArmstech": "Outils de l'Armurier (Armes)", + "SW5E.ToolArtificer": "Outils de l'Artificer", + "SW5E.ToolArtist": "Outils de l'Artiste", + "SW5E.ToolAstrotech": "Outils de l'Astrotechnicien", + "SW5E.ToolAudiotechKit": "Kit de l'Audiotech", + "SW5E.ToolBioanalysisKit": "Kit du Bioanalyste", + "SW5E.ToolBiotech": "Outils du Biotechnicien", + "SW5E.ToolBrewerKit": "Kit du Brasseur", + "SW5E.ToolCheck": "Jet avec un outil", + "SW5E.ToolChefKit": "Kit de Cuisinier", + "SW5E.ToolConstructor": "Outils du Bâtisseur", + "SW5E.ToolCybertech": "Outils du Cybertech", + "SW5E.ToolDemolitionKit": "Kit du Démolisseur", + "SW5E.ToolDisguiseKit": "Kit de déguisement", + "SW5E.ToolForgeryKit": "Kit de contrefaçon", + "SW5E.ToolGamingSet": "Jeux de hasard", + "SW5E.ToolJeweler": "Outils du Bijoutier", + "SW5E.ToolMechanicKit": "Kit du Mécanicien", + "SW5E.ToolMunitionsKit": "Kit du Cartouchier", + "SW5E.ToolMusicalInstrument": "Instrument de musique", + "SW5E.ToolPoisonKit": "Kit du Chimiste (poison)", + "SW5E.ToolScavengingKit": "Kit du Récupérateur", + "SW5E.ToolSecurityKit": "Kit de Sécurité", + "SW5E.ToolSlicerKit": "Kit du Découpeur", + "SW5E.ToolSpiceKit": "Kit de l'Épicié", + "SW5E.ToolSurveyor": "Outils de Surveillance", + "SW5E.ToolSynthweaver": "Outils du Synthétiseur", + "SW5E.ToolTinker": "Outils de Bricolage", + "SW5E.ToolVehicle": "Véhicule (terrestre ou maritime)", + "SW5E.TraitArmorProf": "Maîtrise d'armure", + "SW5E.TraitSave": "Mise à jour", + "SW5E.TraitSelectorSpecial": "Spécial (Séparé par des points-virgules)", + "SW5E.TraitToolProf": "Maîtrise d'outils", + "SW5E.TraitWeaponProf": "Maîtrise d'armes", + "SW5E.Type": "Type", + "SW5E.Unequipped": "Non équipé", + "SW5E.UniversalPowerDC": "DD du Pouvoir Universel", + "SW5E.Unlimited": "Illimité", + "SW5E.Usage": "Utilisation", + "SW5E.Use": "Utilisez", + "SW5E.Uses": "Utilise", + "SW5E.Vehicle": "Véhicule", + "SW5E.VehicleActionStations": "Stations d'action", + "SW5E.VehicleActionThresholds": "Seuils d'action", + "SW5E.VehicleCargo": "Cargaison", + "SW5E.VehicleCargoCapacity": "Capacité de cargaison", + "SW5E.VehicleCargoCrew": "Cargaison & Équipage", + "SW5E.VehicleCreatureCapacity": "Capacité des créatures", + "SW5E.VehicleCrew": "Équipage", + "SW5E.VehicleCrewAction": "Action d'équipage", + "SW5E.VehicleCrewed": "Équipage", + "SW5E.VehicleEquipment": "Équipement du véhicule", + "SW5E.VehicleMishap": "Accident", + "SW5E.VehiclePassengers": "Passagers", + "SW5E.VehicleUncrewed": "Non répertorié", + "SW5E.Versatile": "Polyvalent", + "SW5E.VersatileDamage": "Dégâts à deux mains", + "SW5E.VsDC": "ctre le DD", + "SW5E.WeaponAmmo": "Munition", + "SW5E.WeaponImprov": "Improvisée", + "SW5E.WeaponMartialB": "Blaster Lourd", + "SW5E.WeaponMartialLW": "Arme d'Assaut", + "SW5E.WeaponMartialProficiency": "Armes de guerre", + "SW5E.WeaponMartialVW": "Vibrolame Lourde", + "SW5E.WeaponNatural": "Naturelle", + "SW5E.WeaponPropertiesAmm": "Munitions", + "SW5E.WeaponPropertiesAut": "Auto", + "SW5E.WeaponPropertiesBur": "Rafale", + "SW5E.WeaponPropertiesDef": "Défensive", + "SW5E.WeaponPropertiesDex": "Préreq. Dex", + "SW5E.WeaponPropertiesDgd": "Camouflée", + "SW5E.WeaponPropertiesDir": "Terrible", + "SW5E.WeaponPropertiesDis": "Désintégre", + "SW5E.WeaponPropertiesDou": "Double", + "SW5E.WeaponPropertiesDpt": "Perturbante", + "SW5E.WeaponPropertiesDrm": "Désarmante", + "SW5E.WeaponPropertiesFin": "Finesse", + "SW5E.WeaponPropertiesFix": "Fixe", + "SW5E.WeaponPropertiesFoc": "Focus", + "SW5E.WeaponPropertiesHid": "Cachée", + "SW5E.WeaponPropertiesHvy": "Lourde", + "SW5E.WeaponPropertiesKen": "Aiguisée", + "SW5E.WeaponPropertiesLgt": "Légère", + "SW5E.WeaponPropertiesLum": "Lumineuse", + "SW5E.WeaponPropertiesMig": "Puissante", + "SW5E.WeaponPropertiesPic": "Perçante", + "SW5E.WeaponPropertiesRan": "A distance", + "SW5E.WeaponPropertiesRap": "Rapide", + "SW5E.WeaponPropertiesRch": "Allonge", + "SW5E.WeaponPropertiesRel": "Recharger", + "SW5E.WeaponPropertiesRet": "Reviens", + "SW5E.WeaponPropertiesShk": "Electrifiante", + "SW5E.WeaponPropertiesSil": "Silencieuse", + "SW5E.WeaponPropertiesSpc": "Spéciale", + "SW5E.WeaponPropertiesStr": "Préreq. For", + "SW5E.WeaponPropertiesThr": "Lancer", + "SW5E.WeaponPropertiesTwo": "À deux mains", + "SW5E.WeaponPropertiesVer": "Polyvalente", + "SW5E.WeaponPropertiesVic": "Vicieuse", + "SW5E.WeaponSiege": "Armes de Siège", + "SW5E.WeaponSimpleB": "Blaster", + "SW5E.WeaponSimpleLW": "Sabre Laser", + "SW5E.WeaponSimpleProficiency": "Armes courantes", + "SW5E.WeaponSimpleVW": "Vibrolame", + "SW5E.Weight": "Poids" +} \ No newline at end of file diff --git a/module/actor/entity.js b/module/actor/entity.js index 27c3936f..733cf637 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -1256,14 +1256,14 @@ export default class Actor5e extends Actor { const dfp = data.attributes.force.points.max - data.attributes.force.points.value; const updateData = { "data.attributes.hp.value": data.attributes.hp.max, - "data.attributes.hp.temp": 0, - "data.attributes.hp.tempmax": 0, + "data.attributes.hp.temp": null, + "data.attributes.hp.tempmax": null, "data.attributes.tech.points.value": data.attributes.tech.points.max, - "data.attributes.tech.points.temp": 0, - "data.attributes.tech.points.tempmax": 0, + "data.attributes.tech.points.temp": null, + "data.attributes.tech.points.tempmax": null, "data.attributes.force.points.value": data.attributes.force.points.max, - "data.attributes.force.points.temp": 0, - "data.attributes.force.points.tempmax": 0 + "data.attributes.force.points.temp": null, + "data.attributes.force.points.tempmax": null }; // Recover character resources diff --git a/module/config.js b/module/config.js index f7e46a85..30cee69a 100644 --- a/module/config.js +++ b/module/config.js @@ -893,349 +893,349 @@ SW5E.classFeatures = ClassFeatures; // Configure Optional Character Flags SW5E.characterFlags = { "adaptiveResilience": { - name: "SW5E.FlagsAdaptiveResilience", - hint: "Prolongued use of technology allows members of your species to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsAdaptiveResilience", + hint: "SW5E.FlagsAdaptiveResilienceHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "aggressive": { - name: "SW5E.FlagsAggressive", - hint: "As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsAggressive", + hint: "SW5E.FlagsAggressiveHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "amphibious": { - name: "SW5E.FlagsAmphibious", - hint: "You can breathe air and water.", - section: "Species Traits", + name: "SW5E.FlagsAmphibious", + hint: "SW5E.FlagsAmphibiousHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "armorIntegration": { - name: "SW5E.FlagsArmorIntegration", - hint: "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsArmorIntegration", + hint: "SW5E.FlagsArmorIntegrationHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "businessSavvy": { - name: "SW5E.FlagsBusinessSavvy", - hint: "Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsBusinessSavvy", + hint: "SW5E.FlagsBusinessSavvyHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "cannibalize": { - name: "SW5E.FlagsCannibalize", - hint: "If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", - section: "Species Traits", + name: "SW5E.FlagsCannibalize", + hint: "SW5E.FlagsCannibalizeHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "closedMind": { - name: "SW5E.FlagsClosedMind", - hint: "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsClosedMind", + hint: "SW5E.FlagsClosedMindHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "crudeWeaponSpecialists": { - name: "SW5E.FlagsCrudeWeaponSpecialists", - hint: "Members of your species are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsCrudeWeaponSpecialists", + hint: "SW5E.FlagsCrudeWeaponSpecialistsHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "defiant": { - name: "SW5E.FlagsDefiant", - hint: "Members of your species are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsDefiant", + hint: "SW5E.FlagsDefiantHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "detailOriented": { name: "SW5E.FlagsDetailOriented", - hint: "You have advantage on Intelligence (Investigation) checks within 5 feet.", - section: "Species Traits", + hint: "SW5E.FlagsDetailOrientedHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "enthrallingPheromones": { - name: "SW5E.FlagsEnthrallingPheromones", - hint: "You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsEnthrallingPheromones", + hint: "SW5E.FlagsEnthrallingPheromonesHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "extraArms": { - name: "SW5E.FlagsExtraArms", - hint: "You possess more than two arms, which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsExtraArms", + hint: "SW5E.FlagsExtraArmsHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "forceContention": { - name: "SW5E.FlagsForceContention", - hint: "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsForceContention", + hint: "SW5E.FlagsForceContentionHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "forceInsensitive": { name: "SW5E.FlagsForceInsensitive", - hint: "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", - section: "Species Traits", - type: Boolean + hint: "SW5E.FlagsForceInsensitiveHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "foreignBiology": { - name: "SW5E.FlagsForeignBiology", - hint: "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsForeignBiology", + hint: "SW5E.FlagsForeignBiologyHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "furyOfTheSmall": { - name: "SW5E.FlagsFuryOfTheSmall", - hint: "When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.", - section: "Species Traits", + name: "SW5E.FlagsFuryOfTheSmall", + hint: "SW5E.FlagsFuryOfTheSmallHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "grovelCowerAndBeg": { - name: "SW5E.FlagsGrovelCowerAndBeg", - hint: "As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsGrovelCowerAndBeg", + hint: "SW5E.FlagsGrovelCowerAndBegHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "inscrutable": { - name: "SW5E.FlagsInscrutable", - hint: "Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.", - section: "Species Traits", + name: "SW5E.FlagsInscrutable", + hint: "SW5E.FlagsInscrutableHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "keenSenses": { name: "SW5E.FlagsKeenSenses", - hint: "You have advantage on Wisdom (Perception) checks that involve using particular senses (see your species' traits for details).", - section: "Species Traits", + hint: "SW5E.FlagsKeenSensesHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "longlimbed": { - name: "SW5E.FlagsLongLimbed", - hint: "When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsLongLimbed", + hint: "SW5E.FlagsLongLimbedHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "maintenanceMode": { name: "SW5E.FlagsMaintenanceMode", - hint: "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.", - section: "Species Traits", - type: Boolean + hint: "SW5E.FlagsMaintenanceModeHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "maskOfTheWild": { - name: "SW5E.FlagsMaskOfTheWild", - hint: "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsMaskOfTheWild", + hint: "SW5E.FlagsMaskOfTheWildHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "multipleHearts": { - name: "SW5E.FlagsMultipleHearts", - hint: "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.", - section: "Species Traits", + name: "SW5E.FlagsMultipleHearts", + hint: "SW5E.FlagsMultipleHeartsHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "naturallyStealthy": { name: "SW5E.FlagsNaturallyStealthy", - hint: "You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.", - section: "Species Traits", + hint: "SW5E.FlagsNaturallyStealthyHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "nimbleAgility": { - name: "SW5E.FlagsNimbleAgility", - hint: "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsNimbleAgility", + hint: "SW5E.FlagsNimbleAgilityHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "nimbleEscape": { name: "SW5E.FlagsNimbleEscape", - hint: "You can take the Disengage or Hide action as a bonus action.", - section: "Species Traits", + hint: "SW5E.FlagsNimbleEscapeHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "nimbleness": { - name: "SW5E.FlagsNimbleness", - hint: "You can move through the space of any creature that is of a size larger than yours.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsNimbleness", + hint: "SW5E.FlagsNimblenessHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "pintsized": { name: "SW5E.FlagsPintsized", - hint: "Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.", - section: "Species Traits", - type: Boolean + hint: "SW5E.FlagsPintsizedHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "powerfulBuild": { name: "SW5E.FlagsPowerfulBuild", hint: "SW5E.FlagsPowerfulBuildHint", - section: "Species Traits", + section: "SW5E.SpeciesTraits", type: Boolean }, "precognition": { - name: "SW5E.FlagsPrecognition", - hint: "You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.", - section: "Species Traits", + name: "SW5E.FlagsPrecognition", + hint: "SW5E.FlagsPrecognitionHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "programmer": { name: "SW5E.FlagsProgrammer", - hint: "Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.", - section: "Species Traits", + hint: "SW5E.FlagsProgrammerHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "puny": { name: "SW5E.FlagsPuny", - hint: "Members of your species are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.", - section: "Species Traits", - type: Boolean + hint: "SW5E.FlagsPunyHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "rapidReconstruction": { - name: "SW5E.FlagsRapidReconstruction", - hint: "You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsRapidReconstruction", + hint: "SW5E.FlagsRapidReconstructionHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "rapidlyRegenerative": { - name: "SW5E.FlagsRapidlyRegenerative", - hint: "You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", - section: "Species Traits", + name: "SW5E.FlagsRapidlyRegenerative", + hint: "SW5E.FlagsRapidlyRegenerativeHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "regenerative": { - name: "SW5E.FlagsRegenerative", - hint: "When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsRegenerative", + hint: "SW5E.FlagsRegenerativeHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "savageAttacks": { - name: "SW5E.FlagsSavageAttacks", + name: "SW5E.FlagsSavageAttacks", hint: "SW5E.FlagsSavageAttacksHint", - section: "Species Traits", + section: "SW5E.SpeciesTraits", type: Boolean }, "shapechanger": { - name: "SW5E.FlagsShapechanger", - hint: "As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsShapechanger", + hint: "SW5E.FlagsShapechangerHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "strongLegged": { - name: "SW5E.FlagsStrongLegged", - hint: "When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.", - section: "Species Traits", + name: "SW5E.FlagsStrongLegged", + hint: "SW5E.FlagsStrongLeggedHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "sunlightSensitivity": { - name: "SW5E.FlagsSunlightSensitivity", - hint: "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", - section: "Species Traits", + name: "SW5E.FlagsSunlightSensitivity", + hint: "SW5E.FlagsSunlightSensitivityHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "surpriseAttack": { - name: "SW5E.FlagsSurpriseAttack", - hint: "If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsSurpriseAttack", + hint: "SW5E.FlagsSurpriseAttackHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "techImpaired": { - name: "SW5E.FlagsTechImpaired", - hint: "While members of your species can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsTechImpaired", + hint: "SW5E.FlagsTechImpairedHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "techResistance": { name: "SW5E.FlagsTechResistance", - hint: "You have advantage on Dexterity and Intelligence saving throws against tech powers.", - section: "Species Traits", + hint: "SW5E.FlagsTechResistanceHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "tinker": { - name: "SW5E.FlagsTinker", - hint: "You have proficiency with tinker’s implements. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of a variety of minor effects (see your species' traits list). You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.", - section: "Species Traits", + name: "SW5E.FlagsTinker", + hint: "SW5E.FlagsTinkerHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "toughness": { - name: "SW5E.FlagsToughness", - hint: "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsToughness", + hint: "SW5E.FlagsToughnessHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "trance": { - name: "SW5E.FlagsTrance", - hint: "Either through meditation or a reduced sleep schedule, you are able to receive the rest you require on a daily basis (see your species' traits for details). After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", - section: "Species Traits", - type: Boolean + name: "SW5E.FlagsTrance", + hint: "SW5E.FlagsTranceHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "unarmedCombatant": { name: "SW5E.FlagsUnarmedCombatant", - hint: "Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", - section: "Species Traits", + hint: "SW5E.FlagsUnarmedCombatantHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "undersized": { name: "SW5E.FlagsUndersized", - hint: "Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields, martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.", - section: "Species Traits", + hint: "SW5E.FlagsUndersizedHint", + section: "SW5E.SpeciesTraits", type: Boolean }, "unsettlingVisage": { name: "SW5E.FlagsUnsettlingVisage", - hint: "When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.", - section: "Species Traits", - type: Boolean + hint: "SW5E.FlagsUnsettlingVisageHint", + section: "SW5E.SpeciesTraits", + type: Boolean }, "initiativeAdv": { name: "SW5E.FlagsInitiativeAdv", hint: "SW5E.FlagsInitiativeAdvHint", - section: "Feats", + section: "SW5E.Features", type: Boolean }, "initiativeAlert": { name: "SW5E.FlagsAlert", hint: "SW5E.FlagsAlertHint", - section: "Feats", + section: "SW5E.Features", type: Boolean }, "jackOfAllTrades": { name: "SW5E.FlagsJOAT", hint: "SW5E.FlagsJOATHint", - section: "Feats", + section: "SW5E.Features", type: Boolean }, "observantFeat": { name: "SW5E.FlagsObservant", hint: "SW5E.FlagsObservantHint", skills: ['prc','inv'], - section: "Feats", + section: "SW5E.Features", type: Boolean }, "reliableTalent": { name: "SW5E.FlagsReliableTalent", hint: "SW5E.FlagsReliableTalentHint", - section: "Feats", + section: "SW5E.Features", type: Boolean }, "remarkableAthlete": { name: "SW5E.FlagsRemarkableAthlete", hint: "SW5E.FlagsRemarkableAthleteHint", abilities: ['str','dex','con'], - section: "Feats", + section: "SW5E.Features", type: Boolean }, "weaponCriticalThreshold": { name: "SW5E.FlagsWeaponCritThreshold", hint: "SW5E.FlagsWeaponCritThresholdHint", - section: "Feats", + section: "SW5E.Features", type: Number, placeholder: 20 }, "powerCriticalThreshold": { name: "SW5E.FlagsPowerCritThreshold", hint: "SW5E.FlagsPowerCritThresholdHint", - section: "Feats", + section: "SW5E.Features", type: Number, placeholder: 20 }, "meleeCriticalDamageDice": { name: "SW5E.FlagsMeleeCriticalDice", hint: "SW5E.FlagsMeleeCriticalDiceHint", - section: "Feats", + section: "SW5E.Features", type: Number, placeholder: 0 } diff --git a/module/effects.js b/module/effects.js index 609aa061..0d957fdb 100644 --- a/module/effects.js +++ b/module/effects.js @@ -37,17 +37,17 @@ export function prepareActiveEffectCategories(effects) { const categories = { temporary: { type: "temporary", - label: "Temporary Effects", + label: "SW5E.EffectsCategoryTemporary", effects: [] }, passive: { type: "passive", - label: "Passive Effects", + label: "SW5E.EffectsCategoryPassive", effects: [] }, inactive: { type: "inactive", - label: "Inactive Effects", + label: "SW5E.EffectsCategoryInactive", effects: [] } }; diff --git a/module/migration.js b/module/migration.js index 857fb9d6..60401489 100644 --- a/module/migration.js +++ b/module/migration.js @@ -366,16 +366,16 @@ function _migrateActorPowers(actorData, updateData) { updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.min"] = 0; updateData["data.attributes.force.points.max"] = 0; - updateData["data.attributes.force.points.temp"] = 0; - updateData["data.attributes.force.points.tempmax"] = 0; + updateData["data.attributes.force.points.temp"] = null; + updateData["data.attributes.force.points.tempmax"] = null; updateData["data.attributes.force.level"] = 0; updateData["data.attributes.tech.known.value"] = 0; updateData["data.attributes.tech.known.max"] = 0; updateData["data.attributes.tech.points.value"] = 0; updateData["data.attributes.tech.points.min"] = 0; updateData["data.attributes.tech.points.max"] = 0; - updateData["data.attributes.tech.points.temp"] = 0; - updateData["data.attributes.tech.points.tempmax"] = 0; + updateData["data.attributes.tech.points.temp"] = null; + updateData["data.attributes.tech.points.tempmax"] = null; updateData["data.attributes.tech.level"] = 0; } diff --git a/packs/Icons/Archetypes/Aqinos Form.webp b/packs/Icons/Archetypes/Aqinos Form.webp new file mode 100644 index 00000000..e95fffe0 Binary files /dev/null and b/packs/Icons/Archetypes/Aqinos Form.webp differ diff --git a/packs/Icons/Backgrounds/(Un)Retired Adventurer.webp b/packs/Icons/Backgrounds/(Un)Retired Adventurer.webp new file mode 100644 index 00000000..a4ed2fd7 Binary files /dev/null and b/packs/Icons/Backgrounds/(Un)Retired Adventurer.webp 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Vibroweapons/Vibrospear.webp and b/packs/Icons/Simple Vibroweapons/Vibrospear.webp differ diff --git a/packs/Icons/Simple Vibroweapons/Vibrostaff.webp b/packs/Icons/Simple Vibroweapons/Vibrostaff.webp index f2b613a3..ec598f28 100644 Binary files a/packs/Icons/Simple Vibroweapons/Vibrostaff.webp and b/packs/Icons/Simple Vibroweapons/Vibrostaff.webp differ diff --git a/packs/Icons/Species/Baragwin.webp b/packs/Icons/Species/Baragwin.webp new file mode 100644 index 00000000..62fa7d16 Binary files /dev/null and b/packs/Icons/Species/Baragwin.webp differ diff --git a/packs/Icons/Species/Nothoiin.webp b/packs/Icons/Species/Nothoiin.webp new file mode 100644 index 00000000..bdad7c62 Binary files /dev/null and b/packs/Icons/Species/Nothoiin.webp differ diff --git a/packs/packs/adventuringgear.db b/packs/packs/adventuringgear.db index cdaa5826..18aedea4 100644 --- a/packs/packs/adventuringgear.db +++ b/packs/packs/adventuringgear.db @@ -111,4 +111,4 @@ {"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"

A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Headcomm.webp","_id":"zHERdLuCUPpxzaSJ"} {"name":"Poisoner's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Kit/Poisoner_s%20Kit.webp","_id":"zaLzNlsfzRf71Xpl"} {"name":"Mine, Plasma","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Mine%2C%20Plasma.webp","_id":"zrSOUA8dUg9lHVdS"} -{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} +{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"

Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} diff --git a/packs/packs/archetypes.db b/packs/packs/archetypes.db index 762bcbff..d9919384 100644 --- a/packs/packs/archetypes.db +++ b/packs/packs/archetypes.db @@ -81,6 +81,7 @@ {"_id":"n46s1RsRnnQjxHvX","name":"Heavy Weapons Specialist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Fighter","description":{"value":"

Heavy Weapons Specialist

\n

Some manned instruments of war require their user to have superior physical prowess to overcome their weight and encumbrance. Those fighters who choose to become Heavy Weapons Specialists use their powerful bodies, and powerful armaments, to overwhelm their foes.

\n

Rock Steady

\n

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

\n

My Little Friend Says Hello There

\n

Also at 3rd level, you know how to use the sheer size of your weapon to strike fear in those around you. You can add your Strength modifier to any Charisma (Intimidation) check you make while wielding a weapon with the heavy or strength properties that doesn’t already include that modifier.

\n

Maximum Output

\n

Beginning at 7th level, when you take the Attack action while wielding a weapon with the heavy or strength properties, you can forgo one or more attacks. If you do so, the first time you deal damage with the weapon before the start of your next turn, you deal additional damage of the same type as the weapon’s damage. If this instance would deal damage to multiple creatures, you can only apply this additional damage to one of them. For each attack you forgo, you deal additional damage equal to 1d12 + half your fighter level (rounded down). If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

Straight Through

\n

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

Overwhelm

\n

Starting at 15th level, when you use your Second Wind while wielding a weapon with the heavy or strength properties, if you hit with the first attack roll you make, or if one creatures fails the saving throw against your weapon’s burst or rapid property, before the end of your next turn, you treat the hit as a critical hit. If you miss with the first attack roll you make before the end of your next turn, or one target succeeds on the saving throw against your weapon’s burst or rapid property, you instead deal normal weapon damage.

\n

Pure Performance

\n

At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can’t suffer from disadvantage.

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Heavy%20Weapons%20Specialist.webp","effects":[]} {"_id":"nP8lpZPBh0HGKUJR","name":"Geneticist Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Geneticist Pursuit

\n

Throughout the galaxy there exists scientists who focus on unraveling the mysteries contained within the bodies of the divese sentients of the galaxy. Those scholars who choose the Geneticist Pursuit put their knowledge into practice, splicing their own genetic material to become superior beings... or monsters.

\n

Genesplicer's Methods

\n

When you choose this pursuit at 3rd level, you gain proficiency with geneticist's kit and your choice of Medicine or Survival skills.

\n

Mutagenic Analysis

\n

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn't already include that modifier.

\n

Additional Maneuvers

\n

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

\n

Acid Burst

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n

Charging Attack

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n

Electrical Discharge

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n

Rampage

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n

Unrelenting Grasp

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n

Venomous Slash

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n

Mutagenic Transformation

\n

Beginning at 6th level, when you target yourself with your Critical Analysis feature, you can choose to undergo a mutagenic transformation. Your form shifts, exaggerating and strengthening your geneticist discoveries for 1 hour. You gain the following benefits:

\n\n

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

\n

Geneticist's Resilience

\n

Starting at 9th level, your genetic alterations make you immune to poison and disease. Additionally, you have resistance to poison damage.

\n

Chimeric Adaptation

\n

Once you've reached 17th level, your genetic modifications have reached new heights. When you complete a short or long rest, you can choose one of the following features. When you undergo your mutagenic transformation, you also gain the benefits of the chosen feature for the duration. You can only have one of these features at a time.

\n

Aspect of the Terentatek

\n

You gain proficiency in Wisdom and Charisma saving throws. Additionally, you have advantage on saving throws against force powers, and when a creature within 30 feet of you casts a force power, you can use your reaction to move up to half your speed towards the creature. You must end this movement closer to the creature than you started. If you end this movement within 5 feet of the creature, you can make one melee attack against the creature (no action required).

\n

Aspect of the Rancor

\n

You gain proficiency in Strength and Constitution saving throws. Additionally, you gain immunity to the frightened condition, and when you deal damage with a weapon or unarmed strike, you can deal an additional 1d8 damage of the same type as the weapon's damage.

\n

Aspect of the Varactyl

\n

You gain proficiency in Dexterity and Intelligence saving throws. Additionally, your speed increases by 10 feet, you ignore effects that would reduce your speed, your attack rolls can't suffer from disadvantage, and creatures can't have advantage on attack rolls against you.

\n

Discoveries (Geneticist)

\n

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n

Adapted Hide

\n

When you aren't wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master's Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n

Atmospheric Adaptation

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n

Enhanced Musculature

\n

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or

\n

lift. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n

Icarian Mutation

\n

You sprout a pair of winged arms. You gain a flight speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n

Mutagenic Hardiness

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n

Predatory Senses

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n

Underground Adaptation

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures.

\n

Unnatural Weaponry

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

"},"source":"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/Geneticist%20Pursuit.webp","effects":[]} {"_id":"np8PlkH43bFHGOjq","name":"Teleportation Technique","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scout","description":{"value":"

Teleportation Technique

\n

Whether through experimentation or discovery of an ancient technology, followers of the Teleportation Technique have learned to create brief teleportation portals, allowing them to maneuver and attack both quickly and unpredictably throughout the battlefield.

\n

Personal Teleporter

\n

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your tech save DC. On a failed save, it takes energy damage equal to your scout level + your intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns, while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

Mark of the Teleporter

\n

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger's Quarry, and either you, your weapon, or the source of your damage have passed through the portal on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you'd rolled half the maximum on the damage die. You can only affect a number of dice up to half your intelligence modifier (rounded up) in this way.

\n

Residual Warp

\n

Beginning at 7th level, when you use your Personal Teleporter feature, you can place your portal in a place you've visited in the last 10 minutes, provided you can remember it, as opposed to a place you can see. That place must still be within range of your teleporter.

\n

Quantum Entanglement

\n

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter's range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature, instead, falls prone without moving.

\n

Reprisal

\n

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

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

"},"source":"EC","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Archetypes/Teleportation%20Technique.webp","effects":[]} +{"_id":"oOTB2Grnl3gqyDhp","name":"Aqinos Form","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Guardian","description":{"value":"

Aqinos Form

\n

Aqinos Form, also known as Adaptation Form, is named after a Jedi Master who sought to merge technology with Force use. Those guardians who focus on Aqinos Form adopt these tenets to employ clever exploits using technology and the aid of a droid companion.

\n

Bonus Proficiencies

\n

Aqinos Form: 3rd level

\n

You gain proficiency in astrotech's implements and the Technology skill.

\n

Form Basics

\n

Aqinos Form: 3rd level

\n

You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

\n

Techcasting Secrets

\n

Aqinos Form: 3rd level

\n

You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

\n

You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

\n

DROID COMPANION

\n

Aqinos Form: 3rd, 11th, and 17th level

\n

You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

\n

Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

\n

If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

\n\n

Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

\n

At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

\n

Channel the Force

\n

Aqinos Form: 7th level

\n

You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

\n

Cause Harm

\n

You can choose to deal ion damage instead of necrotic.

\n

Lend Aid

\n

Droids and constructs are now valid targets.

\n

Adaptive Calibration

\n

Aqinos Form: 15th level

\n

When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

\n

Master of Adaptation

\n

Aqinos Form: 20th level

\n

Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

\n

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

"},"source":"EC","classCasterType":"Forcecaster, Techcaster"},"flags":{"core":{"sourceId":"Item.EDwAUYQ5NDuDYkeC"}},"img":"systems/sw5e/packs/Icons/Archetypes/Aqinos%20Form.webp","effects":[]} {"_id":"oYAXrbXaFVAoGDLM","name":"Way of Technology","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Consular","description":{"value":"

Way of Technology

\n

While many Forcewielders eschew the use of technology, other choose to embrace it Those consulars who follow the Way of Technology pair their mastery of the Force with the versatility of technology, applying the knowledge in tandem to perform unseen feats.

\n

Fundamentals of Mechu-Deru

\n

Starting when you choose this tradition at 3rd level, you've dabbled in adapting your use of the Force, melding it with technology. You gain proficiency in the Technology skill, as well as simple blasters. When you cast a force power that calls for a melee weapon attack, and you are wielding a blaster with which you are proficient, you can instead make a ranged weapon attack, as long as the target is within your weapon’s normal range.

\n

Additionally, you've learned to manipulate the Force to be able to manipulate technology when it couldn't previously. When you cast a force power that could not affect droids or constructs, you can choose to have it affect droids or constructs. If it would affect multiple targets, you must expend additional uses of this feature for each additional target. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete long rest.

\n

Techcasting Secrets

\n

At 6th level, you've learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

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

\n

Ionized Weave

\n

Beginning at 10th level, when you cast a damage-dealing force power that requires a force attack or saving throw, you can spend force points to cause that power to instead deal ion damage. The number of force points equals half the power’s level (round down, minimum of one). If the power would call for a saving throw other than Dexterity, it instead calls for a Dexterity saving throw.

\n

Force Circuitry

\n

At 14th level, when you use your action to cast a force power, and you use your Fundamentals of Mechu-deru feature as a part of that casting, you can use your bonus action to cast one of the tech powers you know, as long as that power has a casting time of 1 action or bonus action.

\n

Mechu-Deru Mastery

\n

Starting at 18th level, you can cast one 5th-level tech power of your choice. The power counts as a universal force power for you, and you do not require force points to cast this power. Once you've done so, you can't do so again until you complete a long rest.

"},"source":"EC","classCasterType":"Forcecaster, Techcaster"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"core":{"sourceId":"Item.aeE47GjiF8RizQaz"}},"img":"systems/sw5e/packs/Icons/Archetypes/Way%20of%20Technology.webp","effects":[]} {"_id":"ovm5WJyAM317IC4K","name":"Slicer Pursuit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Scholar","description":{"value":"

Slicer Pursuit

\n

Across the galaxy one can find numerous pseudonyms and false identities belonging to the hackers and cyber-infiltrators that call the world of electronics home. Those scholars who choose the Slicer Pursuit put their impressive intellectual prowess to work in the field of technology, to ends both benevolent and malicious.

\n

Techcasting

\n

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

Tech Powers Known

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

Tech Points

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

Max Power Level

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

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

\n

Techcasting Ability

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n

Techcasting Focus

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Slicer Pursuit Techcasting
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
\n
\n
\n

Systems Hijack

\n

Also at 3rd level, when the target of your Critical Analysis is a droid or construct, or wearing or holding a techcasting focus, that creature is a viable target for any tech powers with you cast with a range of touch.

\n

Additionally, when the target of your Critical Analysis casts a tech power, you can use your reaction to identify the tech power being cast, and at what level.

\n

Additional Maneuvers

\n

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

\n

Automatic Startup Sequence

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n

Fast Access Programs

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n

Firewall

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n

Hacked Communications

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n

Overcapacity Powers

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n

Runtime Extension

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n

Subtle Execution

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n

Potent Programming

\n

Beginning at 6th level, when a creature succeeds on a saving throw against an at-will tech power you cast that deals damage, the creature takes half the power's damage, but suffers no additional effects of the power.

\n

Redirect Error

\n

Starting at 9th level, when the target of your Critical Analysis feature casts a tech power that affects an area, you can use your reaction to cause that power to instead affect an area in a 10-foot-radius sphere centered on the caster.

\n

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

\n

System Override

\n

Once you've reached 17th level, you know how to quickly activate anti-tech subroutines you have encoded into your wristpad. You can cast the @Compendium[sw5e.techpowers.g0WJVphRgr0iSG1x]{Diminish Tech} and @Compendium[sw5e.techpowers.9Vg5TEwWdVh3NVym]{Tech Override} powers at 3rd level without expending tech points. If the target is the target of your Critical Analysis, you have advantage on the techcasting ability check for these powers.

\n

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

\n

Discoveries (Slicer)

\n

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

\n

Administrator's Log

\n

If you spend at least 10 minutes working on a computer or terminal, you can get a full list of users who have accessed the machine within the past 24 hours. Over the course of a long rest, you may then form a facsimile of identification that would allow you to pass yourself off as that person when accessing machines.

\n

Backdoor Egress

\n

When you cast a tech power that affects an area and requires a saving throw, and you are inside that power's area, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you end this movement outside the area affected by the tech power, you do not have to make a saving throw to avoid its effects.

\n

Intelligence Core Override

\n

Prerequisite: 9th level

\n

You can cast the @Compendium[sw5e.techpowers.NagD6z90jRyd7zOk]{Override Interface} tech power at 5th level without spending tech points.

\n

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

\n

Resource Appropriation

\n

Prerequisite: 11th level

\n

If you reduce the target of your Critical Analysis feature to 0 hit points, and it has tech point remaining, you may choose to gain any tech points it had remaining. Your current tech points cannot exceed your tech point maximum.

\n

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

\n

Skillful Casting

\n

When you hit a creature with an at-will tech power that requires an attack roll, you may treat that attack roll as a weapon attack for the purpose of using maneuvers.

\n

Sleeper Program

\n

Whenever you cast a tech power with a casting time of 1 action, you can choose to delay the power's activation up to a minute. When you do so, you cast the power as normal, but holds its energy for the duration of the delay. Holding onto the power's effect requires concentration. If your concentration is broken before the delay ends, the power dissipates without taking effect. You can use your reaction to activate the power at any time.

\n

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

"},"source":"EC","activation":{"cost":null,"type":""},"actionType":"","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"classCasterType":"Techcaster"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Archetypes/Slicer%20Pursuit.webp","effects":[]} {"_id":"owhXRBD1NnGWXdr6","name":"Performance Practice","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"archetype","data":{"className":"Operative","description":{"value":"

Performance Practice

\n

Some operatives choose to master finesse and timing through performance art. Those operatives who choose the Performance Practice become skilled performers who prove especially deadly in close combat, able to find the rhythm of an attacker's strikes as easily as any song.

\n

Artful Dancer

\n

When you choose this practice at 3rd level, your training with music and dancing grants you certain benefits. You gain proficiency in the Performance skill and one musical instrument of your choice.

\n

Additionally, while you are you are not wearing armor or wielding a medium or heavy shield, you can add half your Charisma modifier (rounded up) to your AC as long as it doesn't already include that modifier.

\n

Dazzling Steps

\n

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren't wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step's effects. The saving throw DC is calculated as follows:

\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n

Defensive Step

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n

Mobile Step

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

Offensive Step

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon's damage.

\n

Flexible Body

\n

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

\n

Dance of Death

\n

Starting at 13th level, you can use your action to make a weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can choose to deal Sneak Attack damage to each creature you hit, but you can only roll half your number of Sneak Attack dice (rounded up) per creature.

\n

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

\n

Master of Dance

\n

At 17th level, your confidence when putting on a show has extended into combat. You add your Charisma modifier to initiative checks. Additionally, any creature who fails a saving throw against your Dazzling Step save DC has disadvantage on the first attack roll they make against you each turn until the end of your next turn.

"},"source":"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/Performance%20Practice.webp","effects":[]} diff --git a/packs/packs/backgrounds.db b/packs/packs/backgrounds.db index bd1e3af6..d3a204c1 100644 --- a/packs/packs/backgrounds.db +++ b/packs/packs/backgrounds.db @@ -1,47 +1,115 @@ -{"name":"Mercenary","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit or a smaller band of sell-swords, maybe even more than one.

\n

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"

A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set (one of your choice), and a pouch containing the remainder of your last wages (100 cr)

"},"suggestedCharacteristics":{"value":"Mercenaries are shaped by their lively nature, for the better and the worse. They tend to be driven by either their commitment to money or something more valuable."},"featureName":{"value":"Mercenary Life"},"featureText":{"value":"You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas and feasthalls where mercenaries abide in any area, as long as you speak the language, and if you spend at least an hour in such a location you can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, you can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)."},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I do not fear death, but accept it as part of life.
2I have a crude sense of humor.
3I face problems head-on. A simple, direct solution is the best path to success.
4I find it good luck to have a flask of ale on me even when the most of my other belongings are gone.
5I ask a lot of questions.
6I never pass up a friendly wager.
7I am always polite and respectful when speaking to those above my station.
8I like a job well done, especially if I'm not the one doing it.
"},"idealOptions":{"value":"
d6Ideal
1Greed. I'm only doing it for the money. (Dark)
2Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful)
3Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light)
4Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic)
5Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral)
6Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am always looking for the bigger pay.
2I can't tell a lie for the life of me.
3I judge too easily by special appearance and pride.
4I am almost always carrying some ale in with my gear.
5I believe that I am the only skilled person of the group and am even open about it.
6I will never let a comrade stand alone, even if it gets me killed.
"},"bondOptions":{"value":"
d6Bond
1I have a personal debt that must be paid.
2I am with friends whom I trust with my life as they should trust me with theirs.
3I come from a family that dislikes weaknesses, so I push myself to know my weaknesses.
4My life is my honor. I shall, until death, shape my life to what I want it to be.
5Without a purpose in the world, I find myself to be broken which I do not like.
6I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"gLabPSWBP29hTaiU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mercenary","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mercenary","tint":"","transfer":true}],"_id":"0TYuubPcnf4dF7lh"} -{"name":"Farmer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart.

"},"flavorName":{"value":"Farming Specialty"},"flavorDescription":{"value":"There are as many kinds of farmers as there are things to harvest. Even farmers who provide for all their own needs have deep experience in one type of farming over others. Choose your harvest, or roll on the table below."},"flavorOptions":{"value":"
d8Farming Specialty
1Cereal Crops
2Drug Compounds
3Fibrous Plants
4Herbs & Spices
5Insect Products
6Livestock
7Moisture
8Vegetables
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Persuasion, and Technology"},"toolProficiencies":{"value":"One instrument and one type of artisan's implements or bioanalysis kit"},"languages":{"value":null},"equipment":{"value":"A rough instrument you are proficient with, a set of tools (one of your choice), a sturdy knife, a set of common clothes, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Charmer
4Techie
5Entertainer
6Crafter
7Specialist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5Thinking is for other people. I prefer action.
6I misuse long words in an attempt to sound smarter.
7I watch over my friends as if they were a litter of newborn pups.
8I have a lesson for every situation, drawn from observing nature.
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Honor. My word is my bond. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
3I am slow to trust members of other species, planets, and societies.
4The tyrant who rules my land will stop at nothing to see me killed.
5I turn tail and run when things look bad.
6I have a weakness for the vices of the city, especially gambling.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4I wish my childhood sweetheart had come with me to pursue my destiny.
5My family, community, or planet is the most important thing in my life, even when they are far from me.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"NOLBlvnVIjhLqouk","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Farmer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Farmer","tint":"","transfer":true}],"_id":"152y2AyhnrYfCgKw"} -{"name":"Bounty Hunter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

\n

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"AES1kmGDANS8qc5O","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Bounty Hunter","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Bounty Hunter","tint":"","transfer":true}],"_id":"1VTrCvg5Uxo3XGYn"} -{"name":"Entertainer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
d10Entertainer Routines
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Entertainer
7Practiced
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"NZQldvQYhovAn0p5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Entertainer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Entertainer","tint":"","transfer":true}],"_id":"3kcipI3Ku3VkfcVc"} -{"name":"Nomad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Medicine, and Survival"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A walking stick, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, nomads have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world are the most important bonds to nomads."},"featureName":{"value":"Wanderer"},"featureText":{"value":"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth."},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Medic
4Survivalist
5Entertainer
6Linguist
7Dungeon Delver
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"9i2Wqxl58NK5ZsY5","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Nomad","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Nomad","tint":"","transfer":true}],"_id":"6F7UMpsrZibRqB2b"} -{"name":"Faction Adventurer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines."},"flavorName":{"value":"Adventuring Origin"},"flavorDescription":{"value":"You have either been adventuring or assisting other in adventuring since a very young age. Perhaps your parents were famous adventurers, or a group of adventurers found and raised you as their own. Perhaps you were trained to be a professional monster hunter, or maybe another faction member saved your life so you swore loyalty to them. Work with your GM to determine the nature of your adventuring."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Nature, and Survival"},"toolProficiencies":{"value":"Your choice demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"50 feet of rope, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

You are an established and respected member of an adventurer's faction, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's faction and you are in good standing with the faction, you will be allowed to look at the job postings and find adventuring work to earn money.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Naturalist
4Survivalist
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can't bring myself to ignore a cry for help.
2I hold onto every mildly interesting item I find, in case it comes in handy someday.
3After all the weirdness I've seen on my travels, nothing can surprise me.
4I spit and laugh in the face of danger.
5Giving up is never an option for me.
6I feel more at home in monster-infested dungeons than in civilized society.
7I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8My sense of humor is as dark and grim as the dungeons I explore.
"},"idealOptions":{"value":"
d6Ideal
1Adventure. All I want is to travel the world and see amazing things. (Any)
2Heroism. I am dedicated to helping people in need. (Light)
3Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6Aspiration. I want to go down in history as a brave, powerful hero. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I default to solving problems with violence even when it's unwise or immoral.
2I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me.
3All members of \"Dark\" species must be Dark, so I will never trust them.
4Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5My habit of looting dungeons makes me swipe things I shouldn't.
6A monstrous enemy I faced in the past still leaves me quivering with fear.
"},"bondOptions":{"value":"
d6Bond
1I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2My adventuring party means the world to me.
3I have sworn to hunt down the monster or villain who killed my former adventuring party.
4I adventure in order to bring honor (or money) to my family.
5There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6All I want is to make the ones who trained me in the way of adventuring proud.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"7OyIWtpW5O5MsJyt","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Adventurer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Adventurer","tint":"","transfer":true}],"_id":"8D8cSYfa8SYfN2i6"} -{"name":"Courtier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant's upper echelons, or perhaps you traveled in Nar Shaddaa's baroque and sometimes cutthroat conglomeration of factions, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of fine clothes and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization."},"featureName":{"value":"Court Functionality"},"featureText":{"value":"Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Survivalist
5Linguist
6Actor
7Practiced
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, so I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The location where I learned my trade is the most important place in the world to me.
2I created a great work for someone unworthy to receive it. I'm still looking for someone worthy.
3I owe someone a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"J2pXAY3HF4uS6AiR","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Courtier","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Courtier","tint":"","transfer":true}],"_id":"8eJluIQtTPtQay0Y"} -{"name":"Student","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the galaxy's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well-known of the galaxy's fonts of knowledge is the Library of the Republic. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Coruscant's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Investigation, and Nature"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of common clothes, a datapad and 10 data cards, a book on the subject of your current study, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Cloistered scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, they value knowledge highly—as a worthy goal in itself, or as a means to a desirable end."},"featureName":{"value":"Library Access"},"featureText":{"value":"

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.

"},"featOptions":{"value":"
d8Feat
1Empathic
1Loremaster
2Investigator
4Naturalist
5Linguist
6Keen Mind
7Observant
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world's greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4There's nothing I like more than a good mystery.
5I'm willing to listen to every side of an argument before I make my own judgment.
6I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7I am horribly, horribly awkward in social situations.
8I'm convinced that people are always trying to steal my secrets.
"},"idealOptions":{"value":"
d6Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Light)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Dark)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a monster. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can't keep a secret to save my life, or anyone else's.
"},"bondOptions":{"value":"
d6Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life's work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"m9GimK5lM9wkGQl3","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Student","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Student","tint":"","transfer":true}],"_id":"8hc7mTs1Zd95suju"} -{"name":"Scoundrel","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have always had a way with people. You can tease out their heart's desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you promise to deliver, coaxing people into otherwise foolish decisions. You make the improbable sound plausible, and come ahead on every deal."},"flavorName":{"value":"Favorite Schemes"},"flavorDescription":{"value":"Every scoundrel has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below."},"flavorOptions":{"value":"
d6Favorite Schemes
1I cheat at games involving chance.
2I shave creds or forge documents.
3I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
4I put on new identities like clothes.
5I run sleight-of-hand cons on street corners.
6I convince people that worthless junk is worth their hard-earned money.
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise Kit, Forgery Kit"},"languages":{"value":null},"equipment":{"value":"A set of fine clothes, a disguise kit, a memento of a former con, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Scoundrels are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues."},"featureName":{"value":"False Identity"},"featureText":{"value":"

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Force of Personality
7Snappy Interjection
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I'm a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there's no good reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple symbols on me and invoke whatever power might come in useful at any given moment.
8I pocket anything I see that might have some value.
"},"idealOptions":{"value":"
d6Ideal
1Independence. I am a free spirit—no one tells me what to do. (Chaotic)
2Fairness. I never target people who can't afford to lose a few creds. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Light)
4Creativity. I never run the same con twice. (Any)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Light)
6Aspiration. I'm determined to make something of myself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I'm convinced that no one could ever fool me the way I fool others.
4I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
5I can't resist swindling people who are more powerful than me.
6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
"},"bondOptions":{"value":"
d6Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I'll have my revenge.
6I swindled and ruined a person who didn't deserve it, and I seek to atone for my misdeeds.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"zxbZwq5rUD0VZ4jl","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Scoundrel","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"forg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Scoundrel","tint":"","transfer":true}],"_id":"8lpRMhfSo9m5DId5"} -{"name":"Lawyer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Documentation of your station, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations."},"featureName":{"value":"Legal Authority"},"featureText":{"value":"

You are familiar with the letter of the law and workings of courts, at least on the planet that you were a judge in. If you are in a foreign place where you are not familiar with their exact laws, you often will be able to track down the resources you need to learn them.

If you or your party gets into legal trouble, your experience may help you get out of it. If you can prove your credentials, you might be able to represent your party in a court of law without admonishment. You may know of legal loopholes that will help your case. If you are in the region where you originally worked, you might have past connections with many legal professionals there.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Performer
4Charmer
5Linguist
6Actor
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I quote the law like a religious fanatic quotes scripture.
2I bang my weapon like a gavel whenever I want a rowdy group's attention.
3I remain impartial when making decisions, even when I should have biases and loyalties.
4Evidence is necessary to back up any claim.
5I insist on settling all party disagreements through fake court proceedings.
6I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7I am happy to make sacrifices for the sake of fairness.
8I will not attack a person unless someone can prove they are doing something wrong.
"},"idealOptions":{"value":"
d6Ideal
1Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2Justice. My duty is to fight for the disenfranchised underdog. (Light)
3Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4Punishment. I will punish all those who have committed great Darks. (Lawful)
5Control. I enforce the law only where it benefits myself. (Dark)
6Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1Mercy is a foreign concept to me.
2I am unwilling to admit when I am wrong.
3I become unreasonably enraged at even the slightest injustice.
4I expect others to adhere to the law, but I act like i am above it.
5If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6The punishments I deal are cruel and unusual.
"},"bondOptions":{"value":"
d6Bond
1A dangerous criminal is on the loose, and I plan to hunt them down.
2All those who strive to uphold the law are my allies.
3I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4There is an ethical cause that I would give my life for.
5I dream of memorizing the laws of every civilization.
6I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"DSwb2coYtzmub2Zz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Lawyer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Lawyer","tint":"","transfer":true}],"_id":"9NWnxnz2ypy2a1Qp"} -{"name":"Outlaw","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a notorious free adventurer who, due to unfortunate circumstances, has lost favor with the law. However, being of the common people, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"Though you were once just a commoner, a specific event caused you to drastically change your lifestyle and take off for a life of dangerous wandering, or perhaps revenge. Choose or randomly determine a defining event that marked you as an outlaw."},"flavorOptions":{"value":"
d10Defining Event
1I stood up to a tyrant's agents.
2I stole from a corrupt Lord to help the poor.
3I broke into a tyrant's castle and stole weapons to arm the people.
4I failed to assassinate a tyrant.
5I loved a noble, and was caught in bed with them.
6I robbed a bank with unfair interest rates.
7I murdered a pedophilic priest to save local children.
8I received a heroic calling from a mysterious creature.
9I was framed for a crime I didn't commit.
10Outlaw by choice.
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Insight, and Survival"},"toolProficiencies":{"value":"Disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, an iron pot, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"An outlaw is a hero for the common people who takes pride in his humble origins and revels in disrupting authority to help those he's close to."},"featureName":{"value":"Notorious"},"featureText":{"value":"Since you come from the ranks of the common folk, you fit among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you've shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Empathic
4Survivalist
5Specialist
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"JX4bhDE2SZifvcok","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Outlaw","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Outlaw","tint":"","transfer":true}],"_id":"BGNiEnetAKrBcZM2"} -{"name":"Pirate","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced pirate. Banditry and raiding are common in the Outer Rim, and little negative stigma is given to pirates. Those that prey on the Empire are sometimes even held in high regard as bold warriors. However, you still have contacts within the criminal underworld and you're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of finer society."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Deception, Intimidation, and Piloting"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"One set of traveler's clothes, a gaming set you are proficient with, poorly wrought maps of Outer Rim worlds in your territory, a small piece of jewelry worth 100 cr from some exotic planet, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Despite the cutthroat nature of the business, pirates come in all shapes and personalities. Some are bloodthirsty brigands who leave no survivors, others are free spirits who believe in strength over weakness. The hardened warriors of deep space can be implacable foes who often form unshakable bonds with their crewmates. The same circumstances that give them their edge can also grind them down, leaving them vulnerable to greed, shame, and the scars of fear and horror left by battle."},"featureName":{"value":"Galactic Scourge"},"featureText":{"value":"You've been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you've been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same."},"featOptions":{"value":"
d8Feat
1Brawny
2Silver-Tongued
3Threatening
4Ace Pilot
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I respect my captain and trust my crew. It may be all that saves my life one day.
2Whether the credits comes from the split of the spoils or from a side wager, I'll get my hands on it.
3When my blood gets up, my swearing could boil the icy tundra of Hoth.
4I enjoy spreading the tales of my exploits, no matter who hears.
5I never let witnesses escape from a raid.
6I take what I need, but I don't kill without reason.
7I always have an exit planned.
8I assume everyone else wants to take what I have.
"},"idealOptions":{"value":"
d6Ideal
1Equal Shares. All hands who spend sweat and blood earn their share of the credits. (Lawful)
2Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
3Greater Good. I raid to weaken the Empire that threatens my people, but I don't steal from civilians.(Light)
4Strength. The weak exist to feed the strong, and I am strong. (Dark)
5Crew. A ship is nothing without her crew. Protect your mates. (Neutral)
6Ambition. One day I will be so much more than a captain. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I never back down from a fight.
2When faced with a choice between money and my friends, I usually choose the money.
3I was drunk on watch when my ship was lost to an ambush. I can't set the shame aside.
4I feel I'm entitled to a greater share of the spoils, no matter the circumstances.
5I won't let myself be captured. If a raid goes sour, I'm the first to run for cover.
6I get lost in the thrill of the raid and can't focus on the details of a plan.
"},"bondOptions":{"value":"
d6Bond
1My band and I will be known across the world, and we'll never be forgotten.
2My ill-gotten gains go to support my family.
3Everything I do is for the good of my people.
4My ship and many of her crew were lost to treachery, and I won't rest until I discover who was behind it.
5My ship comes first, and all other loyalties simply pale in comparison.
6A crew member of a ship we raided saved my life, and I don't know how to resolve that debt.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"mb0hwrFG3TRTF5CZ","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Pirate","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Pirate","tint":"","transfer":true}],"_id":"D0OjE6yqMvyNtAsB"} -{"name":"Teacher","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Lore, Nature, Performance, and Technology"},"toolProficiencies":{"value":"One instrument or set of artisan's implements of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated."},"featureName":{"value":"Knowledge"},"featureText":{"value":"If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use. \r\n"},"featOptions":{"value":"
d8Feat
1Loremaster
2Naturalist
3Performer
4Techie
5Entertainer
6Crafter
7Linguist
8Feigned Confidence
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Books are my everything.
2Knowledge is the most important thing in the world.
3I have quotes for every occasion.
4My vocabulary is vast enough I sometimes use words that are larger than necessary.
5I love working with kids.
6Because I understand why people can make mistakes, I am also patient with them.
7Sometimes I start explaining things at a level much to basic for the audience.
8I reward hard work and good manners.
"},"idealOptions":{"value":"
d6Ideal
1Teach. I must spread what I have learned. (Lawful)
2Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic)
3Discovery. Every single piece of information is waiting to be discovered. (Light)
4Greed. Every piece of knowledge will be mine. (Dark)
5People. I will teach anybody anything. (Neutral)
6Power. Knowledge is power. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person.
2I overemphasize the importance of discipline.
3I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
4I look down on uneducated adults.
5I'd give up my companions for a piece of secret information.
6I can't stand not reading at least one page of a book a day.
"},"bondOptions":{"value":"
d6Bond
1I was picked on while growing up for being a bookworm.
2The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places.
3I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations.
4I will become the power behind the throne by controlling the information the throne receives.
5Children are our future, and I will mold them.
6I can't teach what I don't know. I will teach everything.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"Z7oI1Zoo2YU4XNfI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Teacher","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Teacher","tint":"","transfer":true}],"_id":"DDULLY3ZiKZ7viL4"} -{"name":"Soldier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army, a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your GM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, a village militia, or perhaps a private company.

"},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

"},"flavorOptions":{"value":"
d8Specialty
1Officer
2Scout
3Infantry
4Medic
5Quartermaster
6Pilot
7Artisan
8Support Staff
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"An insignia of rank, a trophy taken from a fallen enemy, a gaming set (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and mentally vulnerable."},"featureName":{"value":"Military Rank"},"featureText":{"value":"You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments where your rank is recognized."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"50FJ87E6jpgibwLx","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Soldier","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Soldier","tint":"","transfer":true}],"_id":"F1UmpC0N4rj6SXRI"} -{"name":"Smuggler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything... for a price. Smugglers tend to be more bolder criminals than most, preferring bribery or distraction over subterfuge and stealth."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Piloting, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set and your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A fusion cutter, a set of dark common clothes including a hood, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Smugglers might seem like villains on the surface, and many of them are nefarious to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but spies rarely show any respect for law or authority. "},"featureName":{"value":"Careful Selection"},"featureText":{"value":"Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Ace Pilot
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am extremely sociable, especially over a mug of ale.
2I always keep my wares close to me, you never know who might stumble across them otherwise.
3The best way to hide is out in the open.
4I'm a terrible gossip.
5Being seen with any unsavory figures is a sure way to undermine my work, which is why I work out of sight.
6Deflecting questions has become second nature to me, so I rarely answer straight.
7I have dozens of identities and live in constant fear of answering to the wrong name.
8I act irrationally confident in the face of danger, nobody suspects anything when you seem like you're in charge.
"},"idealOptions":{"value":"
d6Ideal
1Morals. I only smuggle things to improve the lives of the common folk. (Light)
2Ruthless. I will rise to the top of the heap by any means necessary. (Dark)
3Friendship. My associates are dear to me, and I want them to rise with me when I hit it big. (Lawful)
4Dauntless. No border crossing or bribe is too difficult- that's just the coward's way of saying exciting! (Chaotic)
5Greater. Good I work for a greater cause, and ply my trade only in service to it. (Any)
6Unperturbed. I only want to make a living for myself, and smuggling is just an edge I can use to do so. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1\"Trust nobody, not even yourself.\" I am plagued by paranoia.
2I'm so charismatic that sometimes I woo myself. Who am I, Narcissus?
3Money is my greatest motivator. I'll do almost anything given enough of it, even if I'll regret it later.
4I would betray anyone to save my own skin.
5I detach myself from the results of my actions in order to sleep better at night.
6Someone who knows me well might call me \"two-faced\" but those who don't have no idea what hit 'em.
"},"bondOptions":{"value":"
d6Bond
1A corrupt official shut me down back in my honest days. I aim to show him a thing or two about recovery.
2I never wanted to be a criminal, but it pays the bills.
3A bloodthirsty pirate stole a shipment from me and killed a dear friend of mine. I will have my vengeance.
4Someone I cared about discovered my profession and has publicly denounced me, and I am caught between protecting my reputation and restoring our relationship.
5My love interest is someone who once stole from right under my nose- but they have no idea who I am or how much I admire them for their accomplishment.
6My business partners are closer to me than my family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"ICTn4aQwmyndSpfG","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Smuggler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Smuggler","tint":"","transfer":true}],"_id":"Hq3WuPQDmrgi6jSk"} -{"name":"Hermit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for."},"flavorName":{"value":"Life of Seclusion"},"flavorDescription":{"value":"

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your GM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

"},"flavorOptions":{"value":"
d6Life of Seclusion
1I was partaking of communal living in accordance with the dictates of a religious order.
2I retreated from society after a life-altering event.
3I needed a quiet place to work on my art, literature, music, or manifesto.
4I needed to commune with nature, far from civilization.
5I was the caretaker of an ancient ruin or relic.
6I was in search of a place of spiritual significance.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Lore, Medicine, and Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr"},"suggestedCharacteristics":{"value":"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation."},"featureName":{"value":"Discovery"},"featureText":{"value":"The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Loremaster
3Medic
4Naturalist
5Specialist
6Alert
7Dungeon Delver
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2I am utterly serene, even in the face of disaster.
3The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4I feel tremendous empathy for all who suffer.
5I'm oblivious to etiquette and social expectations.
6I connect everything that happens to me to a grand, cosmic plan.
7I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8I am working on a grand philosophical theory and love sharing my ideas.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4Power. Solitude and contemplation are paths toward mystical power. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Now that I've returned to the world, I enjoy its delights a little too much.
2I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3I am dogmatic in my thoughts and philosophy.
4I let my need to win arguments overshadow friendships and harmony.
5I'd risk too much to uncover a lost bit of knowledge.
6I like keeping secrets and won't share them with anyone.
"},"bondOptions":{"value":"
d6Bond
1Nothing is more important than the other members of my hermitage, order, or association.
2I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4I entered seclusion because I loved someone I could not have.
5Should my discovery come to light, it could bring ruin to the world.
6My isolation gave me great insight into a great Dark that only I can destroy.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"hW43OgFqBYThXhl6","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Hermit","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Hermit","tint":"","transfer":true}],"_id":"IKabPTFesxkIT252"} -{"name":"Mandalorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a child of Mandalore. As a member of the most renowned warrior culture in history, your people are known for being strong and hardy. Mandalorian culture is built around the honor and glory that come from victory in battle."},"flavorName":{"value":"Mandalorian Clan"},"flavorDescription":{"value":"Mandalorian culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and fueds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Mandalorian Clan
1Vizsla
2Fett
3Kryze
4Ordo
5Wren
6Lok
7Cadera
8Clanless
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Piloting, and Survival"},"toolProficiencies":{"value":"One set of artisan's implements"},"languages":{"value":"Mando'a"},"equipment":{"value":"A set of traveler's clothes, a trophy from a previous victory, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Mandalorians are a meritocracy where birthplace, rank, status, and citizenship mean nothing. You are what you do. Mandalorians live by the Resol'nare (the \"Six Actions\"). As a true Mandalorian you should strive to live by this code as much as possible by remaining honorable. Your flaw(s) might consist of any dishonor you've committed, or even being too honorable."},"featureName":{"value":"Child of Mandalore"},"featureText":{"value":"Other Mandalorians know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Mandalorians will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Ace Pilot
4Survivalist
5Crafter
6Durable
7Weapon Expert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow the Resol'nare to the letter.
4I love a good spar.
5I enjoy traveling the galaxy.
6I keep a small trophy on me to remind me of a past victory.
7I view the force as dishonorable in combat.
8I've seen the horrors of battle and try to prevent it.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. I live by my clan's ways, and will continue to do so. (Lawful)
2Power. I strive to be the best warrior, no matter who stands in my way. (Dark)
3Respect. I have earned the respect of many, and I intend to keep it. (Light)
4Freedom. I enjoy having the ability to do whatever I want. (Chaotic)
5Comradery. I'll put everything on the line for those dear to me. (Any)
6Aspiration. I'll succeed in my goals, it just takes time and effort. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I look down on outsiders.
2I have no respect for anyone who flees. Cowardice is unacceptable.
3I don't see much use in talking, a blaster is all I need to make my point.
4I stick to my traditions no matter what, even at the cost of others.
5I retreated once, and I've regretted it ever since.
6I value a victory regardless of the ethics behind the victory.
"},"bondOptions":{"value":"
d6Bond
1I lost someone dear to me in battle, I will always honor them.
2Honor is everything to me.
3I will lay down my life for those beside me.
4I must keep the traditions of my ancestors alive.
5No matter where I go, Mandalore is my home.
6In death, I will find glory.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"Ak1vZkXH57KiTblz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mandalorian","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"mandoa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mandalorian","tint":"","transfer":true}],"_id":"MHN8azBEdlXXxqRM"} -{"name":"Gambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Sleight of Hand"},"toolProficiencies":{"value":"Two types of gaming sets"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush."},"featureName":{"value":"Let's Make It Interesting"},"featureText":{"value":"You can convince nearly anyone to put up something they aren't normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Quick-Fingered
5Entertainer
6Keen Mind
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I like to impress everyone I meet with a simple trick or a quick joke.
2I constantly make side bets on everything that happens around me.
3No matter how high the stakes, I always appear calm.
4I try to be unpredictable, so no one will know when I'm bluffing.
5I never back down from a challenge.
6I can't get satisfaction out of something if the stakes are too low.
7I tend to make friends out of enemies, and enemies out of friends.
8I prefer one game above all others.
"},"idealOptions":{"value":"
d6Ideal
1Risk. Nothing worth doing is ever a sure thing. (Chaotic)
2Victory. Never make a bet unless you're sure you can win. (Lawful)
3Greed. Anything that isn't mine soon will be. (Dark)
4Charity. I share my winnings with the less fortunate. (Light)
5Surprise. Life is a game worth playing, because you never know how the dice will land. (Any)
6Laziness. Working is for chumps. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't step away from the table when I'm losing.
2I spend money faster than I can make it.
3Everyone has a price. Mine happens to be pretty low.
4I assume everyone is hiding something from me.
5I tend to value money more than people.
6I like to think I could drink anyone under the table, but I'm really a lightweight.
"},"bondOptions":{"value":"
d6Bond
1I owe a lot of money to the wrong kind of people.
2I still keep the first coin I ever won. It's my good luck charm.
3Most of my winnings go to my home.
4Someday I will own my own casino.
5I lost a large sum of money to a con artist; I seek to get it back.
6I hide my gambling behind a normal life. My friends have no idea who I really am.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"9HkjNgqUUwqVm64c","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gambler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gambler","tint":"","transfer":true}],"_id":"NaSMBpOZU0sAuDJ2"} -{"name":"Jedi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a devout follower of the Jedi Order: an ancient, monastic peacekeeping organization united in its observance of the light side of the Force. A noble order of protectors noted for their ability to tap into the power of the Force, the Jedi serve as guardians of peace and justice in the Galactic Republic. You follow the Jedi Code:

\"There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Jedi code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jedi are shaped by their experience in their temple. Their study of the history and tenets of the Jedi Order and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Shelter of the Faithful"},"featureText":{"value":"

As a Jedi, you command the respect of those who are loyal to the Jedi Order. You and your adventuring companions can expect to receive free healing and care at any Jedi temple, and those who support your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Jedi temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Jedi for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Charmer
5Linguist
6Crafter
7Healer
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Jedi, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Jedi texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Jedi.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Jedi temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the rank of Jedi Master. (Lawful)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Jedi relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Jedi who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"0LDgG6pA8ETk7nfy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jedi","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"arti","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jedi","tint":"","transfer":true}],"_id":"Py2lyu7sexbfC7Pg"} -{"name":"Barbarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.

\n

Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Survival"},"toolProficiencies":{"value":"One type of musical instrument or artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders."},"featureName":{"value":"Barbarian Heritage"},"featureText":{"value":"

You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of other tribes in times of need.

"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Survivalist
5Entertainer
6Crafter
7Athlete
8Weapon Expert
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"ODRxYdzp4EFEgpTg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Barbarian","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Barbarian","tint":"","transfer":true}],"_id":"QEnj8HePyi1C6LJq"} -{"name":"Sith","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are an acolyte of the Sith Order: an ancient order of Force-wielders devoted to the dark side of the Force. Emerging as a divergent faction to the Jedi Order, the Sith are mortal enemies of the Jedi and fight against them. Driven by emotions such as hate, anger, and greed, the Sith are deceptive and ultimately obsessed with amassing power no matter the cost. You follow the Sith Code:

\"Peace is a lie. There is only passion.
Through passion I gain strength.
Through strength I gain power.
Through power I gain victory.
Through victory my chains are broken.
The Force shall free me.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Lore"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Sith code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Sith are shaped by their training. They study the Sith code and use it to oppress the weak and quell resistance. Their study of the Sith code affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Asylum by the Fearful"},"featureText":{"value":"

As a Sith, you instill fear in those who are aware of your standing. You and your adventuring companions can expect to receive free healing and care at any Sith temple, and those who are aware of your nature will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Sith temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Sith for assistance, provided the assistance you ask for benefits them and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Loremaster
5Linguist
6Crafter
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Sith, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Sith texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Sith.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Sith temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Any)
2Disdain. I never try to help those in need, regardless of how simple it would be. (Dark)
3Change. We must help bring about the changes the Force is constantly working in the world. (Any)
4Power. I hope to one day rise to the rank of Dark Lord of the Sith. (Any)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Any)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Sith teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Sith relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Sith who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"i12GFAM3dRlnJuBL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Sith","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"arti","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Sith","tint":"","transfer":true}],"_id":"RkwGrpPa0EX3iPc6"} -{"_id":"TZ1EKsZ7EeZihLeX","name":"Urchin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

\n

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"Disguise kit, security kit"},"languages":{"value":null},"equipment":{"value":"A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly."},"featureName":{"value":"City of Secrets"},"featureText":{"value":"You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Quick-Fingered
4Stealthy
5Specialist
6Alert
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I hide scraps of food and trinkets away in my pockets.
2I ask a lot of questions.
3I like to squeeze into small places where no one else can get to me.
4I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5I eat like a pig and have bad manners.
6I think anyone who's nice to me is hiding Dark intent.
7I don't like to bathe.
8I bluntly say what other people are hinting at or hiding.
"},"idealOptions":{"value":"
d6Ideal
1Respect. All people, rich or poor, deserve respect. (Light)
2Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4Retribution. The rich need to be shown what life and death are like in the gutters. (Dark)
5People. I help the people who help me—that's what keeps us alive. (Neutral)
6Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1If I'm outnumbered, I will run away from a fight.
2Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3I will never fully trust anyone other than myself.
4I'd rather kill someone in their sleep then fight fair.
5It's not stealing if I need it more than someone else.
6People who can't take care of themselves get what they deserve.
"},"bondOptions":{"value":"
d6Bond
1My town or city is my home, and I'll fight to defend it.
2I sponsor an orphanage to keep others from enduring what I was forced to endure.
3I owe my survival to another urchin who taught me to live on the streets.
4I owe a debt I can never repay to the person who took pity on me.
5I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6No one else should have to endure the hardships I've been through.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"MmxMSEE6PlFniWzE","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Urchin","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"secur","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Urchin","tint":"","transfer":true}]} -{"_id":"U1xQwotqRscVrfK2","name":"(Un)Retired Adventurer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

\"I'm getting too old for this stuff.\"

\n

You spent your life as an adventurer, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous adventuring party or a less renowned one.

\n

When you choose this background, work with your GM to determine the details of your previous adventuring party, and what kind of experiences you had in your adventuring career. How famous was your previous adventuring party and how well known are you? What did you learn? What was your group's specialty?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Lore, and Survival"},"toolProficiencies":{"value":"One type of artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 50 cr"},"suggestedCharacteristics":{"value":"The trials and triumphs of retired adventurers have left an impact, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred."},"featureName":{"value":"Bridges Not Yet Burned"},"featureText":{"value":"Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can't be used again until one year has passed."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Loremaster
4Survivalist
5Crafter
6Linguist
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my adventuring experience relevant to almost every combat situation.
5I can stare down a rancor without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven adventurer.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I adventured with.
2Someone saved my life when they could have left me. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my party suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"21y2muk4TLqvNhpR","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"(Un)Retired Adventurer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"(Un)Retired Adventurer","tint":"","transfer":true}]} -{"name":"Addict","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual."},"flavorName":{"value":"Pick Your Poison"},"flavorDescription":{"value":"While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below."},"flavorOptions":{"value":"
d16Pick Your Poison
1Deuterium-pyro
2Mummergy
3Novanian grog
4Raava
5Spicebrew
6Tihaar
7Tsiraki
8Vayerbok
9Andris
10Cilona
11Giggledust
12Glitterstim
13Karrak
14Muon gold
15Yaladai
16Yarrock
"},"skillProficiencies":{"value":"Choose two from Deception, Performance, Persuasion, Sleight of Hand"},"toolProficiencies":{"value":"Your choice of any gaming set, brewer's kit, or spicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A chance cube set, a sabaac deck, 2 days field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr"},"suggestedCharacteristics":{"value":"Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sorrows? Or are you simply chasing the dragon?"},"featureName":{"value":"Addicted"},"featureText":{"value":"You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Performer
3Charmer
4Quick-Fingered
5Entertainer
6Specialist
7Linguist
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am guaranteed to fight someone if I'm drunk/high enough.
2Life is pain. All I want is to drink/smoke myself into nothingness.
3I have a simple rule; life's a party, so grab the deathsticks!
4The only thing keeping me from burning down this village is the fact that you make some damn good spice.
5I'm quite reserved until the moment I fulfill my addictive needs.
6This stuff is a bit weak, do you have anything higher than 60% in the back?
7I take pride in my addiction and am often snobbish when talking about it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Hope. I hope to one day be free of my addiction. (Light)
2Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark)
3Isolation. Just let me deal with my demons in peace. (Neutral)
4Caution. I will never let my addiction harm others. (Lawful)
5Independence. Addiction frees me. (Chaotic)
6Comradery. Hey, some of my favorite people are addicts! (Any)
"},"flawOptions":{"value":"
d6Flaw
1This could be rough, let's take something before we go.
2Hopefully this will be the one to end it.
3The mission can wait, we should find some dealers first.
4What? I don't have a problem. You're the one with the problem!
5It looks like my drug, so it should be safe to take right?
6I'm never myself when I'm on it.
"},"bondOptions":{"value":"
d6Bond
1I use my addiction as a tool to wash away my past sins.
2My family never wanted to be forgotten. I take drugs in the hopes they will be.
3I hope to start a drug business myself and give people the same happiness I've found.
4Everything I do is in the hopes of getting my hands on my drug.
5I traded my former self to my addiction. Now I need to find a way to get him back.
6To be addicted is to be truly alive.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8CglKXcVxBkb79Dg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Addict","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Addict","tint":"","transfer":true}],"_id":"UtVP1JhS0xpvmWJc"} -{"name":"Scientist","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Nothing excites you more than pushing the boundaries of scientific knowledge. Most of your time is spent in a lab performing experiments to further your interests. Few people understand the work you do. You can solve complex problems most people can't begin to wrap their heads around, and can solve simple problems in unexpected ways that surprise most people.

\n

What is your scientific field of interest? Is it your insatiable curiousity, or a personal goal that drives you? Did you leave your lab voluntarily, or were you kicked out? One thing is for sure - there are too many interesting research ideas, and too little time.

"},"flavorName":{"value":"Field of Research"},"flavorDescription":{"value":"While scientists are widely knowledgeable, they also choose a focus for their studies. Choose an option or roll on the table below to define your field of research."},"flavorOptions":{"value":"
d8Field of Research
1Biology
2Artificial Intelligence
3Chemistry
4Geology
5Physics
6The Force
7Astrogation
8Medicine
"},"skillProficiencies":{"value":"Choose two from Lore, Medicine, Nature, and Technology"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a datapad, a book on your field of research, a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Scientist are interested in things most don't care about. Their research is their life, and drives their personality traits. Their flaws, ideals, and bond are a result of their hours spent researching."},"featureName":{"value":"Scientific Method"},"featureText":{"value":"You are well acquainted with your field of research from having read numerous journals or having attended scientific conferences. Concepts that are complicated, involving technical jargon that usually goes over most people's heads, are simple to you. You fully understand concepts, can recall key information, and know how to use equipment related to your field, unless the research was hidden from the public, in which case you may only partially understand it. You also recognize well-known figures in your field."},"featOptions":{"value":"
d8Feat
1Loremaster
2Medic
3Naturalist
4Techie
5Crafter
6Linguist
7Tech Dabbler
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I look up to a renowned scientist in my field, and often talk about their work.
2I constantly compare my current situation to my past experiments, many of which went terrifyingly wrong.
3I believe scientific results always comes first.
4I only speak in short incomplete and concise sentences, as they are optimized for efficient communication.
5I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
6I am unable to think logically under great stress, and begin to shout random scientific words.
7I do not believe in etiquette and disregard social expectations.
8I was, in fact, grown and raised in a laboratory.
"},"idealOptions":{"value":"
d6Ideal
1Transparency. All discoveries should be open to everyone. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Greed. I'm only in it for the money and fame. (Dark)
4Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I believe only other scientists deserve my respect.
2I fail to understand why people don't understand my technical jargon.
3I experiment on myself without thinking about the long term consequences.
4I am paranoid that people are out to steal my research.
5I believe I work better when under the influence of intoxicants.
6I work on my research to the point where I ignore my own bodily needs.
"},"bondOptions":{"value":"
d6Bond
1My research is also my best companion.
2I will get revenge on the criminals that stole my research.
3The school I studied at is the most important place in the world to me.
4One day I will return to my home planet and prove that I am the greatest scientist of them all.
5I believe my research will be the key to saving the life of a loved one.
6I owe my instructor a great debt for forging me into the person I am today.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"K7ZiRe5yiOulgEIy","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Scientist","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Scientist","tint":"","transfer":true}],"_id":"UyeNjD8D6O55aUJn"} -{"name":"Jensaarai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.

\n

While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Intimidation, Lore, and Perception"},"toolProficiencies":{"value":"Armormech's Tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes including a robe, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other."},"featureName":{"value":"Depths of Duality"},"featureText":{"value":"Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.\r\n\r\nYou fully understand concepts, and can recall key information, However, if the research was hidden from the public and you have not had experience working with it, you can only partially understand it. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Threatening
3Loremaster
4Perceptive
5Crafter
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action.
2I'm the first to swing a punch, but the last to draw a weapon.
3Danger is my middle name.
4Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go.
5Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield.
6Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer.
7Well-behaved people rarely make history.
8What gave you the idea that I was going to give you a fair fight?
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful)
2Freedom. People should be free to make their own way without interference. (Chaotic)
3Growth. Self-improvement is an unending chore, but one that must be done. (Any)
4Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral)
5Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I might be a little too enamored with force choking my enemies.
2I am my own worst critic, in everything I do.
3My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well.
4I have a collection of lightsabers from fallen foes, and I love adding to it.
5The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer.
6The minute you tell me that someone should not be crossed, I'm already crossing them.
"},"bondOptions":{"value":"
d6Bond
1The Jensaarai took me in when nobody else would. I back the order 100%.
2I was once a Jedi, but grew disillusioned by their inactivity.
3I fight for those who cannot fight for themselves.
4I lost my mentor in battle. I will honor their sacrifice by destroying their killer.
5I was able to slough off Dark Side corruption, but I couldn't avoid making amends.
6The powerful use their strength to raise people up, not keep them down.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"bHgvM2GogP4JMnXK","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jensaari","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"armor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jensaari","tint":"","transfer":true}],"_id":"YCGPwYIMR4oEqHlZ"} -{"name":"Companion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Deception, Insight, and Performance"},"toolProficiencies":{"value":"One instrument of your choice or a disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or disguise kit, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by factions or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort."},"featureName":{"value":"Sordid Knowledge"},"featureText":{"value":"You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage."},"featOptions":{"value":"
d8Feat
1Acrobat
2Silver-Tongued
3Empathic
4Performer
5Entertainer
6Specialist
7Linguist
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
2I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
3I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want.
4I'm better than those who are more prim and proper, and I'm having more fun.
5I don't really care what happens, it's an easy way to get money for my habit.
6There are so many different kinds of people, and I want to meet them all.
7I never thought this was the life for me, perhaps some brave person will rescue me.
8I like what I do and I resent those who want to rescue me.
"},"idealOptions":{"value":"
d6Ideal
1Sacred. My body is a temple I am duty-bound to share. (Lawful)
2Hedonism. I fill my urges when and where I wish. (Chaotic)
3Loving. Everyone needs attention and love. (Light)
4Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark)
5Consent. I respect other's desires and wishes. (Neutral)
6Freedom. I want to have the independence to enjoy life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I have an incurable disease I acquired from a client.
2I am addicted to recreational drugs that dull the pain I feel.
3I no longer practice my old profession, and I fear anyone discovering it.
4I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them.
5Most people are naive children.
6I pretend to be tough, but am broken inside.
"},"bondOptions":{"value":"
d6Bond
1I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
2If I can only collect enough credits, I'll be able to pay off my debts and be free.
3I have a sick parent to whom I send all my money.
4My independence is the most important thing in my world.
5I bring happiness to the world one person at a time.
6I have a young child who is my world.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"vkjxLXTTqcu51mT0","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Companion","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Companion","tint":"","transfer":true}],"_id":"ZhdjQdshI9Io7S0O"} -{"name":"Criminal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society."},"flavorName":{"value":"Criminal Specialty"},"flavorDescription":{"value":"Individual criminals often have particular specialties, whether a part of an organization or a solo endeavor. Choose the role you played in your criminal life, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Specialty
1Blackmailer
2Burglar
3Enforcer
4Fence
5Highway robber
6Hired killer
7Pickpocket
8Thug
"},"skillProficiencies":{"value":"Choose two from Deception, Intimidation, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. "},"featureName":{"value":"Criminal Contact"},"featureText":{"value":"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Threatening
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"CBjlNw7fMiCaFVq5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Criminal","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Criminal","tint":"","transfer":true}],"_id":"aWHIByJWer4m0lqf"} -{"name":"Dathomir Witch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: \"Never Concede to Evil.\"

"},"flavorName":{"value":"Witch Clans"},"flavorDescription":{"value":"Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Witch Clans
1Singing Mountain
2Misty Falls
3Red Hills
4Dreaming River
5Frenzied River
6Great Canyon
7Nightsisters
8Nightbrothers
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Animal Handling, Lore, or Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Matriarchal Society"},"featureText":{"value":"Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves. \r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Animal Handler
3Loremaster
4Naturalist
5Specialist
6Linguist
7Force-Sensitive
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow my clan's book of law to the letter.
4I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6I have a lesson for every situation, drawn from observing nature.
7I feel far more comfortable around wildlife than I do society.
8I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I stick to my traditions no matter what, even at the cost of others.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, clans, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family and clan is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4It is my duty to provide children to sustain my clan.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6I will bring terrible wrath down on those who disrespect my clan.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"H8tkC3iluj7HjyAJ","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Dathomir Witch","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Dathomir Witch","tint":"","transfer":true}],"_id":"cr9mcIdxxpAGPcza"} -{"name":"Office Worker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

There are many kinds of office workers, and within a government or private enterprise, individual members have particular specialties. Choose your role or the department you worked for in your office life or roll on the table below.

"},"flavorOptions":{"value":"
d8Office Specialty
1Accounting
2Droid Management
3Executive Assistant
4Facilities
5Information Technology
6Procurement
7Public Relations
8Sentient Resources
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Perception"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Office workers run the gamut from loyal and effective team member to lazy and incompetent employee. "},"featureName":{"value":"Clerical Augur"},"featureText":{"value":"You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Perceptive
5Entertainer
6Linguist
7Feigned Confidence
8Snappy Interjection
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3I have little practical experience dealing with people in the world and prefer to work alone.
4I would rather make a new friend than a new enemy.
5I am always figuring out how to implement better procedures to prevent mistakes.
6There is no \"I\" in \"team.\"
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like to talk at length about my office job.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my employer.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"D6PdP2IpQh5eyeWL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Office Worker","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Office Worker","tint":"","transfer":true}],"_id":"eal0crea5OnvSSNR"} -{"name":"Noble","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with manual labor, a former merchant just elevated to the nobility, or an honest, hard-working landowner who cares deeply about the people who live and work on your land.

Work with your GM to come up with an appropriate title and determine how much authority that title carries, as well as your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, how do people regard them?

What's your position in the family? Are you the heir to the head of the family or the head itself? Are you far down the line of succession? How does the head of your family feel about your adventuring career? Are you in your family's good graces?

Does your family have a coat of arms you might wear, a signet ring, or particular colors?

These details help establish your family and your title as features of the world of the campaign.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Lore, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of fine clothes, a signet ring, a letter of pedigree, and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble."},"featureName":{"value":"Position of Privilege"},"featureText":{"value":"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Loremaster
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Light)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Dark)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.
"},"bondOptions":{"value":"
d6Bond
1I will face any challenge to win the approval of my family.
2My house's alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"pV8uhEEDmSoxc2a7","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Noble","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Noble","tint":"","transfer":true}],"_id":"fyIg1ad3dq4YA8bF"} -{"name":"City Watch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You have served the community where you grew up, standing as its first line of defense against crime and wildlife. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

\n

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own law enforcement forces.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Investigation, and Perception"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Investigator
4Perceptive
5Linguist
6Alert
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"ccy1OO6PwsSoWbte","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"City Watch","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"City Watch","tint":"","transfer":true}],"_id":"gpLDcM8ddEcMmxxC"} -{"name":"Holonet Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed."},"flavorName":{"value":"Employment Type"},"flavorDescription":{"value":"

There are many people who service parts of the holonet, and many more who want to control the flow of information. Choose which best suits your character or roll on the table below.

"},"flavorOptions":{"value":"
d8Employment Type
1Inter-world Government
2Inter-world Corporation
3World Government
4Crime Syndicate
5Independent Contractor
6Broadcasting Service
7Small Corporation
8Darknet Broadcasting
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Stealth, and Technology"},"toolProficiencies":{"value":"Choose two from Mechanic's Kit, Security Kit, and Slicer's Kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, an old transceiver antennae, two tools of your choice, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Holonets technicians vary from boring officer worker to criminal information broker. "},"featureName":{"value":"Holonet Access"},"featureText":{"value":"You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn't always reliable or interesting. Regardless of the quality of the information, it's relevance most likely pertains to your locale.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Stealthy
4Techie
5Specialist
6Keen Mind
7Practiced
8Tech Dabbler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I watch and record people secretly then review it later.
2I talk like I'm on a game show or am a holonet broadcaster at all times.
3I prefer to be left to my own devices.
4I like to record people dying and upload it to the holonet.
5There's no such thing as 'real news'.
6Information is a weapon that I've mastered.
7I am always interested in learning new things.
8I prefer interacting indirectly.
"},"idealOptions":{"value":"
d6Ideal
1Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful)
2Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic)
3Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light)
4Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark)
5Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral)
6Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I tend to think any broadcaster is a fraud immediately unless they prove otherwise.
2I tend to repeat the same mistake unless it is pointed out to me.
3I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever.
4I think everyone who works a normal job is a drone without the ability to think freely.
5I describe everything using references to obscure holonet recordings.
6I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it.
"},"bondOptions":{"value":"
d6Bond
1I will do anything to free people from censorship.
2I can't let anyone know I work for a crime lord.
3I see truth in an ideology, and I must spread that ideal to all.
4I got a man killed by giving him a platform to speak, I can't let that happen again.
5I'm on the run from a government organization that I spread propaganda against and who's propaganda I destroy.
6I have a famous person's private logs, and I don't know what to do with them.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"39CFIfrRCO58Z3zM","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Holonet Technician","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Holonet Technician","tint":"","transfer":true}],"_id":"hL4hv34F4B6WNy1m"} -{"name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Survivalist
5Linguist
6Alert
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"aKDNPThH7s8K5G8Y","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Investigator","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Investigator","tint":"","transfer":true}],"_id":"htHY2hifH1TLljuX"} -{"name":"Crime Lord","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive."},"flavorName":{"value":"Criminal Motivation"},"flavorDescription":{"value":"Not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage guerilla wars against tyrants and despots. Indeed, some historical heroes began as smugglers or pirates, rising through the ranks of their organization to provide a more noble direction for their group's activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of evil is a more important long-term goal. Choose the motivation behind your criminal enterprise, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Motivation
1Desperation
2Freedom
3Infamy
4Love
5Malice
6Profit
7Respect
8Revenge
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A fine set of clothes, a gaming set (one of your choice), and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game."},"featureName":{"value":"Criminal Network"},"featureText":{"value":"You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
4I would rather make a new friend than a new enemy.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6My favor, once lost, is lost forever.
7If you do me an injury, I will crush you, ruin your name, and salt your fields.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2When faced with a choice between money and my friends, I usually choose the money.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4The common folk must see me as a hero of the people.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"LLE0jXL2Pxlkz1pH","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Crime Lord","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Crime Lord","tint":"","transfer":true}],"_id":"hwjUEoEKsyhiymYc"} -{"name":"Clone Trooper","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are one of millions: genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare."},"flavorName":{"value":"Clone Specialization"},"flavorDescription":{"value":"While most clones serve as simple soldiers, there are many specialized units. Roll a d8 or choose from the options in the table below to determine your specialization:"},"flavorOptions":{"value":"
d8Clone Specialization
1Trooper
2Commando
3Jet Trooper
4Medic
5Spec Ops
6Ordnance
7Officer
8Scout
"},"skillProficiencies":{"value":"Choose two from Athletics, Medicine, Perception, and Piloting"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"Badge or emblem of your rank, your chosen tools, a set of common clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical."},"featureName":{"value":"Republic Rank"},"featureText":{"value":"You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don't outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic."},"featOptions":{"value":"
d8Feat
1Brawny
2Medic
3Perceptive
4Ace Pilot
5Specialist
6Alert
7Athlete
8Forceful Vigor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always respect my commander.
2I can stare down a krayt dragon without flinching.
3I face problems head-on. A simple, direct solution is the best path to success.
4I have a sense of humor. This is rare among my brothers.
5I judge people by their actions, not their words.
6I've lost too many friends, and I'm slow to make new ones.
7I ask a lot of questions.
8I'll settle for nothing less than perfection.
"},"idealOptions":{"value":"
d6Ideal
1Responsibility. I do what I must and obey just authority. (Lawful)
2Might. Strength, not compassion, wins battles. (Dark)
3Republic. My brothers, the Republic, or people are all that matter. (Any)
4Greater Light. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light)
5Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1I have little respect for anyone who is of a lesser rank.
2I obey the orders without, even if the orders cause misery.
3I'd rather eat my armor than admit when I'm wrong.
4I judge others harshly, and myself even more severely.
5I am inflexible in my thinking.
6I can't tell a lie for the life of me.
"},"bondOptions":{"value":"
d6Bond
1My honor is my life.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3Those who fight beside me are those worth dying for.
4I fight for those who cannot fight for themselves.
5I would still lay down my life for the people I serve with.
6A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"db9s1qhtskgWjc2Z","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Clone Trooper","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Clone Trooper","tint":"","transfer":true}],"_id":"lT9FbxNVaN4n9ixE"} -{"name":"Racer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory."},"flavorName":{"value":"Racing Specialty"},"flavorDescription":{"value":"

There are many places to race and many things to race with. Maybe you dabble in all things fast. Even still, all professional racers have a type of racing they prefer above all else; a race in which they are masters. Choose your vehicular or beastly specialty, or roll on the table below.

"},"flavorOptions":{"value":"
d8Racing Specialty
1Air Speeders
2Boonta Speeders
3Pod Racers
4Speeder Bikes
5Starships
6Swoop Bikes
7Fathiers
8Varactyls
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Piloting, and Technology"},"toolProficiencies":{"value":"One type of gaming set or mechanic's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them. "},"featureName":{"value":"Terrain Mastery"},"featureText":{"value":"You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Ace Pilot
4Techie
5Entertainer
6Specialist
7Linguist
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Win or lose.There is no try.
2Giving up is never an option for me.
3I spit and laugh in the face of danger.
4Why do something if there is not the possibility of death?
5I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Victory. It's not a victory if you don't follow the rules. (Lawful)
2Win. A win is a win, no matter how it's done. (Chaotic)
3Charity. I share my winnings with the less fortunate. (Light)
4Pride. I will do whatever it takes to be recognized as the best. (Dark)
5Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
6Victory. Nothing worth doing is ever a sure thing. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I think most people in life are content with a participation trophy. They disgust me.
2I classify everyone I meet as a winner or a loser.There's only ever one winner.
3There is not a drug I won't try.
4Once I start drinking, it's hard for me to stop.
5Once someone questions my courage, I never back down no matter how dangerous the situation.
6Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
"},"bondOptions":{"value":"
d6Bond
1There is nothing more important to me than my vehicle.
2I will win the Coruscant Invitational one day.
3I'm trying to pay off the debt on my vehicle.
4I owe a lot of money to the wrong kind of people.
5I do what feels good.Let's see the authorities catch me.
6Someone I loved died because they were too slow.That will never happen to me.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"DEgaT0vZNnQAfYnp","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Racer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Racer","tint":"","transfer":true}],"_id":"mCBkxVdQp3xYCL5w"} -{"name":"Faction Artisan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a member of an artisan's faction, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your faction, until you became a master in your own right."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.\r\n"},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Insight, Persuasion, and Technology"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Charmer
4Techie
5Crafter
6Specialist
7Linguist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"XLWkOngF0epU9QvV","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Artisan","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Artisan","tint":"","transfer":true}],"_id":"nFeRtpv8epZVZT9q"} -{"name":"Laborer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers."},"flavorName":{"value":"Labor Specialty"},"flavorDescription":{"value":"

There are many kinds of manual laborors, skilled and unskilled. Choose your field or specialty or roll on the table below.

"},"flavorOptions":{"value":"
d8Labor Specialty
1Construction
2Droid Repair
3Electrician
4Facilities Maintenance
5Logistics/Shipping
6Manufacturing
7Mechanic
8Plumbing/HVAC
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Survival, and Technology"},"toolProficiencies":{"value":"One type of gaming set and one set of artisan's implements"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, a gaming set (one of your choice), and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Laborers run the gamut from independent operator and owners to lazy and incompetent employees. "},"featureName":{"value":"Working Class"},"featureText":{"value":"You have a contact that acts as your liaison to a union or faction. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Survivalist
4Techie
5Entertainer
6Crafter
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am quiet and reserved. I rarely raise my voice or object.
2I take pride in what my hands create or fix.
3I have little respect for people who call others to fix their problems.
4I am fiercely independent.
5I look down on book learning and take pride in my street-smarts.
6I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like things more than people.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my co-workers.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"1sqFA4OkQBHSy1mI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Laborer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Laborer","tint":"","transfer":true}],"_id":"p7Cp0FgmCKJZbavo"} -{"name":"Folk Hero","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"

You previously pursued a simple profession among the peasantry, perhaps as a farmer or miner, servant or shepherd. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

"},"flavorOptions":{"value":"
d8Defining Event
1I stood up to a tyrant's agents.
2I saved people during a natural disaster.
3I stood alone against a terrible monster.
4I stole from a corrupt merchant to help the poor.
5I led a militia to fight off an invading army.
6I broke into a tyrant's castle and stole weapons to arm the people.
7I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
8A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Performance"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Performer
5Crafter
6Specialist
7Linguist
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"vT9EY11Z0B58gu83","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Folk Hero","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Folk Hero","tint":"","transfer":true}],"_id":"pnVBlcFuvvJiUAXg"} -{"name":"Far Traveler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.

\n

You aren't one of those folk.

You are from a distant place that few of the common folk realize that it exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.

Although you find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

"},"flavorName":{"value":"Why Are You Here?"},"flavorDescription":{"value":"

To determine why you are so far from home, roll on the table below or choose from the options provided.

"},"flavorOptions":{"value":"
d6Why Are You Here?
1Emissary
2Exile
3Fugitive
4Pilgrim
5Sightseer
6Wanderer
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Persuasion"},"toolProficiencies":{"value":"Any one musical instrument or gaming set of your choice, likely something native to your homeland"},"languages":{"value":"One of your choice"},"equipment":{"value":"One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland, a small piece of jewelry worth 100 cr in the style of your homeland's craftsmanship, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"The distance you've traveled manifests itself in the way you speak and carry yourself."},"featureName":{"value":"All Eyes On You"},"featureText":{"value":"Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Charmer
5Entertainer
6Linguist
7Athlete
8Practiced
"},"personalityTraitOptions":{"value":"
d6Personality Trait
1I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own.
2I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.
"},"idealOptions":{"value":"
d6Ideal
1Open. I have much to learn from the kindly folk I meet along my way. (Light)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of folk different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.
"},"bondOptions":{"value":"
d6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"rYKZAqQqtPCw5t64","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Far Traveler","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Far Traveler","tint":"","transfer":true}],"_id":"qXheUEuDvEjarwBV"} -{"name":"Faction Merchant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Instead of an artisans' faction, you might belong to a faction of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others. Your faction might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction merchants are among the most ordinary people in the world—until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Charmer
5Linguist
6Haggler
7Inspiring Leader
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I commissioned a great work for someone unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"htF1pjUGahRpbqxy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Merchant","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Merchant","tint":"","transfer":true}],"_id":"rRrsia75Km4ZvgEv"} -{"name":"Gladiator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Intimidation, and Performance"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"A Champion Well Known"},"featureText":{"value":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Threatening
4Performer
5Entertainer
6Linguist
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious trophy, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"xwL56xjuHQXDpfkj","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gladiator","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gladiator","tint":"","transfer":true}],"_id":"u6hwYRtGjY8WHn0q"} -{"name":"Agent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Investigator
3Loremaster
4Charmer
5Linguist
6Alert
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action.
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
8I have little practical experience dealing with people in the world.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my faction's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my faction.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an artifact of my faction that was lost long ago.
2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
3I owe my life to the faction member who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the faction where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"hPQt2pjlK4Smc8cx","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Agent","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Agent","tint":"","transfer":true}],"_id":"ua3nggnvCCMP1wJu"} -{"name":"Spacer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Aboard a star ship in the cold vacuum of space is where you feel most at home. You've spent the majority of your life travelling the stars. Life aboard ships has given you a good understanding of their inner workings. You might be especially skilled as a ship mechanic, a pilot, or support staff."},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"During your time as a spacer, you had a specific role to play aboard the ship. Roll a d8 or choose from the options in the table below to determine your role:"},"flavorOptions":{"value":"
d8Specialty
1Pilot
2Mechanic
3Support Staff
4Guard
5Ship Medic
6Captain
7Communications Officer
8Ship Cook
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Piloting, and Technology"},"toolProficiencies":{"value":"Your choice of chef's kit, mechanic's kit, or one type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools or a gaming set (one of your choice), a set of common clothes, a small souvenir from your travels, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Spacers come from all walks of life, and the responsibilities of life aboard a ship make them generally reliable as well. Spending so much time on their ship shapes their outlook and forms their most important attachments."},"featureName":{"value":"Well-Traveled"},"featureText":{"value":"As a spacer, you've been from one end of the galaxy to the other. You've traveled along many of the trade routes, and know the safest routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy."},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Ace Pilot
4Techie
5Specialist
6Entertainer
7Galvanizing Presence
8Inspiring Leader
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My crewmates know they can rely on me, no matter what.
2I work hard so that I can play hard when the work is done.
3I enjoy traveling into new systems and making new friends over a drink.
4I stretch the truth for the sake of a good story.
5To me, a bar brawl is a nice way to get to know a new city.
6I never pass up a friendly wager.
7The best way to get me to do something is to tell me I can't do it.
8I like a job well done, especially if I can convince someone else to do it.
"},"idealOptions":{"value":"
d6Ideal
1Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Light)
2Fairness. We all do the work, so we all share in the rewards. (Lawful)
3Freedom. Space is freedom—the freedom to go anywhere and do anything. (Chaotic)
4Mastery. I'm a predator, and the other ships we come across are my prey. (Dark)
5People. I'm committed to my crewmates, not to ideals. (Neutral)
6Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I follow orders, even if I think they're wrong.
2I'll say anything to avoid having to do extra work.
3Once someone questions my courage, I never back down no matter how dangerous the situation.
4Once I start drinking, it's hard for me to stop.
5I can't help but pocket loose coins and other trinkets I come across.
6My pride will probably lead to my destruction.
"},"bondOptions":{"value":"
d6Bond
1I'm loyal to my captain first, everything else second.
2The ship is most important—crewmates and captains come and go.
3I'll always remember my first ship.
4I will become the greatest captain that ever lived.
5I was cheated out of my fair share of the profits, and I want to get my due.
6Ruthless space pirates murdered my captain and crewmates, stole all we owned, and left me lo die. Vengeance will be mine.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"P2R1BJSV5j400pV3","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Spacer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Spacer","tint":"","transfer":true}],"_id":"wT9qXGIZebLaw3Oy"} -{"name":"Servant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do.

\n

Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Performance, and Persuasion"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A noble symbol representing your employer, a set of artisan's implements (one of your choice), a set of nice clothes, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A servant, for better or worse, will have their personality affected by their years of servitude. "},"featureName":{"value":"Decorum"},"featureText":{"value":"You know how to carry yourself around the elite and their servants. When in the presence of someone of power, or the servants of such a person, you can easily act as if you belong and, barring any extremely outlandish behavior, you can pass off your companions as belonging, too. \r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Loremaster
3Performer
4Charmer
5Crafter
6Entertainer
7Specialist
8Linguist
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty orunpresentable.
2I am a bit of a snob, and look down on the common rabble.
3I am extremely subservient; I rarely raise my voice or object.
4I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
5I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice.
6I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue.
7I rarely show any emotions, remaining calm and stoic even in the worst of situations.
8I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase.
"},"idealOptions":{"value":"
d6Ideal
1Service. Your wish is my desire. (Lawful)
2Helpful. I just enjoy making myself useful. (Light)
3Free. Noone should be bound in servitude. (Chaotic)
4Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark)
5Payment. I don't care what my masters do; as long as I get paid. (Neutral)
6Live. I only wish to serve in peace. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I become incredibly nervous around people of power and importance.
2Saying that I'm a little bossy is a bit of an understatement.
3I can be a sycophant, constantly fawning and flattering others; which can come off as shallow.
4I've lived a relatively pampered life; the world of commoners is dull and painful to me.
5I never speak for myself, letting others walk all over me.
6I often can seem stiff, old fashioned and generally a stick in the mud.
"},"bondOptions":{"value":"
d6Bond
1I am still loyal to my old master.
2The Lord I worked for is after my head, and will do anything to capture me.
3My family still live as servants; I hope to earn a better life for them.
4An older servant taught me the ropes and looked out for me; and I owe them a great debt.
5I will exact revenge on the bastards who ruined (or ended) my Master's life.
6I have plenty of friends in high places; and they've come in useful from time to time.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"meA1PscX391ozjlU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Servant","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Servant","tint":"","transfer":true}],"_id":"xL8lpbIG9NDrOOcB"} -{"name":"Force Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are keenly attuned to the flow of the mysterious energy field known as the Force. With proper training, you could learn to consciously sense and manipulate that energy further. As it is, you may appear to have heightened senses, extremely quick reflexes, an intuitive understanding of others, or an uncanny ability to persuade people to your way of thinking. Your powers may have lain dormant for a long time, perhaps you felt something inside of you but never knew what it was. Perhaps your abilities were awoken by a strong encounter with another force-sensitive with the powers of the Force, or an object associated with the Force, such as a lightsaber."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Perception, and Persuasion"},"toolProficiencies":{"value":"Two of your choice of artisan's implements, gaming sets, or musical instruments"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Force adepts can come from all walks of life and have varied life experiences. Often, though, there is an underlying influence that the Force has on the personalities of Force Adepts, especially once they begin to be conscious of their connection to the Force. "},"featureName":{"value":"Guided by the Force"},"featureText":{"value":"When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually, this information comes from a seemingly random person, book, or data file. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Perceptive
4Charmer
5Crafter
6Entertainer
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I see omens in every event and action. The Force tries to speak to us, we just need to listen.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The Force has chosen me for a greater purpose.I am destined for greatness.
4I would rather make a new friend than a new enemy. We are all connected to each other.
5I've always been good at everything and things come to me naturally, but I am proud of my accomplishments.
6I don't pay attention to the risks in a situation. The odds are always in my favor.
7The best way to get me to do something is to tell me I can't do it.
8My emotions sometimes get the most of me, but they help me succeed.
"},"idealOptions":{"value":"
d6Ideal
1Dilligence. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Lawful)
2Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
3Redemption. There's a spark of good in everyone. (Light)
4Power. I will do whatever it takes to have power. (Dark)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Neutral)
6Growth. Self-improvement is an unending chore, but one that must be done. (Any)
"},"flawOptions":{"value":"
d6Flaw
1My faith in the Force sometimes leads me to blindly trust others that profess that same faith.
2The Jedi and Sith worship the Force as a religion. I think they are idiots for worshipping a hammer.
3I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4I have trouble trusting in my allies that don't share my connection to the Force.
5I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I'm searching for instruction in the ways of the Force.
2I am fully dedicated to the will of the Force.It leads and I follow.
3I must return a relic to the temple it was taken from.
4I will become the greatest user of the Force that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"uJ1cnO49Ohql0wlv","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Force Adept","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Force Adept","tint":"","transfer":true}],"_id":"xSuL1pz6ZtrgUGfc"} +{"_id":"0TYuubPcnf4dF7lh","name":"Mercenary","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit or a smaller band of sell-swords, maybe even more than one.

\n

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"

A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set (one of your choice), and a pouch containing the remainder of your last wages (100 cr)

"},"suggestedCharacteristics":{"value":"Mercenaries are shaped by their lively nature, for the better and the worse. They tend to be driven by either their commitment to money or something more valuable."},"featureName":{"value":"Mercenary Life"},"featureText":{"value":"You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas and feasthalls where mercenaries abide in any area, as long as you speak the language, and if you spend at least an hour in such a location you can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, you can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)."},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I do not fear death, but accept it as part of life.
2I have a crude sense of humor.
3I face problems head-on. A simple, direct solution is the best path to success.
4I find it good luck to have a flask of ale on me even when the most of my other belongings are gone.
5I ask a lot of questions.
6I never pass up a friendly wager.
7I am always polite and respectful when speaking to those above my station.
8I like a job well done, especially if I'm not the one doing it.
"},"idealOptions":{"value":"
d6Ideal
1Greed. I'm only doing it for the money. (Dark)
2Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful)
3Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light)
4Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic)
5Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral)
6Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am always looking for the bigger pay.
2I can't tell a lie for the life of me.
3I judge too easily by special appearance and pride.
4I am almost always carrying some ale in with my gear.
5I believe that I am the only skilled person of the group and am even open about it.
6I will never let a comrade stand alone, even if it gets me killed.
"},"bondOptions":{"value":"
d6Bond
1I have a personal debt that must be paid.
2I am with friends whom I trust with my life as they should trust me with theirs.
3I come from a family that dislikes weaknesses, so I push myself to know my weaknesses.
4My life is my honor. I shall, until death, shape my life to what I want it to be.
5Without a purpose in the world, I find myself to be broken which I do not like.
6I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"gLabPSWBP29hTaiU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mercenary","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mercenary","tint":"","transfer":true}]} +{"_id":"152y2AyhnrYfCgKw","name":"Farmer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart.

"},"flavorName":{"value":"Farming Specialty"},"flavorDescription":{"value":"There are as many kinds of farmers as there are things to harvest. Even farmers who provide for all their own needs have deep experience in one type of farming over others. Choose your harvest, or roll on the table below."},"flavorOptions":{"value":"
d8Farming Specialty
1Cereal Crops
2Drug Compounds
3Fibrous Plants
4Herbs & Spices
5Insect Products
6Livestock
7Moisture
8Vegetables
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Persuasion, and Technology"},"toolProficiencies":{"value":"One instrument and one type of artisan's implements or bioanalysis kit"},"languages":{"value":null},"equipment":{"value":"A rough instrument you are proficient with, a set of tools (one of your choice), a sturdy knife, a set of common clothes, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Charmer
4Techie
5Entertainer
6Crafter
7Specialist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5Thinking is for other people. I prefer action.
6I misuse long words in an attempt to sound smarter.
7I watch over my friends as if they were a litter of newborn pups.
8I have a lesson for every situation, drawn from observing nature.
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Honor. My word is my bond. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
3I am slow to trust members of other species, planets, and societies.
4The tyrant who rules my land will stop at nothing to see me killed.
5I turn tail and run when things look bad.
6I have a weakness for the vices of the city, especially gambling.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4I wish my childhood sweetheart had come with me to pursue my destiny.
5My family, community, or planet is the most important thing in my life, even when they are far from me.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"NOLBlvnVIjhLqouk","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Farmer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Farmer","tint":"","transfer":true}]} +{"name":"Jensaarai","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.

\n

While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Intimidation, Lore, and Perception"},"toolProficiencies":{"value":"Armormech's Tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes including a robe, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other."},"featureName":{"value":"Depths of Duality"},"featureText":{"value":"Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.\r\n\r\nYou fully understand concepts, and can recall key information, However, if the research was hidden from the public and you have not had experience working with it, you can only partially understand it. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Threatening
3Loremaster
4Perceptive
5Crafter
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action.
2I'm the first to swing a punch, but the last to draw a weapon.
3Danger is my middle name.
4Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go.
5Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield.
6Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer.
7Well-behaved people rarely make history.
8What gave you the idea that I was going to give you a fair fight?
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful)
2Freedom. People should be free to make their own way without interference. (Chaotic)
3Growth. Self-improvement is an unending chore, but one that must be done. (Any)
4Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral)
5Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I might be a little too enamored with force choking my enemies.
2I am my own worst critic, in everything I do.
3My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well.
4I have a collection of lightsabers from fallen foes, and I love adding to it.
5The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer.
6The minute you tell me that someone should not be crossed, I'm already crossing them.
"},"bondOptions":{"value":"
d6Bond
1The Jensaarai took me in when nobody else would. I back the order 100%.
2I was once a Jedi, but grew disillusioned by their inactivity.
3I fight for those who cannot fight for themselves.
4I lost my mentor in battle. I will honor their sacrifice by destroying their killer.
5I was able to slough off Dark Side corruption, but I couldn't avoid making amends.
6The powerful use their strength to raise people up, not keep them down.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Jensaarai.webp","effects":[{"_id":"bHgvM2GogP4JMnXK","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jensaari","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"armor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jensaari","tint":"","transfer":true}],"_id":"1U8Y17wy5Csabvau"} +{"_id":"1VTrCvg5Uxo3XGYn","name":"Bounty Hunter","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

\n

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"AES1kmGDANS8qc5O","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Bounty Hunter","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Bounty Hunter","tint":"","transfer":true}]} +{"name":"Holonet Technician","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed."},"flavorName":{"value":"Employment Type"},"flavorDescription":{"value":"

There are many people who service parts of the holonet, and many more who want to control the flow of information. Choose which best suits your character or roll on the table below.

"},"flavorOptions":{"value":"
d8Employment Type
1Inter-world Government
2Inter-world Corporation
3World Government
4Crime Syndicate
5Independent Contractor
6Broadcasting Service
7Small Corporation
8Darknet Broadcasting
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Stealth, and Technology"},"toolProficiencies":{"value":"Choose two from Mechanic's Kit, Security Kit, and Slicer's Kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, an old transceiver antennae, two tools of your choice, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Holonets technicians vary from boring officer worker to criminal information broker. "},"featureName":{"value":"Holonet Access"},"featureText":{"value":"You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn't always reliable or interesting. Regardless of the quality of the information, it's relevance most likely pertains to your locale.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Stealthy
4Techie
5Specialist
6Keen Mind
7Practiced
8Tech Dabbler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I watch and record people secretly then review it later.
2I talk like I'm on a game show or am a holonet broadcaster at all times.
3I prefer to be left to my own devices.
4I like to record people dying and upload it to the holonet.
5There's no such thing as 'real news'.
6Information is a weapon that I've mastered.
7I am always interested in learning new things.
8I prefer interacting indirectly.
"},"idealOptions":{"value":"
d6Ideal
1Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful)
2Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic)
3Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light)
4Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark)
5Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral)
6Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I tend to think any broadcaster is a fraud immediately unless they prove otherwise.
2I tend to repeat the same mistake unless it is pointed out to me.
3I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever.
4I think everyone who works a normal job is a drone without the ability to think freely.
5I describe everything using references to obscure holonet recordings.
6I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it.
"},"bondOptions":{"value":"
d6Bond
1I will do anything to free people from censorship.
2I can't let anyone know I work for a crime lord.
3I see truth in an ideology, and I must spread that ideal to all.
4I got a man killed by giving him a platform to speak, I can't let that happen again.
5I'm on the run from a government organization that I spread propaganda against and who's propaganda I destroy.
6I have a famous person's private logs, and I don't know what to do with them.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Holonet%20Technician.webp","effects":[{"_id":"39CFIfrRCO58Z3zM","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Holonet Technician","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Holonet Technician","tint":"","transfer":true}],"_id":"23BZjLPc6dRjhG0i"} +{"name":"Folk Hero","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"

You previously pursued a simple profession among the peasantry, perhaps as a farmer or miner, servant or shepherd. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

"},"flavorOptions":{"value":"
d8Defining Event
1I stood up to a tyrant's agents.
2I saved people during a natural disaster.
3I stood alone against a terrible monster.
4I stole from a corrupt merchant to help the poor.
5I led a militia to fight off an invading army.
6I broke into a tyrant's castle and stole weapons to arm the people.
7I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
8A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Performance"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Performer
5Crafter
6Specialist
7Linguist
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Folk%20Hero.webp","effects":[{"_id":"vT9EY11Z0B58gu83","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Folk Hero","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Folk Hero","tint":"","transfer":true}],"_id":"3UP2XhdQbQcpnPdK"} +{"_id":"3kcipI3Ku3VkfcVc","name":"Entertainer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
d10Entertainer Routines
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Entertainer
7Practiced
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"NZQldvQYhovAn0p5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Entertainer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Entertainer","tint":"","transfer":true}]} +{"name":"Scientist","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

Nothing excites you more than pushing the boundaries of scientific knowledge. Most of your time is spent in a lab performing experiments to further your interests. Few people understand the work you do. You can solve complex problems most people can't begin to wrap their heads around, and can solve simple problems in unexpected ways that surprise most people.

\n

What is your scientific field of interest? Is it your insatiable curiousity, or a personal goal that drives you? Did you leave your lab voluntarily, or were you kicked out? One thing is for sure - there are too many interesting research ideas, and too little time.

"},"flavorName":{"value":"Field of Research"},"flavorDescription":{"value":"While scientists are widely knowledgeable, they also choose a focus for their studies. Choose an option or roll on the table below to define your field of research."},"flavorOptions":{"value":"
d8Field of Research
1Biology
2Artificial Intelligence
3Chemistry
4Geology
5Physics
6The Force
7Astrogation
8Medicine
"},"skillProficiencies":{"value":"Choose two from Lore, Medicine, Nature, and Technology"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a datapad, a book on your field of research, a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Scientist are interested in things most don't care about. Their research is their life, and drives their personality traits. Their flaws, ideals, and bond are a result of their hours spent researching."},"featureName":{"value":"Scientific Method"},"featureText":{"value":"You are well acquainted with your field of research from having read numerous journals or having attended scientific conferences. Concepts that are complicated, involving technical jargon that usually goes over most people's heads, are simple to you. You fully understand concepts, can recall key information, and know how to use equipment related to your field, unless the research was hidden from the public, in which case you may only partially understand it. You also recognize well-known figures in your field."},"featOptions":{"value":"
d8Feat
1Loremaster
2Medic
3Naturalist
4Techie
5Crafter
6Linguist
7Tech Dabbler
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I look up to a renowned scientist in my field, and often talk about their work.
2I constantly compare my current situation to my past experiments, many of which went terrifyingly wrong.
3I believe scientific results always comes first.
4I only speak in short incomplete and concise sentences, as they are optimized for efficient communication.
5I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
6I am unable to think logically under great stress, and begin to shout random scientific words.
7I do not believe in etiquette and disregard social expectations.
8I was, in fact, grown and raised in a laboratory.
"},"idealOptions":{"value":"
d6Ideal
1Transparency. All discoveries should be open to everyone. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Greed. I'm only in it for the money and fame. (Dark)
4Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Balanced)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I believe only other scientists deserve my respect.
2I fail to understand why people don't understand my technical jargon.
3I experiment on myself without thinking about the long term consequences.
4I am paranoid that people are out to steal my research.
5I believe I work better when under the influence of intoxicants.
6I work on my research to the point where I ignore my own bodily needs.
"},"bondOptions":{"value":"
d6Bond
1My research is also my best companion.
2I will get revenge on the criminals that stole my research.
3The school I studied at is the most important place in the world to me.
4One day I will return to my home planet and prove that I am the greatest scientist of them all.
5I believe my research will be the key to saving the life of a loved one.
6I owe my instructor a great debt for forging me into the person I am today.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Scientist.webp","effects":[{"_id":"K7ZiRe5yiOulgEIy","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Scientist","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Scientist","tint":"","transfer":true}],"_id":"5gTuj3CRydddjFD1"} +{"name":"Barbarian","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.

\n

Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Survival"},"toolProficiencies":{"value":"One type of musical instrument or artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders."},"featureName":{"value":"Barbarian Heritage"},"featureText":{"value":"

You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of other tribes in times of need.

"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Survivalist
5Entertainer
6Crafter
7Athlete
8Weapon Expert
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Barbarian.webp","effects":[{"_id":"ODRxYdzp4EFEgpTg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Barbarian","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Barbarian","tint":"","transfer":true}],"_id":"66zJbIMASHEeMFKg"} +{"_id":"6F7UMpsrZibRqB2b","name":"Nomad","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Medicine, and Survival"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A walking stick, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, nomads have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world are the most important bonds to nomads."},"featureName":{"value":"Wanderer"},"featureText":{"value":"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth."},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Medic
4Survivalist
5Entertainer
6Linguist
7Dungeon Delver
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"9i2Wqxl58NK5ZsY5","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Nomad","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Nomad","tint":"","transfer":true}]} +{"name":"Investigator","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Survivalist
5Linguist
6Alert
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Investigator.webp","effects":[{"_id":"aKDNPThH7s8K5G8Y","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Investigator","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Investigator","tint":"","transfer":true}],"_id":"7DV9dgGOyPoNTLm1"} +{"name":"Companion","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Deception, Insight, and Performance"},"toolProficiencies":{"value":"One instrument of your choice or a disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or disguise kit, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by factions or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort."},"featureName":{"value":"Sordid Knowledge"},"featureText":{"value":"You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage."},"featOptions":{"value":"
d8Feat
1Acrobat
2Silver-Tongued
3Empathic
4Performer
5Entertainer
6Specialist
7Linguist
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
2I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
3I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want.
4I'm better than those who are more prim and proper, and I'm having more fun.
5I don't really care what happens, it's an easy way to get money for my habit.
6There are so many different kinds of people, and I want to meet them all.
7I never thought this was the life for me, perhaps some brave person will rescue me.
8I like what I do and I resent those who want to rescue me.
"},"idealOptions":{"value":"
d6Ideal
1Sacred. My body is a temple I am duty-bound to share. (Lawful)
2Hedonism. I fill my urges when and where I wish. (Chaotic)
3Loving. Everyone needs attention and love. (Light)
4Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark)
5Consent. I respect other's desires and wishes. (Neutral)
6Freedom. I want to have the independence to enjoy life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I have an incurable disease I acquired from a client.
2I am addicted to recreational drugs that dull the pain I feel.
3I no longer practice my old profession, and I fear anyone discovering it.
4I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them.
5Most people are naive children.
6I pretend to be tough, but am broken inside.
"},"bondOptions":{"value":"
d6Bond
1I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
2If I can only collect enough credits, I'll be able to pay off my debts and be free.
3I have a sick parent to whom I send all my money.
4My independence is the most important thing in my world.
5I bring happiness to the world one person at a time.
6I have a young child who is my world.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Companion.webp","effects":[{"_id":"vkjxLXTTqcu51mT0","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Companion","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Companion","tint":"","transfer":true}],"_id":"7VyUFwILv8RFAAby"} +{"name":"Lawyer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Documentation of your station, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations."},"featureName":{"value":"Legal Authority"},"featureText":{"value":"

You are familiar with the letter of the law and workings of courts, at least on the planet that you were a judge in. If you are in a foreign place where you are not familiar with their exact laws, you often will be able to track down the resources you need to learn them.

If you or your party gets into legal trouble, your experience may help you get out of it. If you can prove your credentials, you might be able to represent your party in a court of law without admonishment. You may know of legal loopholes that will help your case. If you are in the region where you originally worked, you might have past connections with many legal professionals there.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Performer
4Charmer
5Linguist
6Actor
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I quote the law like a religious fanatic quotes scripture.
2I bang my weapon like a gavel whenever I want a rowdy group's attention.
3I remain impartial when making decisions, even when I should have biases and loyalties.
4Evidence is necessary to back up any claim.
5I insist on settling all party disagreements through fake court proceedings.
6I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7I am happy to make sacrifices for the sake of fairness.
8I will not attack a person unless someone can prove they are doing something wrong.
"},"idealOptions":{"value":"
d6Ideal
1Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2Justice. My duty is to fight for the disenfranchised underdog. (Light)
3Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4Punishment. I will punish all those who have committed great Darks. (Lawful)
5Control. I enforce the law only where it benefits myself. (Dark)
6Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1Mercy is a foreign concept to me.
2I am unwilling to admit when I am wrong.
3I become unreasonably enraged at even the slightest injustice.
4I expect others to adhere to the law, but I act like i am above it.
5If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6The punishments I deal are cruel and unusual.
"},"bondOptions":{"value":"
d6Bond
1A dangerous criminal is on the loose, and I plan to hunt them down.
2All those who strive to uphold the law are my allies.
3I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4There is an ethical cause that I would give my life for.
5I dream of memorizing the laws of every civilization.
6I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Lawyer.webp","effects":[{"_id":"DSwb2coYtzmub2Zz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Lawyer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Lawyer","tint":"","transfer":true}],"_id":"7f7IYfbB3gSNKCQ2"} +{"_id":"8D8cSYfa8SYfN2i6","name":"Faction Adventurer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines."},"flavorName":{"value":"Adventuring Origin"},"flavorDescription":{"value":"You have either been adventuring or assisting other in adventuring since a very young age. Perhaps your parents were famous adventurers, or a group of adventurers found and raised you as their own. Perhaps you were trained to be a professional monster hunter, or maybe another faction member saved your life so you swore loyalty to them. Work with your GM to determine the nature of your adventuring."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Nature, and Survival"},"toolProficiencies":{"value":"Your choice demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"50 feet of rope, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

You are an established and respected member of an adventurer's faction, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's faction and you are in good standing with the faction, you will be allowed to look at the job postings and find adventuring work to earn money.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Naturalist
4Survivalist
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can't bring myself to ignore a cry for help.
2I hold onto every mildly interesting item I find, in case it comes in handy someday.
3After all the weirdness I've seen on my travels, nothing can surprise me.
4I spit and laugh in the face of danger.
5Giving up is never an option for me.
6I feel more at home in monster-infested dungeons than in civilized society.
7I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8My sense of humor is as dark and grim as the dungeons I explore.
"},"idealOptions":{"value":"
d6Ideal
1Adventure. All I want is to travel the world and see amazing things. (Any)
2Heroism. I am dedicated to helping people in need. (Light)
3Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6Aspiration. I want to go down in history as a brave, powerful hero. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I default to solving problems with violence even when it's unwise or immoral.
2I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me.
3All members of \"Dark\" species must be Dark, so I will never trust them.
4Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5My habit of looting dungeons makes me swipe things I shouldn't.
6A monstrous enemy I faced in the past still leaves me quivering with fear.
"},"bondOptions":{"value":"
d6Bond
1I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2My adventuring party means the world to me.
3I have sworn to hunt down the monster or villain who killed my former adventuring party.
4I adventure in order to bring honor (or money) to my family.
5There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6All I want is to make the ones who trained me in the way of adventuring proud.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"7OyIWtpW5O5MsJyt","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Adventurer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Adventurer","tint":"","transfer":true}]} +{"_id":"8eJluIQtTPtQay0Y","name":"Courtier","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant's upper echelons, or perhaps you traveled in Nar Shaddaa's baroque and sometimes cutthroat conglomeration of factions, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of fine clothes and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization."},"featureName":{"value":"Court Functionality"},"featureText":{"value":"Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Survivalist
5Linguist
6Actor
7Practiced
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, so I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The location where I learned my trade is the most important place in the world to me.
2I created a great work for someone unworthy to receive it. I'm still looking for someone worthy.
3I owe someone a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"J2pXAY3HF4uS6AiR","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Courtier","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Courtier","tint":"","transfer":true}]} +{"_id":"9NWnxnz2ypy2a1Qp","name":"Lawyer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Your duty is to uphold the law. Before becoming an adventurer you resided over a court or tribunal, managing proceedings and sentencing criminals to punishments fit for their crimes. Your job required a deep understanding of the law which you used to resolve conflicts both clear-cut and morally grey.

The legal system on the planet where you worked has a large effect on how you view the law. Was it a court system with a jury making the final verdict, or did you have absolute authority over determining guilt and sentencing? Was it a fair legal system with plenty of integrity, or was it rife with abuse and corruption? Did you work on criminal cases, civil law, or something even more specific? Perhaps instead of working for a government you were a judge in an internal tribunal for a temple or military organization.

Consider what compelled you to leave your old occupation behind and begin adventuring. Perhaps you seek to bring someone beyond the scope of law to justice, or maybe you have lost faith in the legal system altogether and have turned to a vigilante approach.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Documentation of your station, a book of law, a formal uniform you wear to court, a set of common clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"A lawyer's career is centered on issues of right, wrong, and punishment, so they will approach adventuring through a similar lens. They are used to being respected and in control, leading many of them to struggle with wild, Any situations."},"featureName":{"value":"Legal Authority"},"featureText":{"value":"

You are familiar with the letter of the law and workings of courts, at least on the planet that you were a judge in. If you are in a foreign place where you are not familiar with their exact laws, you often will be able to track down the resources you need to learn them.

If you or your party gets into legal trouble, your experience may help you get out of it. If you can prove your credentials, you might be able to represent your party in a court of law without admonishment. You may know of legal loopholes that will help your case. If you are in the region where you originally worked, you might have past connections with many legal professionals there.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Performer
4Charmer
5Linguist
6Actor
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I quote the law like a religious fanatic quotes scripture.
2I bang my weapon like a gavel whenever I want a rowdy group's attention.
3I remain impartial when making decisions, even when I should have biases and loyalties.
4Evidence is necessary to back up any claim.
5I insist on settling all party disagreements through fake court proceedings.
6I have to hear all sides of a story, but I secretly hate listening to people whine about how unfairly they're treated.
7I am happy to make sacrifices for the sake of fairness.
8I will not attack a person unless someone can prove they are doing something wrong.
"},"idealOptions":{"value":"
d6Ideal
1Law. I will follow the letter of the law always, no matter what I believe. (Lawful)
2Justice. My duty is to fight for the disenfranchised underdog. (Light)
3Reform. Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic)
4Punishment. I will punish all those who have committed great Darks. (Lawful)
5Control. I enforce the law only where it benefits myself. (Dark)
6Stability. The purpose of the law is to keep civilization from collapsing. That spirit of that goal is more important than the letter of the law. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1Mercy is a foreign concept to me.
2I am unwilling to admit when I am wrong.
3I become unreasonably enraged at even the slightest injustice.
4I expect others to adhere to the law, but I act like i am above it.
5If there isn't a law in the books to handle a moral dilemma, I can't make a decision.
6The punishments I deal are cruel and unusual.
"},"bondOptions":{"value":"
d6Bond
1A dangerous criminal is on the loose, and I plan to hunt them down.
2All those who strive to uphold the law are my allies.
3I have sentenced an innocent man to a horrible punishment, and the guilt still haunts me.
4There is an ethical cause that I would give my life for.
5I dream of memorizing the laws of every civilization.
6I am enamored with the legal system of my own culture, and want to spread its tenets everywhere.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"DSwb2coYtzmub2Zz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Lawyer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Lawyer","tint":"","transfer":true}]} +{"name":"Farmer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You are an experienced farmer, cultivating and harvesting nature for the provision of others. You have spent a lot of time surviving outside population centers, but know how to sell your product either directly or to merchants, legal or otherwise. Because you deal with commodities, either as input or as produce, you know how to get things done and how to live on razor-thin margins. You have survived up to this point by working long, hard, and smart.

"},"flavorName":{"value":"Farming Specialty"},"flavorDescription":{"value":"There are as many kinds of farmers as there are things to harvest. Even farmers who provide for all their own needs have deep experience in one type of farming over others. Choose your harvest, or roll on the table below."},"flavorOptions":{"value":"
d8Farming Specialty
1Cereal Crops
2Drug Compounds
3Fibrous Plants
4Herbs & Spices
5Insect Products
6Livestock
7Moisture
8Vegetables
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Persuasion, and Technology"},"toolProficiencies":{"value":"One instrument and one type of artisan's implements or bioanalysis kit"},"languages":{"value":null},"equipment":{"value":"A rough instrument you are proficient with, a set of tools (one of your choice), a sturdy knife, a set of common clothes, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"A farmer is one of the common people and unusually tied to their home and the land. Most farmers look on their humble origins as a virtue, not a shortcoming, and they are quick to defend their home communities and their values, even if they always longed to leave their rural lives and move to the city."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Charmer
4Techie
5Entertainer
6Crafter
7Specialist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5Thinking is for other people. I prefer action.
6I misuse long words in an attempt to sound smarter.
7I watch over my friends as if they were a litter of newborn pups.
8I have a lesson for every situation, drawn from observing nature.
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Honor. My word is my bond. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
3I am slow to trust members of other species, planets, and societies.
4The tyrant who rules my land will stop at nothing to see me killed.
5I turn tail and run when things look bad.
6I have a weakness for the vices of the city, especially gambling.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4I wish my childhood sweetheart had come with me to pursue my destiny.
5My family, community, or planet is the most important thing in my life, even when they are far from me.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Farmer.webp","effects":[{"_id":"NOLBlvnVIjhLqouk","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Farmer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Farmer","tint":"","transfer":true}],"_id":"9sGKr3uevKpBt3Mf"} +{"name":"Smuggler","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have spent your life hiding in the darkness, making shady deals behind closed doors. What led you to engage in a life of crime? Do you crave the thrill of lawbreaking, or did you enter the profession to pay off a debt, risking your hide on behalf of a less than honorable noble? A smuggler is an individual trained in the art of acquisition, a professional thug who can deliver anything... for a price. Smugglers tend to be more bolder criminals than most, preferring bribery or distraction over subterfuge and stealth."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Piloting, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set and your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A fusion cutter, a set of dark common clothes including a hood, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Smugglers might seem like villains on the surface, and many of them are nefarious to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but spies rarely show any respect for law or authority. "},"featureName":{"value":"Careful Selection"},"featureText":{"value":"Some close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Ace Pilot
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am extremely sociable, especially over a mug of ale.
2I always keep my wares close to me, you never know who might stumble across them otherwise.
3The best way to hide is out in the open.
4I'm a terrible gossip.
5Being seen with any unsavory figures is a sure way to undermine my work, which is why I work out of sight.
6Deflecting questions has become second nature to me, so I rarely answer straight.
7I have dozens of identities and live in constant fear of answering to the wrong name.
8I act irrationally confident in the face of danger, nobody suspects anything when you seem like you're in charge.
"},"idealOptions":{"value":"
d6Ideal
1Morals. I only smuggle things to improve the lives of the common folk. (Light)
2Ruthless. I will rise to the top of the heap by any means necessary. (Dark)
3Friendship. My associates are dear to me, and I want them to rise with me when I hit it big. (Lawful)
4Dauntless. No border crossing or bribe is too difficult- that's just the coward's way of saying exciting! (Chaotic)
5Greater. Good I work for a greater cause, and ply my trade only in service to it. (Any)
6Unperturbed. I only want to make a living for myself, and smuggling is just an edge I can use to do so. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1\"Trust nobody, not even yourself.\" I am plagued by paranoia.
2I'm so charismatic that sometimes I woo myself. Who am I, Narcissus?
3Money is my greatest motivator. I'll do almost anything given enough of it, even if I'll regret it later.
4I would betray anyone to save my own skin.
5I detach myself from the results of my actions in order to sleep better at night.
6Someone who knows me well might call me \"two-faced\" but those who don't have no idea what hit 'em.
"},"bondOptions":{"value":"
d6Bond
1A corrupt official shut me down back in my honest days. I aim to show him a thing or two about recovery.
2I never wanted to be a criminal, but it pays the bills.
3A bloodthirsty pirate stole a shipment from me and killed a dear friend of mine. I will have my vengeance.
4Someone I cared about discovered my profession and has publicly denounced me, and I am caught between protecting my reputation and restoring our relationship.
5My love interest is someone who once stole from right under my nose- but they have no idea who I am or how much I admire them for their accomplishment.
6My business partners are closer to me than my family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Smuggler.webp","effects":[{"_id":"ICTn4aQwmyndSpfG","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Smuggler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Smuggler","tint":"","transfer":true}],"_id":"9vBIo5qRLlFgtayA"} +{"name":"Jedi","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You are a devout follower of the Jedi Order: an ancient, monastic peacekeeping organization united in its observance of the light side of the Force. A noble order of protectors noted for their ability to tap into the power of the Force, the Jedi serve as guardians of peace and justice in the Galactic Republic. You follow the Jedi Code:

\"There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Jedi code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jedi are shaped by their experience in their temple. Their study of the history and tenets of the Jedi Order and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Shelter of the Faithful"},"featureText":{"value":"

As a Jedi, you command the respect of those who are loyal to the Jedi Order. You and your adventuring companions can expect to receive free healing and care at any Jedi temple, and those who support your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Jedi temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Jedi for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Charmer
5Linguist
6Crafter
7Healer
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Jedi, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Jedi texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Jedi.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Jedi temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the rank of Jedi Master. (Lawful)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Jedi relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Jedi who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Jedi.webp","effects":[{"_id":"0LDgG6pA8ETk7nfy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jedi","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"arti","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jedi","tint":"","transfer":true}],"_id":"ACu6DUeLnWULwjNU"} +{"name":"Force Adept","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are keenly attuned to the flow of the mysterious energy field known as the Force. With proper training, you could learn to consciously sense and manipulate that energy further. As it is, you may appear to have heightened senses, extremely quick reflexes, an intuitive understanding of others, or an uncanny ability to persuade people to your way of thinking. Your powers may have lain dormant for a long time, perhaps you felt something inside of you but never knew what it was. Perhaps your abilities were awoken by a strong encounter with another force-sensitive with the powers of the Force, or an object associated with the Force, such as a lightsaber."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Perception, and Persuasion"},"toolProficiencies":{"value":"Two of your choice of artisan's implements, gaming sets, or musical instruments"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Force adepts can come from all walks of life and have varied life experiences. Often, though, there is an underlying influence that the Force has on the personalities of Force Adepts, especially once they begin to be conscious of their connection to the Force. "},"featureName":{"value":"Guided by the Force"},"featureText":{"value":"When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually, this information comes from a seemingly random person, book, or data file. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Perceptive
4Charmer
5Crafter
6Entertainer
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I see omens in every event and action. The Force tries to speak to us, we just need to listen.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The Force has chosen me for a greater purpose.I am destined for greatness.
4I would rather make a new friend than a new enemy. We are all connected to each other.
5I've always been good at everything and things come to me naturally, but I am proud of my accomplishments.
6I don't pay attention to the risks in a situation. The odds are always in my favor.
7The best way to get me to do something is to tell me I can't do it.
8My emotions sometimes get the most of me, but they help me succeed.
"},"idealOptions":{"value":"
d6Ideal
1Dilligence. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Lawful)
2Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
3Redemption. There's a spark of good in everyone. (Light)
4Power. I will do whatever it takes to have power. (Dark)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Neutral)
6Growth. Self-improvement is an unending chore, but one that must be done. (Any)
"},"flawOptions":{"value":"
d6Flaw
1My faith in the Force sometimes leads me to blindly trust others that profess that same faith.
2The Jedi and Sith worship the Force as a religion. I think they are idiots for worshipping a hammer.
3I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4I have trouble trusting in my allies that don't share my connection to the Force.
5I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I'm searching for instruction in the ways of the Force.
2I am fully dedicated to the will of the Force.It leads and I follow.
3I must return a relic to the temple it was taken from.
4I will become the greatest user of the Force that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Force%20Adept.webp","effects":[{"_id":"uJ1cnO49Ohql0wlv","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Force Adept","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Force Adept","tint":"","transfer":true}],"_id":"Afwe05RTNEJt4fGD"} +{"_id":"BGNiEnetAKrBcZM2","name":"Outlaw","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a notorious free adventurer who, due to unfortunate circumstances, has lost favor with the law. However, being of the common people, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"Though you were once just a commoner, a specific event caused you to drastically change your lifestyle and take off for a life of dangerous wandering, or perhaps revenge. Choose or randomly determine a defining event that marked you as an outlaw."},"flavorOptions":{"value":"
d10Defining Event
1I stood up to a tyrant's agents.
2I stole from a corrupt Lord to help the poor.
3I broke into a tyrant's castle and stole weapons to arm the people.
4I failed to assassinate a tyrant.
5I loved a noble, and was caught in bed with them.
6I robbed a bank with unfair interest rates.
7I murdered a pedophilic priest to save local children.
8I received a heroic calling from a mysterious creature.
9I was framed for a crime I didn't commit.
10Outlaw by choice.
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Insight, and Survival"},"toolProficiencies":{"value":"Disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, an iron pot, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"An outlaw is a hero for the common people who takes pride in his humble origins and revels in disrupting authority to help those he's close to."},"featureName":{"value":"Notorious"},"featureText":{"value":"Since you come from the ranks of the common folk, you fit among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you've shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Empathic
4Survivalist
5Specialist
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"JX4bhDE2SZifvcok","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Outlaw","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Outlaw","tint":"","transfer":true}]} +{"name":"(Un)Retired Adventurer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

\"I'm getting too old for this stuff.\"

\n

You spent your life as an adventurer, learning the use of many skills and basic survival techniques, including how to stay alive in a hostile area. You might have been part of a famous adventuring party or a less renowned one.

\n

When you choose this background, work with your GM to determine the details of your previous adventuring party, and what kind of experiences you had in your adventuring career. How famous was your previous adventuring party and how well known are you? What did you learn? What was your group's specialty?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Lore, and Survival"},"toolProficiencies":{"value":"One type of artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A grappling hook, one tool with which you are proficient, a memento of an unsuccessful expedition (map to a never found treasure, lock of hair from a fallen companion, or another trinket), and a pouch containing your last 50 cr"},"suggestedCharacteristics":{"value":"The trials and triumphs of retired adventurers have left an impact, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred."},"featureName":{"value":"Bridges Not Yet Burned"},"featureText":{"value":"Throughout your adventures you have established a multitude of contacts from all walks of life, but the intervening years have seen those relationships strained. You may use any feature of any other background, but once a particular feature is used, that feature can't be used again until one year has passed."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Loremaster
4Survivalist
5Crafter
6Linguist
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my adventuring experience relevant to almost every combat situation.
5I can stare down a rancor without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven adventurer.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I adventured with.
2Someone saved my life when they could have left me. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my party suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/(Un)Retired%20Adventurer.webp","effects":[{"_id":"21y2muk4TLqvNhpR","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"(Un)Retired Adventurer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"(Un)Retired Adventurer","tint":"","transfer":true}],"_id":"CROQ3AnoxKsLoVQg"} +{"name":"Laborer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers."},"flavorName":{"value":"Labor Specialty"},"flavorDescription":{"value":"

There are many kinds of manual laborors, skilled and unskilled. Choose your field or specialty or roll on the table below.

"},"flavorOptions":{"value":"
d8Labor Specialty
1Construction
2Droid Repair
3Electrician
4Facilities Maintenance
5Logistics/Shipping
6Manufacturing
7Mechanic
8Plumbing/HVAC
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Survival, and Technology"},"toolProficiencies":{"value":"One type of gaming set and one set of artisan's implements"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, a gaming set (one of your choice), and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Laborers run the gamut from independent operator and owners to lazy and incompetent employees. "},"featureName":{"value":"Working Class"},"featureText":{"value":"You have a contact that acts as your liaison to a union or faction. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Survivalist
4Techie
5Entertainer
6Crafter
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am quiet and reserved. I rarely raise my voice or object.
2I take pride in what my hands create or fix.
3I have little respect for people who call others to fix their problems.
4I am fiercely independent.
5I look down on book learning and take pride in my street-smarts.
6I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like things more than people.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my co-workers.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Laborer.webp","effects":[{"_id":"1sqFA4OkQBHSy1mI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Laborer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Laborer","tint":"","transfer":true}],"_id":"DTwaWVhJOtoffF3T"} +{"name":"Faction Adventurer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Adventuring is nothing new to you. Due to the circumstances of how you were raised, you have been involved with wandering heroes for most of your life. Maybe you were part of an adventuring band previously, but split with them after a disagreement or tragedy. Or, perhaps you worked around heroes in a lesser role for most of your young life, and you are now ready to graduate to the front lines."},"flavorName":{"value":"Adventuring Origin"},"flavorDescription":{"value":"You have either been adventuring or assisting other in adventuring since a very young age. Perhaps your parents were famous adventurers, or a group of adventurers found and raised you as their own. Perhaps you were trained to be a professional monster hunter, or maybe another faction member saved your life so you swore loyalty to them. Work with your GM to determine the nature of your adventuring."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Nature, and Survival"},"toolProficiencies":{"value":"Your choice demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"50 feet of rope, a small knife, a trophy, a set of traveler's clothes, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Adventurers are well adjusted to life on the road. They are often comfortable doing dangerous things like dungeoneering and fighting and can stay level-headed in the face of danger, but they may not be so well adapted to other parts of life."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

You are an established and respected member of an adventurer's faction, allowing you to rely on certain benefits that membership provides. If you are in a town with a headquarters for your adventurer's faction and you are in good standing with the faction, you will be allowed to look at the job postings and find adventuring work to earn money.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Naturalist
4Survivalist
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can't bring myself to ignore a cry for help.
2I hold onto every mildly interesting item I find, in case it comes in handy someday.
3After all the weirdness I've seen on my travels, nothing can surprise me.
4I spit and laugh in the face of danger.
5Giving up is never an option for me.
6I feel more at home in monster-infested dungeons than in civilized society.
7I fill silence with wacky stories about my past misadventures, which may or may not be exaggerated.
8My sense of humor is as dark and grim as the dungeons I explore.
"},"idealOptions":{"value":"
d6Ideal
1Adventure. All I want is to travel the world and see amazing things. (Any)
2Heroism. I am dedicated to helping people in need. (Light)
3Order. I use my power to save the world from the forces of destruction and chaos. (Lawful)
4Excitement. An ordinary life is boring, I'd rather travel around and find trouble. (Chaotic)
5Power. The more powerful enemies I defeat, the stronger I become. (Neutral)
6Aspiration. I want to go down in history as a brave, powerful hero. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I default to solving problems with violence even when it's unwise or immoral.
2I expect to be lavished with praise whenever I do my job, and I get mad when no one acknowledges me.
3All members of \"Dark\" species must be Dark, so I will never trust them.
4Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
5My habit of looting dungeons makes me swipe things I shouldn't.
6A monstrous enemy I faced in the past still leaves me quivering with fear.
"},"bondOptions":{"value":"
d6Bond
1I carry with me a strange artifact that I found in a dungeon, but I don't know what it's for.
2My adventuring party means the world to me.
3I have sworn to hunt down the monster or villain who killed my former adventuring party.
4I adventure in order to bring honor (or money) to my family.
5There is a faraway place I've always wanted to visit, and I won't stop until I make it there.
6All I want is to make the ones who trained me in the way of adventuring proud.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Faction%20Adventurer.webp","effects":[{"_id":"7OyIWtpW5O5MsJyt","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Adventurer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Adventurer","tint":"","transfer":true}],"_id":"Dfreyiggdsm6LTB4"} +{"name":"Far Traveler","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.

\n

You aren't one of those folk.

You are from a distant place that few of the common folk realize that it exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.

Although you find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

"},"flavorName":{"value":"Why Are You Here?"},"flavorDescription":{"value":"

To determine why you are so far from home, roll on the table below or choose from the options provided.

"},"flavorOptions":{"value":"
d6Why Are You Here?
1Emissary
2Exile
3Fugitive
4Pilgrim
5Sightseer
6Wanderer
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Persuasion"},"toolProficiencies":{"value":"Any one musical instrument or gaming set of your choice, likely something native to your homeland"},"languages":{"value":"One of your choice"},"equipment":{"value":"One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland, a small piece of jewelry worth 100 cr in the style of your homeland's craftsmanship, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"The distance you've traveled manifests itself in the way you speak and carry yourself."},"featureName":{"value":"All Eyes On You"},"featureText":{"value":"Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Charmer
5Entertainer
6Linguist
7Athlete
8Practiced
"},"personalityTraitOptions":{"value":"
d6Personality Trait
1I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own.
2I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.
"},"idealOptions":{"value":"
d6Ideal
1Open. I have much to learn from the kindly folk I meet along my way. (Light)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of folk different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.
"},"bondOptions":{"value":"
d6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Far%20Traveler.webp","effects":[{"_id":"rYKZAqQqtPCw5t64","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Far Traveler","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Far Traveler","tint":"","transfer":true}],"_id":"EUzC5LsXI02hCgzK"} +{"_id":"IKabPTFesxkIT252","name":"Hermit","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for."},"flavorName":{"value":"Life of Seclusion"},"flavorDescription":{"value":"

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your GM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

"},"flavorOptions":{"value":"
d6Life of Seclusion
1I was partaking of communal living in accordance with the dictates of a religious order.
2I retreated from society after a life-altering event.
3I needed a quiet place to work on my art, literature, music, or manifesto.
4I needed to commune with nature, far from civilization.
5I was the caretaker of an ancient ruin or relic.
6I was in search of a place of spiritual significance.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Lore, Medicine, and Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr"},"suggestedCharacteristics":{"value":"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation."},"featureName":{"value":"Discovery"},"featureText":{"value":"The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Loremaster
3Medic
4Naturalist
5Specialist
6Alert
7Dungeon Delver
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2I am utterly serene, even in the face of disaster.
3The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4I feel tremendous empathy for all who suffer.
5I'm oblivious to etiquette and social expectations.
6I connect everything that happens to me to a grand, cosmic plan.
7I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8I am working on a grand philosophical theory and love sharing my ideas.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4Power. Solitude and contemplation are paths toward mystical power. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Now that I've returned to the world, I enjoy its delights a little too much.
2I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3I am dogmatic in my thoughts and philosophy.
4I let my need to win arguments overshadow friendships and harmony.
5I'd risk too much to uncover a lost bit of knowledge.
6I like keeping secrets and won't share them with anyone.
"},"bondOptions":{"value":"
d6Bond
1Nothing is more important than the other members of my hermitage, order, or association.
2I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4I entered seclusion because I loved someone I could not have.
5Should my discovery come to light, it could bring ruin to the world.
6My isolation gave me great insight into a great Dark that only I can destroy.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"hW43OgFqBYThXhl6","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Hermit","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Hermit","tint":"","transfer":true}]} +{"_id":"MHN8azBEdlXXxqRM","name":"Mandalorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a child of Mandalore. As a member of the most renowned warrior culture in history, your people are known for being strong and hardy. Mandalorian culture is built around the honor and glory that come from victory in battle."},"flavorName":{"value":"Mandalorian Clan"},"flavorDescription":{"value":"Mandalorian culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and fueds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Mandalorian Clan
1Vizsla
2Fett
3Kryze
4Ordo
5Wren
6Lok
7Cadera
8Clanless
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Piloting, and Survival"},"toolProficiencies":{"value":"One set of artisan's implements"},"languages":{"value":"Mando'a"},"equipment":{"value":"A set of traveler's clothes, a trophy from a previous victory, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Mandalorians are a meritocracy where birthplace, rank, status, and citizenship mean nothing. You are what you do. Mandalorians live by the Resol'nare (the \"Six Actions\"). As a true Mandalorian you should strive to live by this code as much as possible by remaining honorable. Your flaw(s) might consist of any dishonor you've committed, or even being too honorable."},"featureName":{"value":"Child of Mandalore"},"featureText":{"value":"Other Mandalorians know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Mandalorians will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Ace Pilot
4Survivalist
5Crafter
6Durable
7Weapon Expert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow the Resol'nare to the letter.
4I love a good spar.
5I enjoy traveling the galaxy.
6I keep a small trophy on me to remind me of a past victory.
7I view the force as dishonorable in combat.
8I've seen the horrors of battle and try to prevent it.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. I live by my clan's ways, and will continue to do so. (Lawful)
2Power. I strive to be the best warrior, no matter who stands in my way. (Dark)
3Respect. I have earned the respect of many, and I intend to keep it. (Light)
4Freedom. I enjoy having the ability to do whatever I want. (Chaotic)
5Comradery. I'll put everything on the line for those dear to me. (Any)
6Aspiration. I'll succeed in my goals, it just takes time and effort. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I look down on outsiders.
2I have no respect for anyone who flees. Cowardice is unacceptable.
3I don't see much use in talking, a blaster is all I need to make my point.
4I stick to my traditions no matter what, even at the cost of others.
5I retreated once, and I've regretted it ever since.
6I value a victory regardless of the ethics behind the victory.
"},"bondOptions":{"value":"
d6Bond
1I lost someone dear to me in battle, I will always honor them.
2Honor is everything to me.
3I will lay down my life for those beside me.
4I must keep the traditions of my ancestors alive.
5No matter where I go, Mandalore is my home.
6In death, I will find glory.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"Ak1vZkXH57KiTblz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mandalorian","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"mandoa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mandalorian","tint":"","transfer":true}]} +{"name":"Office Worker","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

There are many kinds of office workers, and within a government or private enterprise, individual members have particular specialties. Choose your role or the department you worked for in your office life or roll on the table below.

"},"flavorOptions":{"value":"
d8Office Specialty
1Accounting
2Droid Management
3Executive Assistant
4Facilities
5Information Technology
6Procurement
7Public Relations
8Sentient Resources
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Perception"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Office workers run the gamut from loyal and effective team member to lazy and incompetent employee. "},"featureName":{"value":"Clerical Augur"},"featureText":{"value":"You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Perceptive
5Entertainer
6Linguist
7Feigned Confidence
8Snappy Interjection
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3I have little practical experience dealing with people in the world and prefer to work alone.
4I would rather make a new friend than a new enemy.
5I am always figuring out how to implement better procedures to prevent mistakes.
6There is no \"I\" in \"team.\"
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like to talk at length about my office job.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my employer.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Office%20Worker.webp","effects":[{"_id":"D6PdP2IpQh5eyeWL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Office Worker","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Office Worker","tint":"","transfer":true}],"_id":"NDBuuJicGiWthnnu"} +{"_id":"NaSMBpOZU0sAuDJ2","name":"Gambler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Sleight of Hand"},"toolProficiencies":{"value":"Two types of gaming sets"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush."},"featureName":{"value":"Let's Make It Interesting"},"featureText":{"value":"You can convince nearly anyone to put up something they aren't normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Quick-Fingered
5Entertainer
6Keen Mind
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I like to impress everyone I meet with a simple trick or a quick joke.
2I constantly make side bets on everything that happens around me.
3No matter how high the stakes, I always appear calm.
4I try to be unpredictable, so no one will know when I'm bluffing.
5I never back down from a challenge.
6I can't get satisfaction out of something if the stakes are too low.
7I tend to make friends out of enemies, and enemies out of friends.
8I prefer one game above all others.
"},"idealOptions":{"value":"
d6Ideal
1Risk. Nothing worth doing is ever a sure thing. (Chaotic)
2Victory. Never make a bet unless you're sure you can win. (Lawful)
3Greed. Anything that isn't mine soon will be. (Dark)
4Charity. I share my winnings with the less fortunate. (Light)
5Surprise. Life is a game worth playing, because you never know how the dice will land. (Any)
6Laziness. Working is for chumps. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't step away from the table when I'm losing.
2I spend money faster than I can make it.
3Everyone has a price. Mine happens to be pretty low.
4I assume everyone is hiding something from me.
5I tend to value money more than people.
6I like to think I could drink anyone under the table, but I'm really a lightweight.
"},"bondOptions":{"value":"
d6Bond
1I owe a lot of money to the wrong kind of people.
2I still keep the first coin I ever won. It's my good luck charm.
3Most of my winnings go to my home.
4Someday I will own my own casino.
5I lost a large sum of money to a con artist; I seek to get it back.
6I hide my gambling behind a normal life. My friends have no idea who I really am.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"9HkjNgqUUwqVm64c","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gambler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gambler","tint":"","transfer":true}]} +{"_id":"Py2lyu7sexbfC7Pg","name":"Jedi","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a devout follower of the Jedi Order: an ancient, monastic peacekeeping organization united in its observance of the light side of the Force. A noble order of protectors noted for their ability to tap into the power of the Force, the Jedi serve as guardians of peace and justice in the Galactic Republic. You follow the Jedi Code:

\"There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Jedi code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jedi are shaped by their experience in their temple. Their study of the history and tenets of the Jedi Order and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Shelter of the Faithful"},"featureText":{"value":"

As a Jedi, you command the respect of those who are loyal to the Jedi Order. You and your adventuring companions can expect to receive free healing and care at any Jedi temple, and those who support your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Jedi temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Jedi for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Charmer
5Linguist
6Crafter
7Healer
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Jedi, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Jedi texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Jedi.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Jedi temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the rank of Jedi Master. (Lawful)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Jedi relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Jedi who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"0LDgG6pA8ETk7nfy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jedi","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"arti","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jedi","tint":"","transfer":true}]} +{"_id":"QEnj8HePyi1C6LJq","name":"Barbarian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of your tribe.

\n

Your people have always tried to hold to the old ways. Tradition and taboo have kept your tribe strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why your tribe chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of your tribe led bands back to the old ways, and most of your people abandoned the soft ways of civilization.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Survival"},"toolProficiencies":{"value":"One type of musical instrument or artisan's implements"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, a totemic token or set of tattoos marking your loyalty to your tribe, a set of traveler's clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, barbarians have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders."},"featureName":{"value":"Barbarian Heritage"},"featureText":{"value":"

You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the worlds. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of other tribes in times of need.

"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Survivalist
5Entertainer
6Crafter
7Athlete
8Weapon Expert
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"ODRxYdzp4EFEgpTg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Barbarian","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Barbarian","tint":"","transfer":true}]} +{"name":"Bounty Hunter","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

\n

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of street gangs. You might be a \"velvet mask\" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Persuasion, and Stealth"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of clothes appropriate to your duties, a set of binders, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable."},"featureName":{"value":"Ear to the Ground"},"featureText":{"value":"You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Charmer
4Stealthy
5Specialist
6Linguist
7Alert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Bounty%20Hunter.webp","effects":[{"_id":"AES1kmGDANS8qc5O","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Bounty Hunter","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Bounty Hunter","tint":"","transfer":true}],"_id":"QqGPmQ6Jfjo0boBy"} +{"name":"Teacher","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced teacher who knows how to best instruct others in an array of disciplines. Although you have a vast amount of knowledge yourself, pedagogy is the most important tool in your toolbox because it allows the rest of your knowledge to spread most efficiently."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Lore, Nature, Performance, and Technology"},"toolProficiencies":{"value":"One instrument or set of artisan's implements of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or set of tools with which you are proficient, a token from a former student, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"As a teacher you are devoted to educating others, as well as learning new information for yourself. It is up to you whether you are preachy or wise, a bookworm or more kinesthetic, a note taker or visual learner. In any case, you are most likely underappreciated."},"featureName":{"value":"Knowledge"},"featureText":{"value":"If you need information on something, you know if there is a book containing that information and where to find it. Further, when you hear a creature speaking or when you see language written down, you can identify exactly what language is being used even if you are not proficient in the language. Finally, when you hear music, you know which instruments are being used in the performance, even if you are not proficient in their use. \r\n"},"featOptions":{"value":"
d8Feat
1Loremaster
2Naturalist
3Performer
4Techie
5Entertainer
6Crafter
7Linguist
8Feigned Confidence
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Books are my everything.
2Knowledge is the most important thing in the world.
3I have quotes for every occasion.
4My vocabulary is vast enough I sometimes use words that are larger than necessary.
5I love working with kids.
6Because I understand why people can make mistakes, I am also patient with them.
7Sometimes I start explaining things at a level much to basic for the audience.
8I reward hard work and good manners.
"},"idealOptions":{"value":"
d6Ideal
1Teach. I must spread what I have learned. (Lawful)
2Insatiable. When I find something new I must learn everything about it, no matter the cost. (Chaotic)
3Discovery. Every single piece of information is waiting to be discovered. (Light)
4Greed. Every piece of knowledge will be mine. (Dark)
5People. I will teach anybody anything. (Neutral)
6Power. Knowledge is power. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Someone showing bad manners does not exist to me. I will never talk to or acknowledge that person.
2I overemphasize the importance of discipline.
3I invest so much time into planning that I can't bring myself to deviate from the plan, even when it is needed.
4I look down on uneducated adults.
5I'd give up my companions for a piece of secret information.
6I can't stand not reading at least one page of a book a day.
"},"bondOptions":{"value":"
d6Bond
1I was picked on while growing up for being a bookworm.
2The world is such an open place, I feel like there is still so much to learn. I want to compile knowledge from different places.
3I like reading books and writing, but I'm no poet yet. It is just a hobby I want to share with others, looking for exotic inspirations.
4I will become the power behind the throne by controlling the information the throne receives.
5Children are our future, and I will mold them.
6I can't teach what I don't know. I will teach everything.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Teacher.webp","effects":[{"_id":"Z7oI1Zoo2YU4XNfI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Teacher","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Teacher","tint":"","transfer":true}],"_id":"TJrEEChVSB0wuvds"} +{"_id":"UtVP1JhS0xpvmWJc","name":"Addict","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual."},"flavorName":{"value":"Pick Your Poison"},"flavorDescription":{"value":"While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below."},"flavorOptions":{"value":"
d16Pick Your Poison
1Deuterium-pyro
2Mummergy
3Novanian grog
4Raava
5Spicebrew
6Tihaar
7Tsiraki
8Vayerbok
9Andris
10Cilona
11Giggledust
12Glitterstim
13Karrak
14Muon gold
15Yaladai
16Yarrock
"},"skillProficiencies":{"value":"Choose two from Deception, Performance, Persuasion, Sleight of Hand"},"toolProficiencies":{"value":"Your choice of any gaming set, brewer's kit, or spicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A chance cube set, a sabaac deck, 2 days field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr"},"suggestedCharacteristics":{"value":"Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sorrows? Or are you simply chasing the dragon?"},"featureName":{"value":"Addicted"},"featureText":{"value":"You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Performer
3Charmer
4Quick-Fingered
5Entertainer
6Specialist
7Linguist
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am guaranteed to fight someone if I'm drunk/high enough.
2Life is pain. All I want is to drink/smoke myself into nothingness.
3I have a simple rule; life's a party, so grab the deathsticks!
4The only thing keeping me from burning down this village is the fact that you make some damn good spice.
5I'm quite reserved until the moment I fulfill my addictive needs.
6This stuff is a bit weak, do you have anything higher than 60% in the back?
7I take pride in my addiction and am often snobbish when talking about it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Hope. I hope to one day be free of my addiction. (Light)
2Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark)
3Isolation. Just let me deal with my demons in peace. (Neutral)
4Caution. I will never let my addiction harm others. (Lawful)
5Independence. Addiction frees me. (Chaotic)
6Comradery. Hey, some of my favorite people are addicts! (Any)
"},"flawOptions":{"value":"
d6Flaw
1This could be rough, let's take something before we go.
2Hopefully this will be the one to end it.
3The mission can wait, we should find some dealers first.
4What? I don't have a problem. You're the one with the problem!
5It looks like my drug, so it should be safe to take right?
6I'm never myself when I'm on it.
"},"bondOptions":{"value":"
d6Bond
1I use my addiction as a tool to wash away my past sins.
2My family never wanted to be forgotten. I take drugs in the hopes they will be.
3I hope to start a drug business myself and give people the same happiness I've found.
4Everything I do is in the hopes of getting my hands on my drug.
5I traded my former self to my addiction. Now I need to find a way to get him back.
6To be addicted is to be truly alive.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8CglKXcVxBkb79Dg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Addict","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Addict","tint":"","transfer":true}]} +{"name":"Gladiator","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Intimidation, and Performance"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"A Champion Well Known"},"featureText":{"value":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Threatening
4Performer
5Entertainer
6Linguist
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious trophy, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Gladiator.webp","effects":[{"_id":"xwL56xjuHQXDpfkj","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gladiator","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gladiator","tint":"","transfer":true}],"_id":"XRDpqCIL07UwwCtk"} +{"_id":"YCGPwYIMR4oEqHlZ","name":"Jensaarai","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a Jensaarai, a Force user who has come to understand the failings of both Jedi inactivity and Sith malevolence. While they wield lightsabers, a true mark of skill among the Jensaarai is the crafting of their armor. Each suit is perfectly unique to the wearer, and is frequently (but not always) adorned and shaped to represent an animal that the Jensaarai finds kinship with, up to and potentially including additional mounted weapons or sensors to further emulate that creature.

\n

While the Jensaarai train in, and will use dark side powers when necessary, they seek to avoid true corruption. They are not evil, nor are they wholly good either. They are anti-heroes, and well-practiced in this craft. In addition, the Jensaarai train in more than the lightsaber, employing whatever tools are at hand to best fit the job.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Intimidation, Lore, and Perception"},"toolProficiencies":{"value":"Armormech's Tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes including a robe, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Jensaarai are shaped by the unique capacity of their upbringing. Their study of the duality of the Force manifests in their mannerisms and ideals. Their bond might be their family or their armor. Their flaws might be some a hatred of the Jedi or Sith or a desire to become one or the other."},"featureName":{"value":"Depths of Duality"},"featureText":{"value":"Due to the corruption of the Jedi training done to the pre-Jensaarai, you have a unique insight into both the Light and Dark side of the Force, as well as its history, applications, and techniques in a scholarly manner.\r\n\r\nYou fully understand concepts, and can recall key information, However, if the research was hidden from the public and you have not had experience working with it, you can only partially understand it. You also recognize well-known Jedi Masters and Sith Lords by their works and marks.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Threatening
3Loremaster
4Perceptive
5Crafter
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I ignore the rhetoric a person spouts when meeting them, preferring to judge them by action.
2I'm the first to swing a punch, but the last to draw a weapon.
3Danger is my middle name.
4Goodwill is in short supply in the galaxy, and I always try to foster a little more wherever I go.
5Both the Republic and the Empire have tried to crush us under their bootheels. I refuse to yield.
6Defiant to the last isn't good enough. Upon death I will become a force spirit and continue to defy my killer.
7Well-behaved people rarely make history.
8What gave you the idea that I was going to give you a fair fight?
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect will be shown to everyone, disrespect will be shown to those who earn it. (Lawful)
2Freedom. People should be free to make their own way without interference. (Chaotic)
3Growth. Self-improvement is an unending chore, but one that must be done. (Any)
4Escalation. I will immediately end a hostile situation with all means at my disposal. (Neutral)
5Power. Given our luck with both Jedi and Sith, I need all I can get. (Dark)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I might be a little too enamored with force choking my enemies.
2I am my own worst critic, in everything I do.
3My armor is precision crafted and has served me faithfully. I never give up a chance to prove how well.
4I have a collection of lightsabers from fallen foes, and I love adding to it.
5The Jedi and Sith worship the Force as a religion. I do everything I can to remind them they're just worshipping a hammer.
6The minute you tell me that someone should not be crossed, I'm already crossing them.
"},"bondOptions":{"value":"
d6Bond
1The Jensaarai took me in when nobody else would. I back the order 100%.
2I was once a Jedi, but grew disillusioned by their inactivity.
3I fight for those who cannot fight for themselves.
4I lost my mentor in battle. I will honor their sacrifice by destroying their killer.
5I was able to slough off Dark Side corruption, but I couldn't avoid making amends.
6The powerful use their strength to raise people up, not keep them down.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"bHgvM2GogP4JMnXK","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Jensaari","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"armor","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Jensaari","tint":"","transfer":true}]} +{"name":"Servant","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You have lived much of your life in the service of a lord, noble, merchant, or someone else with much wealth or power. You fetched their coats, drove their chariots, pressed their clothes; and generally did what they asked you to do.

\n

Were you a highly respected butler? A simple scullery maid? Were you born into service, or did you join later? Were you close to your master or masters, or were they distant and cold? Did they treat you well, or beat you at the drop of a hat?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Performance, and Persuasion"},"toolProficiencies":{"value":"One of your choice"},"languages":{"value":"One of your choice"},"equipment":{"value":"A noble symbol representing your employer, a set of artisan's implements (one of your choice), a set of nice clothes, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A servant, for better or worse, will have their personality affected by their years of servitude. "},"featureName":{"value":"Decorum"},"featureText":{"value":"You know how to carry yourself around the elite and their servants. When in the presence of someone of power, or the servants of such a person, you can easily act as if you belong and, barring any extremely outlandish behavior, you can pass off your companions as belonging, too. \r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Loremaster
3Performer
4Charmer
5Crafter
6Entertainer
7Specialist
8Linguist
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am compulsively neat, and clean; I feel uncomfortable if my companions and I are ever dirty orunpresentable.
2I am a bit of a snob, and look down on the common rabble.
3I am extremely subservient; I rarely raise my voice or object.
4I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
5I dote over my companions like a concerned mother bird, fixing their clothing and making sure they look nice.
6I hated my time as a servant, and go out of my way to enjoy myself and let loose, rarely holding my tongue.
7I rarely show any emotions, remaining calm and stoic even in the worst of situations.
8I can-or think I can-diffuse the most tense and stressful of situations with the right word or phrase.
"},"idealOptions":{"value":"
d6Ideal
1Service. Your wish is my desire. (Lawful)
2Helpful. I just enjoy making myself useful. (Light)
3Free. Noone should be bound in servitude. (Chaotic)
4Infiltrate. From the position of a servant, I can worm my way into places of power! (Dark)
5Payment. I don't care what my masters do; as long as I get paid. (Neutral)
6Live. I only wish to serve in peace. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I become incredibly nervous around people of power and importance.
2Saying that I'm a little bossy is a bit of an understatement.
3I can be a sycophant, constantly fawning and flattering others; which can come off as shallow.
4I've lived a relatively pampered life; the world of commoners is dull and painful to me.
5I never speak for myself, letting others walk all over me.
6I often can seem stiff, old fashioned and generally a stick in the mud.
"},"bondOptions":{"value":"
d6Bond
1I am still loyal to my old master.
2The Lord I worked for is after my head, and will do anything to capture me.
3My family still live as servants; I hope to earn a better life for them.
4An older servant taught me the ropes and looked out for me; and I owe them a great debt.
5I will exact revenge on the bastards who ruined (or ended) my Master's life.
6I have plenty of friends in high places; and they've come in useful from time to time.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Servant.webp","effects":[{"_id":"meA1PscX391ozjlU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Servant","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Servant","tint":"","transfer":true}],"_id":"YK8l8YK9G4Gim0WT"} +{"name":"Mercenary","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit or a smaller band of sell-swords, maybe even more than one.

\n

Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Investigation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"

A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set (one of your choice), and a pouch containing the remainder of your last wages (100 cr)

"},"suggestedCharacteristics":{"value":"Mercenaries are shaped by their lively nature, for the better and the worse. They tend to be driven by either their commitment to money or something more valuable."},"featureName":{"value":"Mercenary Life"},"featureText":{"value":"You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the cantinas and feasthalls where mercenaries abide in any area, as long as you speak the language, and if you spend at least an hour in such a location you can come across one of the following bits of information: a job offer, significant rumor, referal to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of your current quest. Additionally, you can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)."},"featOptions":{"value":"
d8Feat
1Brawny
2Investigator
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I do not fear death, but accept it as part of life.
2I have a crude sense of humor.
3I face problems head-on. A simple, direct solution is the best path to success.
4I find it good luck to have a flask of ale on me even when the most of my other belongings are gone.
5I ask a lot of questions.
6I never pass up a friendly wager.
7I am always polite and respectful when speaking to those above my station.
8I like a job well done, especially if I'm not the one doing it.
"},"idealOptions":{"value":"
d6Ideal
1Greed. I'm only doing it for the money. (Dark)
2Fairness. We all did the work. it is only right that everyone gets a share of the reward. (Lawful)
3Live and Let Live. You may not have a family left, but your enemy may. A little compassion goes a long way. (Light)
4Measure of Last Resort. Sometimes we have to do things that we REALLY don't want to do, but we must remember that we only do them because we have to. (Chaotic)
5Debts. I never leave a favor left undone and nor will I leave those whom owe me favors on the hook. (Neutral)
6Aspiration. I have heard a tale of a legendary person of my class. I strive to be more like them. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am always looking for the bigger pay.
2I can't tell a lie for the life of me.
3I judge too easily by special appearance and pride.
4I am almost always carrying some ale in with my gear.
5I believe that I am the only skilled person of the group and am even open about it.
6I will never let a comrade stand alone, even if it gets me killed.
"},"bondOptions":{"value":"
d6Bond
1I have a personal debt that must be paid.
2I am with friends whom I trust with my life as they should trust me with theirs.
3I come from a family that dislikes weaknesses, so I push myself to know my weaknesses.
4My life is my honor. I shall, until death, shape my life to what I want it to be.
5Without a purpose in the world, I find myself to be broken which I do not like.
6I secretly pursue a love interest that is forbidden by a family whether it is my own or my love's family.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Mercenary.webp","effects":[{"_id":"gLabPSWBP29hTaiU","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mercenary","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mercenary","tint":"","transfer":true}],"_id":"ZIb0llolc0r89eh9"} +{"name":"Mandalorian","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are a child of Mandalore. As a member of the most renowned warrior culture in history, your people are known for being strong and hardy. Mandalorian culture is built around the honor and glory that come from victory in battle."},"flavorName":{"value":"Mandalorian Clan"},"flavorDescription":{"value":"Mandalorian culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and fueds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Mandalorian Clan
1Vizsla
2Fett
3Kryze
4Ordo
5Wren
6Lok
7Cadera
8Clanless
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Piloting, and Survival"},"toolProficiencies":{"value":"One set of artisan's implements"},"languages":{"value":"Mando'a"},"equipment":{"value":"A set of traveler's clothes, a trophy from a previous victory, and a pouch containing 200 cr"},"suggestedCharacteristics":{"value":"Mandalorians are a meritocracy where birthplace, rank, status, and citizenship mean nothing. You are what you do. Mandalorians live by the Resol'nare (the \"Six Actions\"). As a true Mandalorian you should strive to live by this code as much as possible by remaining honorable. Your flaw(s) might consist of any dishonor you've committed, or even being too honorable."},"featureName":{"value":"Child of Mandalore"},"featureText":{"value":"Other Mandalorians know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Mandalorians will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Ace Pilot
4Survivalist
5Crafter
6Durable
7Weapon Expert
8Athlete
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow the Resol'nare to the letter.
4I love a good spar.
5I enjoy traveling the galaxy.
6I keep a small trophy on me to remind me of a past victory.
7I view the force as dishonorable in combat.
8I've seen the horrors of battle and try to prevent it.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. I live by my clan's ways, and will continue to do so. (Lawful)
2Power. I strive to be the best warrior, no matter who stands in my way. (Dark)
3Respect. I have earned the respect of many, and I intend to keep it. (Light)
4Freedom. I enjoy having the ability to do whatever I want. (Chaotic)
5Comradery. I'll put everything on the line for those dear to me. (Any)
6Aspiration. I'll succeed in my goals, it just takes time and effort. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I look down on outsiders.
2I have no respect for anyone who flees. Cowardice is unacceptable.
3I don't see much use in talking, a blaster is all I need to make my point.
4I stick to my traditions no matter what, even at the cost of others.
5I retreated once, and I've regretted it ever since.
6I value a victory regardless of the ethics behind the victory.
"},"bondOptions":{"value":"
d6Bond
1I lost someone dear to me in battle, I will always honor them.
2Honor is everything to me.
3I will lay down my life for those beside me.
4I must keep the traditions of my ancestors alive.
5No matter where I go, Mandalore is my home.
6In death, I will find glory.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Mandalorian.webp","effects":[{"_id":"Ak1vZkXH57KiTblz","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Mandalorian","mode":5,"priority":20},{"key":"data.traits.languages.value","value":"mandoa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Mandalorian","tint":"","transfer":true}],"_id":"ZQfd3DpGpyREBndX"} +{"_id":"ZhdjQdshI9Io7S0O","name":"Companion","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are experienced in the arts of companionship, and you provide these services for people who can afford to pay it. This may mean adult favors of the sensual variety, but it just as frequently means conversation, comfort, and company."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Deception, Insight, and Performance"},"toolProficiencies":{"value":"One instrument of your choice or a disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an instrument or disguise kit, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"You enjoy people and you enjoy your work and you enjoy the money it brings. There is no shame in your profession and it is often highly regulated and regimented by factions or the local government. It requires outgoing and adventurous personalities to be a success, and often these traits lead them to adventures of a different sort."},"featureName":{"value":"Sordid Knowledge"},"featureText":{"value":"You have or can gain compromising information about people of importance. You may be able to leverage this information in order to acquire lodging, information, or even money. You may also become a target for having this information. Your GM may rule that any particular individual is either above reproach or is too careful in covering their tracks to provide such leverage."},"featOptions":{"value":"
d8Feat
1Acrobat
2Silver-Tongued
3Empathic
4Performer
5Entertainer
6Specialist
7Linguist
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1People are often hurt and damaged. I try to heal them and leave them stronger than when I meet them.
2I enjoy being in control and manipulating people. It's important that they like me so they do what I say.
3I'm not a laser-brain, although I don't open my mouth to prove people wrong. I let them discover the truth after I have what I want.
4I'm better than those who are more prim and proper, and I'm having more fun.
5I don't really care what happens, it's an easy way to get money for my habit.
6There are so many different kinds of people, and I want to meet them all.
7I never thought this was the life for me, perhaps some brave person will rescue me.
8I like what I do and I resent those who want to rescue me.
"},"idealOptions":{"value":"
d6Ideal
1Sacred. My body is a temple I am duty-bound to share. (Lawful)
2Hedonism. I fill my urges when and where I wish. (Chaotic)
3Loving. Everyone needs attention and love. (Light)
4Exploitation. I take pleasure in toying with people, and taking advantage of them. (Dark)
5Consent. I respect other's desires and wishes. (Neutral)
6Freedom. I want to have the independence to enjoy life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I have an incurable disease I acquired from a client.
2I am addicted to recreational drugs that dull the pain I feel.
3I no longer practice my old profession, and I fear anyone discovering it.
4I am suspicious of anyone who tries to be nice to me. They only want me to sleep with them.
5Most people are naive children.
6I pretend to be tough, but am broken inside.
"},"bondOptions":{"value":"
d6Bond
1I seek a relationship with the most powerful people in the land, desiring to be the power behind the throne.
2If I can only collect enough credits, I'll be able to pay off my debts and be free.
3I have a sick parent to whom I send all my money.
4My independence is the most important thing in my world.
5I bring happiness to the world one person at a time.
6I have a young child who is my world.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"vkjxLXTTqcu51mT0","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Companion","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Companion","tint":"","transfer":true}]} +{"name":"Urchin","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

\n

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"Disguise kit, security kit"},"languages":{"value":null},"equipment":{"value":"A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly."},"featureName":{"value":"City of Secrets"},"featureText":{"value":"You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Quick-Fingered
4Stealthy
5Specialist
6Alert
7Athlete
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I hide scraps of food and trinkets away in my pockets.
2I ask a lot of questions.
3I like to squeeze into small places where no one else can get to me.
4I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5I eat like a pig and have bad manners.
6I think anyone who's nice to me is hiding Dark intent.
7I don't like to bathe.
8I bluntly say what other people are hinting at or hiding.
"},"idealOptions":{"value":"
d6Ideal
1Respect. All people, rich or poor, deserve respect. (Light)
2Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4Retribution. The rich need to be shown what life and death are like in the gutters. (Dark)
5People. I help the people who help me—that's what keeps us alive. (Neutral)
6Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
"},"flawOptions":{"value":"
d6Flaw
1If I'm outnumbered, I will run away from a fight.
2Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3I will never fully trust anyone other than myself.
4I'd rather kill someone in their sleep then fight fair.
5It's not stealing if I need it more than someone else.
6People who can't take care of themselves get what they deserve.
"},"bondOptions":{"value":"
d6Bond
1My town or city is my home, and I'll fight to defend it.
2I sponsor an orphanage to keep others from enduring what I was forced to endure.
3I owe my survival to another urchin who taught me to live on the streets.
4I owe a debt I can never repay to the person who took pity on me.
5I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6No one else should have to endure the hardships I've been through.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Urchin.webp","effects":[{"_id":"MmxMSEE6PlFniWzE","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Urchin","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"secur","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Urchin","tint":"","transfer":true}],"_id":"aLSbyAx8KCKC9VCA"} +{"_id":"aWHIByJWer4m0lqf","name":"Criminal","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society."},"flavorName":{"value":"Criminal Specialty"},"flavorDescription":{"value":"Individual criminals often have particular specialties, whether a part of an organization or a solo endeavor. Choose the role you played in your criminal life, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Specialty
1Blackmailer
2Burglar
3Enforcer
4Fence
5Highway robber
6Hired killer
7Pickpocket
8Thug
"},"skillProficiencies":{"value":"Choose two from Deception, Intimidation, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. "},"featureName":{"value":"Criminal Contact"},"featureText":{"value":"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Threatening
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"CBjlNw7fMiCaFVq5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Criminal","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Criminal","tint":"","transfer":true}]} +{"name":"Clone Trooper","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are one of millions: genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare."},"flavorName":{"value":"Clone Specialization"},"flavorDescription":{"value":"While most clones serve as simple soldiers, there are many specialized units. Roll a d8 or choose from the options in the table below to determine your specialization:"},"flavorOptions":{"value":"
d8Clone Specialization
1Trooper
2Commando
3Jet Trooper
4Medic
5Spec Ops
6Ordnance
7Officer
8Scout
"},"skillProficiencies":{"value":"Choose two from Athletics, Medicine, Perception, and Piloting"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"Badge or emblem of your rank, your chosen tools, a set of common clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical."},"featureName":{"value":"Republic Rank"},"featureText":{"value":"You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don't outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic."},"featOptions":{"value":"
d8Feat
1Brawny
2Medic
3Perceptive
4Ace Pilot
5Specialist
6Alert
7Athlete
8Forceful Vigor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always respect my commander.
2I can stare down a krayt dragon without flinching.
3I face problems head-on. A simple, direct solution is the best path to success.
4I have a sense of humor. This is rare among my brothers.
5I judge people by their actions, not their words.
6I've lost too many friends, and I'm slow to make new ones.
7I ask a lot of questions.
8I'll settle for nothing less than perfection.
"},"idealOptions":{"value":"
d6Ideal
1Responsibility. I do what I must and obey just authority. (Lawful)
2Might. Strength, not compassion, wins battles. (Dark)
3Republic. My brothers, the Republic, or people are all that matter. (Any)
4Greater Light. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light)
5Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1I have little respect for anyone who is of a lesser rank.
2I obey the orders without, even if the orders cause misery.
3I'd rather eat my armor than admit when I'm wrong.
4I judge others harshly, and myself even more severely.
5I am inflexible in my thinking.
6I can't tell a lie for the life of me.
"},"bondOptions":{"value":"
d6Bond
1My honor is my life.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3Those who fight beside me are those worth dying for.
4I fight for those who cannot fight for themselves.
5I would still lay down my life for the people I serve with.
6A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Clone%20Trooper.webp","effects":[{"_id":"db9s1qhtskgWjc2Z","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Clone Trooper","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Clone Trooper","tint":"","transfer":true}],"_id":"b3XIGUWX3n7Meg9m"} +{"name":"Outlaw","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are a notorious free adventurer who, due to unfortunate circumstances, has lost favor with the law. However, being of the common people, they protect you due to your just nature. A protector of the people, a thorn in the side of authorities."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"Though you were once just a commoner, a specific event caused you to drastically change your lifestyle and take off for a life of dangerous wandering, or perhaps revenge. Choose or randomly determine a defining event that marked you as an outlaw."},"flavorOptions":{"value":"
d10Defining Event
1I stood up to a tyrant's agents.
2I stole from a corrupt Lord to help the poor.
3I broke into a tyrant's castle and stole weapons to arm the people.
4I failed to assassinate a tyrant.
5I loved a noble, and was caught in bed with them.
6I robbed a bank with unfair interest rates.
7I murdered a pedophilic priest to save local children.
8I received a heroic calling from a mysterious creature.
9I was framed for a crime I didn't commit.
10Outlaw by choice.
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Insight, and Survival"},"toolProficiencies":{"value":"Disguise kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A hunting trap, an iron pot, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"An outlaw is a hero for the common people who takes pride in his humble origins and revels in disrupting authority to help those he's close to."},"featureName":{"value":"Notorious"},"featureText":{"value":"Since you come from the ranks of the common folk, you fit among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you've shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Empathic
4Survivalist
5Specialist
6Linguist
7Alert
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Outlaw.webp","effects":[{"_id":"JX4bhDE2SZifvcok","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Outlaw","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Outlaw","tint":"","transfer":true}],"_id":"bHCFNDXBQtBVdDkO"} +{"name":"Dathomir Witch","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: \"Never Concede to Evil.\"

"},"flavorName":{"value":"Witch Clans"},"flavorDescription":{"value":"Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Witch Clans
1Singing Mountain
2Misty Falls
3Red Hills
4Dreaming River
5Frenzied River
6Great Canyon
7Nightsisters
8Nightbrothers
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Animal Handling, Lore, or Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Matriarchal Society"},"featureText":{"value":"Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves. \r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Animal Handler
3Loremaster
4Naturalist
5Specialist
6Linguist
7Force-Sensitive
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow my clan's book of law to the letter.
4I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6I have a lesson for every situation, drawn from observing nature.
7I feel far more comfortable around wildlife than I do society.
8I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I stick to my traditions no matter what, even at the cost of others.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, clans, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family and clan is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4It is my duty to provide children to sustain my clan.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6I will bring terrible wrath down on those who disrespect my clan.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Dathomir%20Witch.webp","effects":[{"_id":"H8tkC3iluj7HjyAJ","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Dathomir Witch","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Dathomir Witch","tint":"","transfer":true}],"_id":"cRQPK4XZxPkZq1Ap"} +{"_id":"cr9mcIdxxpAGPcza","name":"Dathomir Witch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You are a part of one of the many Force-sensitive clans on Dathomir. You and your sisters, under the guidance of the Clan Mother, form powerful connections with one another and the untamed wilds of the planet. Your people are a matriarchal society of warriors who train in the art of war and the usage of both muscle and the Force in combat. While all clans have their own set of rules regarding Force usage, all the clans held one rule above all others: \"Never Concede to Evil.\"

"},"flavorName":{"value":"Witch Clans"},"flavorDescription":{"value":"Dathomir culture is built on the backbone of various clans. The clan you are a part of has it's own history, allegiances, and feuds which shape your persepctive. Choose an option or roll on the table below to determine your clan."},"flavorOptions":{"value":"
d8Witch Clans
1Singing Mountain
2Misty Falls
3Red Hills
4Dreaming River
5Frenzied River
6Great Canyon
7Nightsisters
8Nightbrothers
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Animal Handling, Lore, or Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of your clan's book of laws, a set of traveler's clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Dathomir Witches are shaped by their training. They study their book of laws and use it to uphold order and prevent one's turn to the dark side. Their clan and the people around them affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Matriarchal Society"},"featureText":{"value":"Other Dathomir Witches know, and will look out for you. If you're ever in need of a place to stay, or a meal to eat, other Dathomir Witches will help you as long as your clans aren't feuding. This could be in the form of shelters, meals, even healing. If the Dathomir Witches are of your clan or a clan friendly to you, they may be willing to help you even at cost to themselves. \r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Animal Handler
3Loremaster
4Naturalist
5Specialist
6Linguist
7Force-Sensitive
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I try and bring my culture to outsiders.
2I always put my clan first.
3I follow my clan's book of law to the letter.
4I once ran twenty-five miles without stopping to warn my clan of an approaching rival clan. I'd do it again if I had to.
5I place no stock in wealthy or well-mannered folk. Credits and manners won't save you from a hungry rancor.
6I have a lesson for every situation, drawn from observing nature.
7I feel far more comfortable around wildlife than I do society.
8I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole clan. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I stick to my traditions no matter what, even at the cost of others.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, clans, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family and clan is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I am the last of my clan, and it is up to me to keep the traditions of my ancestors alive.
4It is my duty to provide children to sustain my clan.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6I will bring terrible wrath down on those who disrespect my clan.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"H8tkC3iluj7HjyAJ","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Dathomir Witch","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Dathomir Witch","tint":"","transfer":true}]} +{"name":"Entertainer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You thrive in front of an audience, knowing how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life."},"flavorName":{"value":"Entertainer Routines"},"flavorDescription":{"value":"A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer."},"flavorOptions":{"value":"
d10Entertainer Routines
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
"},"skillProficiencies":{"value":"Choose two from Acrobatics, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise kit, one type of musical instrument"},"languages":{"value":null},"equipment":{"value":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"By Popular Demand"},"featureText":{"value":"You can always find a place to perform, usually in an inn or cantina but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you."},"featOptions":{"value":"
d8Feat
1Acrobat
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Entertainer
7Practiced
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Entertainer.webp","effects":[{"_id":"NZQldvQYhovAn0p5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Entertainer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Entertainer","tint":"","transfer":true}],"_id":"dILx0soFaJFwNs20"} +{"name":"Agent","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Investigator
3Loremaster
4Charmer
5Linguist
6Alert
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action.
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
8I have little practical experience dealing with people in the world.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my faction's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my faction.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an artifact of my faction that was lost long ago.
2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
3I owe my life to the faction member who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the faction where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Agent.webp","effects":[{"_id":"hPQt2pjlK4Smc8cx","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Agent","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Agent","tint":"","transfer":true}],"_id":"e4ppF8sckI8UPtPW"} +{"_id":"eal0crea5OnvSSNR","name":"Office Worker","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced office worker, having been employed by one or more local, planetary, or galactic governments, or one or more private enterprises or syndicates. You have spent plenty of time around the water cooler and still have contacts in the governmental and corporate worlds. Love them or hate them, you know your way around rules and regulations and you function well in structured environments."},"flavorName":{"value":"Office Specialty"},"flavorDescription":{"value":"

There are many kinds of office workers, and within a government or private enterprise, individual members have particular specialties. Choose your role or the department you worked for in your office life or roll on the table below.

"},"flavorOptions":{"value":"
d8Office Specialty
1Accounting
2Droid Management
3Executive Assistant
4Facilities
5Information Technology
6Procurement
7Public Relations
8Sentient Resources
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Lore, and Perception"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, an expired data cylinder, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Office workers run the gamut from loyal and effective team member to lazy and incompetent employee. "},"featureName":{"value":"Clerical Augur"},"featureText":{"value":"You have an intuitive understanding of how offices work and can readily fit in to an office environment as if you were meant to be there, as long as no one looks too carefully. Additionally, you know where the true power lies in the office: you know who is likely to know the local gossip and you know who to sweet talk into getting things done for you.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Loremaster
4Perceptive
5Entertainer
6Linguist
7Feigned Confidence
8Snappy Interjection
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3I have little practical experience dealing with people in the world and prefer to work alone.
4I would rather make a new friend than a new enemy.
5I am always figuring out how to implement better procedures to prevent mistakes.
6There is no \"I\" in \"team.\"
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like to talk at length about my office job.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my employer.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"D6PdP2IpQh5eyeWL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Office Worker","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Office Worker","tint":"","transfer":true}]} +{"name":"Racer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have a need for speed. You live off of the adrenaline rush of piloting your craft or steering your beast through the dangers of a race. You love the thrill of a photo-finish and relish the sweet taste of victory."},"flavorName":{"value":"Racing Specialty"},"flavorDescription":{"value":"

There are many places to race and many things to race with. Maybe you dabble in all things fast. Even still, all professional racers have a type of racing they prefer above all else; a race in which they are masters. Choose your vehicular or beastly specialty, or roll on the table below.

"},"flavorOptions":{"value":"
d8Racing Specialty
1Air Speeders
2Boonta Speeders
3Pod Racers
4Speeder Bikes
5Starships
6Swoop Bikes
7Fathiers
8Varactyls
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Nature, Piloting, and Technology"},"toolProficiencies":{"value":"One type of gaming set or mechanic's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of common clothes, a trophy or ribbon from your first-ever win, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Racers are usually competitive and often fearless. They can lead a whirlwind of a life, and sometimes the adrenaline of the race is no longer enough for them. "},"featureName":{"value":"Terrain Mastery"},"featureText":{"value":"You have a preternatural instinct for understanding the terrain, interpreting maps, and planning routes. You and your party can move at three-fourths your speed over difficult terrain during long-distance travel. Because of these skills, if you know your destination and the intervening terrain--either by reputation, by sight, or by maps you have seen--you are able to identify an effective short-cut, trimming your travel time by up to half. Your GM may rule that your short-cut entails significant danger or may be temporarily impassable.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Naturalist
3Ace Pilot
4Techie
5Entertainer
6Specialist
7Linguist
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1Win or lose.There is no try.
2Giving up is never an option for me.
3I spit and laugh in the face of danger.
4Why do something if there is not the possibility of death?
5I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Victory. It's not a victory if you don't follow the rules. (Lawful)
2Win. A win is a win, no matter how it's done. (Chaotic)
3Charity. I share my winnings with the less fortunate. (Light)
4Pride. I will do whatever it takes to be recognized as the best. (Dark)
5Excitement. Life is a race worth entering, because you never know how the ships will fly. (Neutral)
6Victory. Nothing worth doing is ever a sure thing. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I think most people in life are content with a participation trophy. They disgust me.
2I classify everyone I meet as a winner or a loser.There's only ever one winner.
3There is not a drug I won't try.
4Once I start drinking, it's hard for me to stop.
5Once someone questions my courage, I never back down no matter how dangerous the situation.
6Waiting around makes me antsy. I'd rather do something stupid than do nothing at all.
"},"bondOptions":{"value":"
d6Bond
1There is nothing more important to me than my vehicle.
2I will win the Coruscant Invitational one day.
3I'm trying to pay off the debt on my vehicle.
4I owe a lot of money to the wrong kind of people.
5I do what feels good.Let's see the authorities catch me.
6Someone I loved died because they were too slow.That will never happen to me.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Racer.webp","effects":[{"_id":"DEgaT0vZNnQAfYnp","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Racer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Racer","tint":"","transfer":true}],"_id":"f6YNofyiN2kX4ZCz"} +{"_id":"fyIg1ad3dq4YA8bF","name":"Noble","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with manual labor, a former merchant just elevated to the nobility, or an honest, hard-working landowner who cares deeply about the people who live and work on your land.

Work with your GM to come up with an appropriate title and determine how much authority that title carries, as well as your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, how do people regard them?

What's your position in the family? Are you the heir to the head of the family or the head itself? Are you far down the line of succession? How does the head of your family feel about your adventuring career? Are you in your family's good graces?

Does your family have a coat of arms you might wear, a signet ring, or particular colors?

These details help establish your family and your title as features of the world of the campaign.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Lore, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of fine clothes, a signet ring, a letter of pedigree, and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble."},"featureName":{"value":"Position of Privilege"},"featureText":{"value":"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Loremaster
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Light)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Dark)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.
"},"bondOptions":{"value":"
d6Bond
1I will face any challenge to win the approval of my family.
2My house's alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"pV8uhEEDmSoxc2a7","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Noble","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Noble","tint":"","transfer":true}]} +{"name":"Hermit","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You lived in seclusion—either in a community or alone—for a formative part of your life. In your time apart from society, you found quiet, solitude, and perhaps some of the answers you were looking for."},"flavorName":{"value":"Life of Seclusion"},"flavorDescription":{"value":"

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your GM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

"},"flavorOptions":{"value":"
d6Life of Seclusion
1I was partaking of communal living in accordance with the dictates of a religious order.
2I retreated from society after a life-altering event.
3I needed a quiet place to work on my art, literature, music, or manifesto.
4I needed to commune with nature, far from civilization.
5I was the caretaker of an ancient ruin or relic.
6I was in search of a place of spiritual significance.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Lore, Medicine, and Nature"},"toolProficiencies":{"value":"Bioanalysis kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A diary of your experiences, a winter blanket, a set of common clothes, a bioanalysis kit, and 50 cr"},"suggestedCharacteristics":{"value":"Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. Some few are driven slightly mad by their isolation."},"featureName":{"value":"Discovery"},"featureText":{"value":"The seclusion of your hermitage gave you access to a unique and powerful discovery. The nature of this revelation depends on the nature of your seclusion. You might have discovered a great truth about the cosmos or the Force, a fact that has long been forgotten, a relic of the past that could rewrite history, or a place unseen for ages. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your GM to determine the details of your discovery and its impact on the campaign.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Loremaster
3Medic
4Naturalist
5Specialist
6Alert
7Dungeon Delver
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2I am utterly serene, even in the face of disaster.
3The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4I feel tremendous empathy for all who suffer.
5I'm oblivious to etiquette and social expectations.
6I connect everything that happens to me to a grand, cosmic plan.
7I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8I am working on a grand philosophical theory and love sharing my ideas.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Light)
2Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4Power. Solitude and contemplation are paths toward mystical power. (Dark)
5Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
"},"flawOptions":{"value":"
d6Flaw
1Now that I've returned to the world, I enjoy its delights a little too much.
2I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3I am dogmatic in my thoughts and philosophy.
4I let my need to win arguments overshadow friendships and harmony.
5I'd risk too much to uncover a lost bit of knowledge.
6I like keeping secrets and won't share them with anyone.
"},"bondOptions":{"value":"
d6Bond
1Nothing is more important than the other members of my hermitage, order, or association.
2I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4I entered seclusion because I loved someone I could not have.
5Should my discovery come to light, it could bring ruin to the world.
6My isolation gave me great insight into a great Dark that only I can destroy.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Hermit.webp","effects":[{"_id":"hW43OgFqBYThXhl6","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Hermit","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Hermit","tint":"","transfer":true}],"_id":"gDvRW2GKWlIoc8dJ"} +{"name":"Gambler","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are a skilled gambler who spends most of your time in casinos, bar rooms, and gambling dens. Are your activities legal, or do you break the law? Have you ever cheated in a game, or do you play by the rules? No matter what, your life has been one of excitement, chance, and danger."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Sleight of Hand"},"toolProficiencies":{"value":"Two types of gaming sets"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a set of dice, a deck of playing cards, a lucky charm, and a belt pouch containing 100 cr."},"suggestedCharacteristics":{"value":"Gambling is your passion, for better or for worse. Most gamblers see their vices as virtues, and overlook things in their pursuit of the rush."},"featureName":{"value":"Let's Make It Interesting"},"featureText":{"value":"You can convince nearly anyone to put up something they aren't normally willing to part with (property or information) in a game of chance. Your GM might rule that they will only agree to a game of their choosing, and they may only agree if they feel the odds are in their favor."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Quick-Fingered
5Entertainer
6Keen Mind
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I like to impress everyone I meet with a simple trick or a quick joke.
2I constantly make side bets on everything that happens around me.
3No matter how high the stakes, I always appear calm.
4I try to be unpredictable, so no one will know when I'm bluffing.
5I never back down from a challenge.
6I can't get satisfaction out of something if the stakes are too low.
7I tend to make friends out of enemies, and enemies out of friends.
8I prefer one game above all others.
"},"idealOptions":{"value":"
d6Ideal
1Risk. Nothing worth doing is ever a sure thing. (Chaotic)
2Victory. Never make a bet unless you're sure you can win. (Lawful)
3Greed. Anything that isn't mine soon will be. (Dark)
4Charity. I share my winnings with the less fortunate. (Light)
5Surprise. Life is a game worth playing, because you never know how the dice will land. (Any)
6Laziness. Working is for chumps. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't step away from the table when I'm losing.
2I spend money faster than I can make it.
3Everyone has a price. Mine happens to be pretty low.
4I assume everyone is hiding something from me.
5I tend to value money more than people.
6I like to think I could drink anyone under the table, but I'm really a lightweight.
"},"bondOptions":{"value":"
d6Bond
1I owe a lot of money to the wrong kind of people.
2I still keep the first coin I ever won. It's my good luck charm.
3Most of my winnings go to my home.
4Someday I will own my own casino.
5I lost a large sum of money to a con artist; I seek to get it back.
6I hide my gambling behind a normal life. My friends have no idea who I really am.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Gambler.webp","effects":[{"_id":"9HkjNgqUUwqVm64c","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gambler","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gambler","tint":"","transfer":true}],"_id":"gZV9TW4MOi4s3zM0"} +{"_id":"gpLDcM8ddEcMmxxC","name":"City Watch","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

You have served the community where you grew up, standing as its first line of defense against crime and wildlife. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

\n

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own law enforcement forces.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Investigation, and Perception"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Investigator
4Perceptive
5Linguist
6Alert
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"ccy1OO6PwsSoWbte","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"City Watch","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"City Watch","tint":"","transfer":true}]} +{"_id":"hL4hv34F4B6WNy1m","name":"Holonet Technician","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You worked to keep the holonet up and running, whether being employed directly by an institution or indirectly by people across the galaxy. Your work has allowed you to uncover secrets most would never know existed."},"flavorName":{"value":"Employment Type"},"flavorDescription":{"value":"

There are many people who service parts of the holonet, and many more who want to control the flow of information. Choose which best suits your character or roll on the table below.

"},"flavorOptions":{"value":"
d8Employment Type
1Inter-world Government
2Inter-world Corporation
3World Government
4Crime Syndicate
5Independent Contractor
6Broadcasting Service
7Small Corporation
8Darknet Broadcasting
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Stealth, and Technology"},"toolProficiencies":{"value":"Choose two from Mechanic's Kit, Security Kit, and Slicer's Kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, an old transceiver antennae, two tools of your choice, and a belt pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Holonets technicians vary from boring officer worker to criminal information broker. "},"featureName":{"value":"Holonet Access"},"featureText":{"value":"You have the codes to a distributor station which gives you access to all information sent through it. This information comes in the form of useful (and sometimes sensitive) information on a topic you choose each day to tune into; this information isn't always reliable or interesting. Regardless of the quality of the information, it's relevance most likely pertains to your locale.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Stealthy
4Techie
5Specialist
6Keen Mind
7Practiced
8Tech Dabbler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I watch and record people secretly then review it later.
2I talk like I'm on a game show or am a holonet broadcaster at all times.
3I prefer to be left to my own devices.
4I like to record people dying and upload it to the holonet.
5There's no such thing as 'real news'.
6Information is a weapon that I've mastered.
7I am always interested in learning new things.
8I prefer interacting indirectly.
"},"idealOptions":{"value":"
d6Ideal
1Duty. It is my duty to keep all people in contact so that everything will continue working as intended. (Lawful)
2Autonomy. Information is meant to confuse and overwhelm. I choose to control my own mind by controlling what information I have access to. (Chaotic)
3Happiness. The more hope and joy I spread, the more laughs I bring; that is why I do what I do. (Light)
4Popularity. I want to become the most renown being in all the galaxy, and I'll destroy the competition. (Dark)
5Knowledge. I don't care who's ideology is right, I care who's ideology will let me learn and document information. (Neutral)
6Self-Fulfillment. I'm just here for the fun of it, no matter what happens it'll make a great story one day. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I tend to think any broadcaster is a fraud immediately unless they prove otherwise.
2I tend to repeat the same mistake unless it is pointed out to me.
3I will ramble endlessly about a random holonet broadcast that I saw which I think was the best ever.
4I think everyone who works a normal job is a drone without the ability to think freely.
5I describe everything using references to obscure holonet recordings.
6I've become completely desensitized to violence and graphic imagery, to the point where I laugh in an off putting way whenever I see it.
"},"bondOptions":{"value":"
d6Bond
1I will do anything to free people from censorship.
2I can't let anyone know I work for a crime lord.
3I see truth in an ideology, and I must spread that ideal to all.
4I got a man killed by giving him a platform to speak, I can't let that happen again.
5I'm on the run from a government organization that I spread propaganda against and who's propaganda I destroy.
6I have a famous person's private logs, and I don't know what to do with them.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"39CFIfrRCO58Z3zM","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Holonet Technician","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Holonet Technician","tint":"","transfer":true}]} +{"name":"Scoundrel","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You have always had a way with people. You can tease out their heart's desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. You know what people want and you promise to deliver, coaxing people into otherwise foolish decisions. You make the improbable sound plausible, and come ahead on every deal."},"flavorName":{"value":"Favorite Schemes"},"flavorDescription":{"value":"Every scoundrel has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below."},"flavorOptions":{"value":"
d6Favorite Schemes
1I cheat at games involving chance.
2I shave creds or forge documents.
3I insinuate myself into people's lives to prey on their weakness and secure their fortunes.
4I put on new identities like clothes.
5I run sleight-of-hand cons on street corners.
6I convince people that worthless junk is worth their hard-earned money.
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Sleight of Hand"},"toolProficiencies":{"value":"Disguise Kit, Forgery Kit"},"languages":{"value":null},"equipment":{"value":"A set of fine clothes, a disguise kit, a memento of a former con, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Scoundrels are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues."},"featureName":{"value":"False Identity"},"featureText":{"value":"

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.

Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Quick-Fingered
5Specialist
6Force of Personality
7Snappy Interjection
8Actor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I fall in and out of love easily, and am always pursuing someone.
2I have a joke for every occasion, especially occasions where humor is inappropriate.
3Flattery is my preferred trick for getting what I want.
4I'm a born gambler who can't resist taking a risk for a potential payoff.
5I lie about almost everything, even when there's no good reason to.
6Sarcasm and insults are my weapons of choice.
7I keep multiple symbols on me and invoke whatever power might come in useful at any given moment.
8I pocket anything I see that might have some value.
"},"idealOptions":{"value":"
d6Ideal
1Independence. I am a free spirit—no one tells me what to do. (Chaotic)
2Fairness. I never target people who can't afford to lose a few creds. (Lawful)
3Charity. I distribute the money I acquire to the people who really need it. (Light)
4Creativity. I never run the same con twice. (Any)
5Friendship. Material goods come and go. Bonds of friendship last forever. (Light)
6Aspiration. I'm determined to make something of myself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I can't resist a pretty face.
2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
3I'm convinced that no one could ever fool me the way I fool others.
4I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
5I can't resist swindling people who are more powerful than me.
6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
"},"bondOptions":{"value":"
d6Bond
1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
3Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
5A powerful person killed someone I love. Some day soon, I'll have my revenge.
6I swindled and ruined a person who didn't deserve it, and I seek to atone for my misdeeds.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Scoundrel.webp","effects":[{"_id":"zxbZwq5rUD0VZ4jl","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Scoundrel","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"disg","mode":2,"priority":20},{"key":"data.traits.toolProf.value","value":"forg","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Scoundrel","tint":"","transfer":true}],"_id":"hgbzmtOKbrrpaH5O"} +{"name":"Pirate","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced pirate. Banditry and raiding are common in the Outer Rim, and little negative stigma is given to pirates. Those that prey on the Empire are sometimes even held in high regard as bold warriors. However, you still have contacts within the criminal underworld and you're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of finer society."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Deception, Intimidation, and Piloting"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"One set of traveler's clothes, a gaming set you are proficient with, poorly wrought maps of Outer Rim worlds in your territory, a small piece of jewelry worth 100 cr from some exotic planet, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"Despite the cutthroat nature of the business, pirates come in all shapes and personalities. Some are bloodthirsty brigands who leave no survivors, others are free spirits who believe in strength over weakness. The hardened warriors of deep space can be implacable foes who often form unshakable bonds with their crewmates. The same circumstances that give them their edge can also grind them down, leaving them vulnerable to greed, shame, and the scars of fear and horror left by battle."},"featureName":{"value":"Galactic Scourge"},"featureText":{"value":"You've been from one end of the galaxy to the other. You know the most lucrative trade routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy. Further, the bonds you formed with your crew are strong, and you can call on their aid even if you've been away from their side for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same."},"featOptions":{"value":"
d8Feat
1Brawny
2Silver-Tongued
3Threatening
4Ace Pilot
5Entertainer
6Specialist
7Feigned Confidence
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I respect my captain and trust my crew. It may be all that saves my life one day.
2Whether the credits comes from the split of the spoils or from a side wager, I'll get my hands on it.
3When my blood gets up, my swearing could boil the icy tundra of Hoth.
4I enjoy spreading the tales of my exploits, no matter who hears.
5I never let witnesses escape from a raid.
6I take what I need, but I don't kill without reason.
7I always have an exit planned.
8I assume everyone else wants to take what I have.
"},"idealOptions":{"value":"
d6Ideal
1Equal Shares. All hands who spend sweat and blood earn their share of the credits. (Lawful)
2Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
3Greater Good. I raid to weaken the Empire that threatens my people, but I don't steal from civilians.(Light)
4Strength. The weak exist to feed the strong, and I am strong. (Dark)
5Crew. A ship is nothing without her crew. Protect your mates. (Neutral)
6Ambition. One day I will be so much more than a captain. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I never back down from a fight.
2When faced with a choice between money and my friends, I usually choose the money.
3I was drunk on watch when my ship was lost to an ambush. I can't set the shame aside.
4I feel I'm entitled to a greater share of the spoils, no matter the circumstances.
5I won't let myself be captured. If a raid goes sour, I'm the first to run for cover.
6I get lost in the thrill of the raid and can't focus on the details of a plan.
"},"bondOptions":{"value":"
d6Bond
1My band and I will be known across the world, and we'll never be forgotten.
2My ill-gotten gains go to support my family.
3Everything I do is for the good of my people.
4My ship and many of her crew were lost to treachery, and I won't rest until I discover who was behind it.
5My ship comes first, and all other loyalties simply pale in comparison.
6A crew member of a ship we raided saved my life, and I don't know how to resolve that debt.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Pirate.webp","effects":[{"_id":"mb0hwrFG3TRTF5CZ","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Pirate","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Pirate","tint":"","transfer":true}],"_id":"hkzpv3KqJ6OPbpMV"} +{"_id":"htHY2hifH1TLljuX","name":"Investigator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Survivalist
5Linguist
6Alert
7Observant
8Keen Mind
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"aKDNPThH7s8K5G8Y","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Investigator","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Investigator","tint":"","transfer":true}]} +{"_id":"hwjUEoEKsyhiymYc","name":"Crime Lord","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive."},"flavorName":{"value":"Criminal Motivation"},"flavorDescription":{"value":"Not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage guerilla wars against tyrants and despots. Indeed, some historical heroes began as smugglers or pirates, rising through the ranks of their organization to provide a more noble direction for their group's activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of evil is a more important long-term goal. Choose the motivation behind your criminal enterprise, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Motivation
1Desperation
2Freedom
3Infamy
4Love
5Malice
6Profit
7Respect
8Revenge
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A fine set of clothes, a gaming set (one of your choice), and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game."},"featureName":{"value":"Criminal Network"},"featureText":{"value":"You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
4I would rather make a new friend than a new enemy.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6My favor, once lost, is lost forever.
7If you do me an injury, I will crush you, ruin your name, and salt your fields.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2When faced with a choice between money and my friends, I usually choose the money.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4The common folk must see me as a hero of the people.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"LLE0jXL2Pxlkz1pH","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Crime Lord","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Crime Lord","tint":"","transfer":true}]} +{"name":"Addict","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You hammer down your fifth bottle of the night, do your last bit of snuff, and bid farewell to the seedy cantina barman. You stagger onto the streets and find a nearby alley in which you empty the night's contents. To many, the next morning's hangovers would be hell. To you, they're a ritual."},"flavorName":{"value":"Pick Your Poison"},"flavorDescription":{"value":"While most addicts are willing to try everything once, they typically have a drug of choice. You can determine what the source of your addiction or determine it randomly below."},"flavorOptions":{"value":"
d16Pick Your Poison
1Deuterium-pyro
2Mummergy
3Novanian grog
4Raava
5Spicebrew
6Tihaar
7Tsiraki
8Vayerbok
9Andris
10Cilona
11Giggledust
12Glitterstim
13Karrak
14Muon gold
15Yaladai
16Yarrock
"},"skillProficiencies":{"value":"Choose two from Deception, Performance, Persuasion, Sleight of Hand"},"toolProficiencies":{"value":"Your choice of any gaming set, brewer's kit, or spicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A chance cube set, a sabaac deck, 2 days field rations, a flask or belt pouch containing your addiction, a set of common clothes, a bedroll, and a belt pouch containing 25 cr"},"suggestedCharacteristics":{"value":"Addicts can be rude and uncouth, wearing their addiction visibly, or they might hide that addiction and appear to function normally. Importantly, and varying with every addict, why are you addicted? To forget the past? To drown your sorrows? Or are you simply chasing the dragon?"},"featureName":{"value":"Addicted"},"featureText":{"value":"You've been abusing substances for a long time. You always know who to talk to and where to find substances, and you can often identify them in their raw form."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Performer
3Charmer
4Quick-Fingered
5Entertainer
6Specialist
7Linguist
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am guaranteed to fight someone if I'm drunk/high enough.
2Life is pain. All I want is to drink/smoke myself into nothingness.
3I have a simple rule; life's a party, so grab the deathsticks!
4The only thing keeping me from burning down this village is the fact that you make some damn good spice.
5I'm quite reserved until the moment I fulfill my addictive needs.
6This stuff is a bit weak, do you have anything higher than 60% in the back?
7I take pride in my addiction and am often snobbish when talking about it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Hope. I hope to one day be free of my addiction. (Light)
2Carelessness. I don't care what I have to do, just let me feed my addiction. (Dark)
3Isolation. Just let me deal with my demons in peace. (Neutral)
4Caution. I will never let my addiction harm others. (Lawful)
5Independence. Addiction frees me. (Chaotic)
6Comradery. Hey, some of my favorite people are addicts! (Any)
"},"flawOptions":{"value":"
d6Flaw
1This could be rough, let's take something before we go.
2Hopefully this will be the one to end it.
3The mission can wait, we should find some dealers first.
4What? I don't have a problem. You're the one with the problem!
5It looks like my drug, so it should be safe to take right?
6I'm never myself when I'm on it.
"},"bondOptions":{"value":"
d6Bond
1I use my addiction as a tool to wash away my past sins.
2My family never wanted to be forgotten. I take drugs in the hopes they will be.
3I hope to start a drug business myself and give people the same happiness I've found.
4Everything I do is in the hopes of getting my hands on my drug.
5I traded my former self to my addiction. Now I need to find a way to get him back.
6To be addicted is to be truly alive.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Addict.webp","effects":[{"_id":"8CglKXcVxBkb79Dg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Addict","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Addict","tint":"","transfer":true}],"_id":"iAyhpB9Nibw6O90t"} +{"name":"Nomad","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Medicine, and Survival"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A walking stick, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Often considered rude and uncouth among civilized folk, nomads have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world are the most important bonds to nomads."},"featureName":{"value":"Wanderer"},"featureText":{"value":"You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth."},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Medic
4Survivalist
5Entertainer
6Linguist
7Dungeon Delver
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm driven by a wanderlust that led me away from home.
2I watch over my friends as if they were a litter of newborn pups.
3I once ran twenty-five miles without stopping to warn my clan of an approaching horde. I'd do it again if I had to.
4I have a lesson for every situation, drawn from observing nature.
5I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry rancor.
6I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7I feel far more comfortable around animals than people.
8I was, in fact, raised by wampas.
"},"idealOptions":{"value":"
d6Ideal
1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Light)
3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4Might. The strongest are meant to rule. (Dark)
5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6Glory. I must earn glory in battle, for myself and my clan. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am too enamored of ale, wine, and other intoxicants.
2There's no room for caution in a life lived to the fullest.
3I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4I am slow to trust members of other species, tribes, and societies.
5Violence is my answer to almost any challenge.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
"},"bondOptions":{"value":"
d6Bond
1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2An injury to the unspoiled wilderness of my home is an injury to me.
3I will bring terrible wrath down on the Darkdoers who destroyed my homeland.
4I am the last of my tribe, and it is up to me to ensure their names enter legend.
5I suffer awful visions of a coming disaster and will do anything to prevent it.
6It is my duty to provide children to sustain my tribe.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Nomad.webp","effects":[{"_id":"9i2Wqxl58NK5ZsY5","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Nomad","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Nomad","tint":"","transfer":true}],"_id":"iw9SoyGS7iMNtG6f"} +{"name":"Noble","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with manual labor, a former merchant just elevated to the nobility, or an honest, hard-working landowner who cares deeply about the people who live and work on your land.

Work with your GM to come up with an appropriate title and determine how much authority that title carries, as well as your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, how do people regard them?

What's your position in the family? Are you the heir to the head of the family or the head itself? Are you far down the line of succession? How does the head of your family feel about your adventuring career? Are you in your family's good graces?

Does your family have a coat of arms you might wear, a signet ring, or particular colors?

These details help establish your family and your title as features of the world of the campaign.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Lore, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of fine clothes, a signet ring, a letter of pedigree, and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble."},"featureName":{"value":"Position of Privilege"},"featureText":{"value":"Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Loremaster
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2The common folk love me for my kindness and generosity.
3No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4I take great pains to always look my best and follow the latest fashions.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7My favor, once lost, is lost forever.
8If you do me an injury, I will crush you, ruin your name, and salt your fields.
"},"idealOptions":{"value":"
d6Ideal
1Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Light)
2Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4Power. If I can attain more power, no one will tell me what to do. (Dark)
5Family. Blood runs thicker than water. (Any)
6Noble Obligation. It is my duty to protect and care for the people beneath me. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2I hide a truly scandalous secret that could ruin my family forever.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have an insatiable desire for carnal pleasures.
5In fact, the world does revolve around me.
6By my words and actions, I often bring shame to my family.
"},"bondOptions":{"value":"
d6Bond
1I will face any challenge to win the approval of my family.
2My house's alliance with another noble family must be sustained at all costs.
3Nothing is more important than the other members of my family.
4I am in love with the heir of a family that my family despises.
5My loyalty to my sovereign is unwavering.
6The common folk must see me as a hero of the people.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Noble.webp","effects":[{"_id":"pV8uhEEDmSoxc2a7","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Noble","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Noble","tint":"","transfer":true}],"_id":"iy0M2KLp5tBqy8l0"} +{"name":"Soldier","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army, a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your GM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, a village militia, or perhaps a private company.

"},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

"},"flavorOptions":{"value":"
d8Specialty
1Officer
2Scout
3Infantry
4Medic
5Quartermaster
6Pilot
7Artisan
8Support Staff
"},"skillProficiencies":{"value":"Choose two from Athletics, Intimidation, Persuasion, and Piloting"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"An insignia of rank, a trophy taken from a fallen enemy, a gaming set (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and mentally vulnerable."},"featureName":{"value":"Military Rank"},"featureText":{"value":"You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment for temporary use. You can also usually gain access to friendly military encampments where your rank is recognized."},"featOptions":{"value":"
d8Feat
1Brawny
2Threatening
3Charmer
4Ace Pilot
5Entertainer
6Linguist
7Weapon Expert
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Soldier.webp","effects":[{"_id":"50FJ87E6jpgibwLx","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Soldier","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Soldier","tint":"","transfer":true}],"_id":"kmUH59OCGsjwUsJC"} +{"_id":"lT9FbxNVaN4n9ixE","name":"Clone Trooper","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are one of millions: genetically engineered, identical specimens designed to be the perfect soldier. Created from a template provided by the legendary bounty hunter Jango Fett, you represent the latest and greatest evolution in galactic warfare."},"flavorName":{"value":"Clone Specialization"},"flavorDescription":{"value":"While most clones serve as simple soldiers, there are many specialized units. Roll a d8 or choose from the options in the table below to determine your specialization:"},"flavorOptions":{"value":"
d8Clone Specialization
1Trooper
2Commando
3Jet Trooper
4Medic
5Spec Ops
6Ordnance
7Officer
8Scout
"},"skillProficiencies":{"value":"Choose two from Athletics, Medicine, Perception, and Piloting"},"toolProficiencies":{"value":"Your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"Badge or emblem of your rank, your chosen tools, a set of common clothes, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Clones are trained from birth to be the perfect soldier; over time, they also develop their own personalities. They are universally loyal to the Republic. While clones share genetic coding, no two are completely identical."},"featureName":{"value":"Republic Rank"},"featureText":{"value":"You are a soldier of the Republic. Those loyal to the Republic will respect your status and defer to you if they don't outrank you. You can invoke your position to exert influence over other soldiers, requisition simple equipment, and gain access to military compounds affiliated with the Republic."},"featOptions":{"value":"
d8Feat
1Brawny
2Medic
3Perceptive
4Ace Pilot
5Specialist
6Alert
7Athlete
8Forceful Vigor
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always respect my commander.
2I can stare down a krayt dragon without flinching.
3I face problems head-on. A simple, direct solution is the best path to success.
4I have a sense of humor. This is rare among my brothers.
5I judge people by their actions, not their words.
6I've lost too many friends, and I'm slow to make new ones.
7I ask a lot of questions.
8I'll settle for nothing less than perfection.
"},"idealOptions":{"value":"
d6Ideal
1Responsibility. I do what I must and obey just authority. (Lawful)
2Might. Strength, not compassion, wins battles. (Dark)
3Republic. My brothers, the Republic, or people are all that matter. (Any)
4Greater Light. We fight not for ourselves, but for countless of others that can't fight for themselves. (Light)
5Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
6Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral)
"},"flawOptions":{"value":"
d6Flaw
1I have little respect for anyone who is of a lesser rank.
2I obey the orders without, even if the orders cause misery.
3I'd rather eat my armor than admit when I'm wrong.
4I judge others harshly, and myself even more severely.
5I am inflexible in my thinking.
6I can't tell a lie for the life of me.
"},"bondOptions":{"value":"
d6Bond
1My honor is my life.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3Those who fight beside me are those worth dying for.
4I fight for those who cannot fight for themselves.
5I would still lay down my life for the people I serve with.
6A proud commander once gave me a horrible beating, and I will take my revenge on any bully I encounter.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"db9s1qhtskgWjc2Z","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Clone Trooper","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Clone Trooper","tint":"","transfer":true}]} +{"_id":"nFeRtpv8epZVZT9q","name":"Faction Artisan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are a member of an artisan's faction, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your faction, until you became a master in your own right."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.\r\n"},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Insight, Persuasion, and Technology"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Charmer
4Techie
5Crafter
6Specialist
7Linguist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"XLWkOngF0epU9QvV","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Artisan","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Artisan","tint":"","transfer":true}]} +{"name":"Student","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the galaxy's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well-known of the galaxy's fonts of knowledge is the Library of the Republic. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Coruscant's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Insight, Lore, Investigation, and Nature"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of common clothes, a datapad and 10 data cards, a book on the subject of your current study, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Cloistered scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, they value knowledge highly—as a worthy goal in itself, or as a means to a desirable end."},"featureName":{"value":"Library Access"},"featureText":{"value":"

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, powerful, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the galaxy, as professional courtesy shown to a fellow scholar.

"},"featOptions":{"value":"
d8Feat
1Empathic
1Loremaster
2Investigator
4Naturalist
5Linguist
6Keen Mind
7Observant
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I use polysyllabic words that convey the impression of great erudition.
2I've read every book in the world's greatest libraries—or I like to boast that I have.
3I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4There's nothing I like more than a good mystery.
5I'm willing to listen to every side of an argument before I make my own judgment.
6I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
7I am horribly, horribly awkward in social situations.
8I'm convinced that people are always trying to steal my secrets.
"},"idealOptions":{"value":"
d6Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Light)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Dark)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a monster. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can't keep a secret to save my life, or anyone else's.
"},"bondOptions":{"value":"
d6Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life's work is a series of tomes related to a specific field of lore.
5I've been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Student.webp","effects":[{"_id":"m9GimK5lM9wkGQl3","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Student","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Student","tint":"","transfer":true}],"_id":"o5vXhA0t4zN2O2t5"} +{"_id":"p7Cp0FgmCKJZbavo","name":"Laborer","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are an experienced laborer and come from a humble social rank. You work with your hands, and anything worth doing is worth doing well. Your life is full of hard work and too little respect for your efforts, but you share a deep camaraderie with your fellow workers."},"flavorName":{"value":"Labor Specialty"},"flavorDescription":{"value":"

There are many kinds of manual laborors, skilled and unskilled. Choose your field or specialty or roll on the table below.

"},"flavorOptions":{"value":"
d8Labor Specialty
1Construction
2Droid Repair
3Electrician
4Facilities Maintenance
5Logistics/Shipping
6Manufacturing
7Mechanic
8Plumbing/HVAC
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Survival, and Technology"},"toolProficiencies":{"value":"One type of gaming set and one set of artisan's implements"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, a gaming set (one of your choice), and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Laborers run the gamut from independent operator and owners to lazy and incompetent employees. "},"featureName":{"value":"Working Class"},"featureText":{"value":"You have a contact that acts as your liaison to a union or faction. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Survivalist
4Techie
5Entertainer
6Crafter
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I am quiet and reserved. I rarely raise my voice or object.
2I take pride in what my hands create or fix.
3I have little respect for people who call others to fix their problems.
4I am fiercely independent.
5I look down on book learning and take pride in my street-smarts.
6I may be quite calm and polite around those of higher power than I; but I'm harsh towards all my underlings, flexing the little power I have.
7I work to live.
8I live to work.
"},"idealOptions":{"value":"
d6Ideal
1Prestige. I hope to one day rise to the top of my field and command the respect of those who work for me. (Lawful)
2Superiority. Rules are meant to control the sheep.I'm no sheep. (Chaotic)
3Community. It is the duty of all people to strengthen the bonds of community and thereby improve civilization. (Light)
4Greed. I will do whatever it takes to climb to the top. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I put too much trust in those who wield power within my employer's hierarchy.
2I am inflexible in my thinking.
3I like things more than people.
4I do anything I can to avoid real work.
5I am not an independent thinker.I need detailed instructions and close supervision.
6I gossip about others to hide my inadequacies.
"},"bondOptions":{"value":"
d6Bond
1I will someday get revenge on the corrupt boss who fired me.
2Everything I do is for the common people.
3I will do anything to protect my co-workers.
4No one must ever learn that I once stole from my employer.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6I am committed to my group's goals over my own.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"1sqFA4OkQBHSy1mI","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Laborer","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"game","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Laborer","tint":"","transfer":true}]} +{"name":"City Watch","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You have served the community where you grew up, standing as its first line of defense against crime and wildlife. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.

\n

Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own law enforcement forces.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Athletics, Insight, Investigation, and Perception"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of binders, and a pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Years of service in the City Watch have led to the rigid discipline most often seen in military service. Working with your comrades has created a strong family bond and pride in your community."},"featureName":{"value":"Watcher's Eye"},"featureText":{"value":"Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Investigator
4Perceptive
5Linguist
6Alert
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I'm always polite and respectful.
2I'm haunted by memories of war. I can't get the images of violence out of my mind.
3I've lost too many friends, and I'm slow to make new ones.
4I'm full of inspiring and cautionary tales from my guard service relevant to almost every combat situation.
5I can stare down a hell hound without flinching.
6I enjoy being strong and like breaking things.
7I have a crude sense of humor.
8I face problems head-on. A simple, direct solution is the best path to success.
"},"idealOptions":{"value":"
d6Ideal
1Greater Good. Our lot is to lay down our lives in defense of others. (Light)
2Responsibility. I do what I must and obey just authority. (Lawful)
3Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4Might. In life as in war, the stronger force wins. (Dark)
5Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral)
6Nation. My city, nation, or people are all that matter. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The monstrous enemy we faced in battle still leaves me quivering with fear.
2I have little respect for anyone who is not a proven warrior.
3I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4My hatred of my enemies is blind and unreasoning.
5I obey the law, even if the law causes misery.
6I'd rather eat my armor than admit when I'm wrong.
"},"bondOptions":{"value":"
d6Bond
1I would still lay down my life for the people I served with.
2Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3My honor is my life.
4I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5Those who fight beside me are those worth dying for.
6I fight for those who cannot fight for themselves.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/City%20Watch.webp","effects":[{"_id":"ccy1OO6PwsSoWbte","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"City Watch","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"City Watch","tint":"","transfer":true}],"_id":"pWyoec5FSssOp6Fl"} +{"_id":"pnVBlcFuvvJiUAXg","name":"Folk Hero","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere."},"flavorName":{"value":"Defining Event"},"flavorDescription":{"value":"

You previously pursued a simple profession among the peasantry, perhaps as a farmer or miner, servant or shepherd. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

"},"flavorOptions":{"value":"
d8Defining Event
1I stood up to a tyrant's agents.
2I saved people during a natural disaster.
3I stood alone against a terrible monster.
4I stole from a corrupt merchant to help the poor.
5I led a militia to fight off an invading army.
6I broke into a tyrant's castle and stole weapons to arm the people.
7I trained the peasantry to use farm implements as weapons against a tyrant's soldiers.
8A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
"},"skillProficiencies":{"value":"Choose two from Animal Handling, Athletics, Nature, and Performance"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a set of common clothes, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them."},"featureName":{"value":"Rustic Hospitality"},"featureText":{"value":"Since you are of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.\r\n"},"featOptions":{"value":"
d8Feat
1Animal Handler
2Brawny
3Naturalist
4Performer
5Crafter
6Specialist
7Linguist
8Healer
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I judge people by their actions, not their words.
2If someone is in trouble, I'm always ready to lend help.
3When I set my mind to something, I follow through no matter what gets in my way.
4I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5I'm confident in my own abilities and do what I can to instill confidence in others.
6Thinking is for other people. I prefer action.
7I misuse long words in an attempt to sound smarter.
8I get bored easily. When am I going to get on with my destiny?
"},"idealOptions":{"value":"
d6Ideal
1Respect. People deserve to be treated with dignity and respect. (Light)
2Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4Might. If I become strong, I can take what I want—what I deserve. (Dark)
5Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6Destiny. Nothing and no one can steer me away from my higher calling. (Any)
"},"flawOptions":{"value":"
d6Flaw
1The tyrant who rules my land will stop at nothing to see me killed.
2I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3The people who knew me when I was young know my shameful secret, so I can never go home again.
4I have a weakness for the vices of the city, especially hard drink.
5Secretly, I believe that things would be better if I were a tyrant lording over the land.
6I have trouble trusting in my allies.
"},"bondOptions":{"value":"
d6Bond
1I have a family, but I have no idea where they are. One day, I hope to see them again.
2I worked the land, I love the land, and I will protect the land.
3A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5I protect those who cannot protect themselves.
6I wish my childhood sweetheart had come with me to pursue my destiny.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"vT9EY11Z0B58gu83","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Folk Hero","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Folk Hero","tint":"","transfer":true}]} +{"_id":"qXheUEuDvEjarwBV","name":"Far Traveler","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"

Almost all of the common people and other folk that one might encounter throughout the galaxy have one thing in common: they live their lives without traveling more than a few miles from where they were born.

\n

You aren't one of those folk.

You are from a distant place that few of the common folk realize that it exists; chances are good that even if some people have heard of your homeland, they know merely the name and maybe a few outrageous stories.

Although you find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be, to you, new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.

"},"flavorName":{"value":"Why Are You Here?"},"flavorDescription":{"value":"

To determine why you are so far from home, roll on the table below or choose from the options provided.

"},"flavorOptions":{"value":"
d6Why Are You Here?
1Emissary
2Exile
3Fugitive
4Pilgrim
5Sightseer
6Wanderer
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Perception, and Persuasion"},"toolProficiencies":{"value":"Any one musical instrument or gaming set of your choice, likely something native to your homeland"},"languages":{"value":"One of your choice"},"equipment":{"value":"One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland, a small piece of jewelry worth 100 cr in the style of your homeland's craftsmanship, and a pouch containing 50 cr"},"suggestedCharacteristics":{"value":"The distance you've traveled manifests itself in the way you speak and carry yourself."},"featureName":{"value":"All Eyes On You"},"featureText":{"value":"Your foreign nature attracts attention, yielding access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.\r\n"},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Perceptive
4Charmer
5Entertainer
6Linguist
7Athlete
8Practiced
"},"personalityTraitOptions":{"value":"
d6Personality Trait
1I have different assumptions from those around me concerning personal space, invading others' space in innocence, or reacting to invasion of my own.
2I have my own ideas about food, and I find the eating habits of others fascinating, confusing, or revolting.
3I have a strong code of honor or sense of propriety that others don't comprehend.
4I express affection or contempt in ways that are unfamiliar to others.
5I honor my deities through practices that are foreign to this land.
6I begin or end my day with small traditional rituals that are unfamiliar to those around me.
"},"idealOptions":{"value":"
d6Ideal
1Open. I have much to learn from the kindly folk I meet along my way. (Light)
2Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)
4Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Dark)
5Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)
6Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
2I pretend not to understand the local language in order to avoid interactions I would rather not have.
3I have a weakness for the new intoxicants and other pleasures of this land.
4I don't take kindly to some of the actions and motivations of folk different from me.
5I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.
6I have a weakness for the exotic beauty of the people of these lands.
"},"bondOptions":{"value":"
d6Bond
1So long as I have this token from my homeland, I can face any adversity in this strange land.
2The gods of my people are a comfort to me so far from home.
3I hold no greater cause than my service to my people.
4My freedom is my most precious possession. I'll never let anyone take it from me again.
5I'm fascinated by the beauty and wonder of this new land.
6Though I had no choice, I lament having to leave my loved one(s) behind. I ho pe to see them again one day.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"rYKZAqQqtPCw5t64","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Far Traveler","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Far Traveler","tint":"","transfer":true}]} +{"name":"Criminal","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society."},"flavorName":{"value":"Criminal Specialty"},"flavorDescription":{"value":"Individual criminals often have particular specialties, whether a part of an organization or a solo endeavor. Choose the role you played in your criminal life, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Specialty
1Blackmailer
2Burglar
3Enforcer
4Fence
5Highway robber
6Hired killer
7Pickpocket
8Thug
"},"skillProficiencies":{"value":"Choose two from Deception, Intimidation, Sleight of Hand, and Stealth"},"toolProficiencies":{"value":"One type of gaming set, your choice of demolitions kit, security kit, or slicer's kit"},"languages":{"value":null},"equipment":{"value":"A set of common clothes with a hood, a gaming set (one of your choice), and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. "},"featureName":{"value":"Criminal Contact"},"featureText":{"value":"You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.\r\n"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Threatening
3Quick-Fingered
4Stealthy
5Entertainer
6Specialist
7Feigned Confidence
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Criminal.webp","effects":[{"_id":"CBjlNw7fMiCaFVq5","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Criminal","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Criminal","tint":"","transfer":true}],"_id":"rFtzBWkBLiNsUiYx"} +{"_id":"rRrsia75Km4ZvgEv","name":"Faction Merchant","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Instead of an artisans' faction, you might belong to a faction of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others. Your faction might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction merchants are among the most ordinary people in the world—until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Charmer
5Linguist
6Haggler
7Inspiring Leader
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I commissioned a great work for someone unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"htF1pjUGahRpbqxy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Merchant","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Merchant","tint":"","transfer":true}]} +{"name":"Faction Artisan","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"You are a member of an artisan's faction, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your faction, until you became a master in your own right."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction.\r\n"},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Athletics, Insight, Persuasion, and Technology"},"toolProficiencies":{"value":"One type of artisan's implements, biochemist's kit, or chef's kit"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools (one of your choice), a letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Brawny
2Empathic
3Charmer
4Techie
5Crafter
6Specialist
7Linguist
8Haggler
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I created a great work for someone, and then found them unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Faction%20Artisan.webp","effects":[{"_id":"XLWkOngF0epU9QvV","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Artisan","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Artisan","tint":"","transfer":true}],"_id":"rqM7RDip2pGOuVtz"} +{"name":"Courtier","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.

You might have been one of the many functionaries, attendants, and other hangers-on in Coruscant's upper echelons, or perhaps you traveled in Nar Shaddaa's baroque and sometimes cutthroat conglomeration of factions, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries on Dromund Kaas, or you might have grown up on some other affluent planet.

Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Survival"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A set of fine clothes and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization."},"featureName":{"value":"Court Functionality"},"featureText":{"value":"Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Survivalist
5Linguist
6Actor
7Practiced
8Force of Personality
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I'm well known for my work, so I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The location where I learned my trade is the most important place in the world to me.
2I created a great work for someone unworthy to receive it. I'm still looking for someone worthy.
3I owe someone a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Courtier.webp","effects":[{"_id":"J2pXAY3HF4uS6AiR","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Courtier","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Courtier","tint":"","transfer":true}],"_id":"sxqmjdxvHMtvXwOW"} +{"_id":"u6hwYRtGjY8WHn0q","name":"Gladiator","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your A Champion Well Known feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Acrobatics, Athletics, Intimidation, and Performance"},"toolProficiencies":{"value":"One type of musical instrument"},"languages":{"value":"One of your choice"},"equipment":{"value":"A trophy earned via some sort of competition, clothing suitable to your profession, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty."},"featureName":{"value":"A Champion Well Known"},"featureText":{"value":"You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.\r\n"},"featOptions":{"value":"
d8Feat
1Acrobat
2Brawny
3Threatening
4Performer
5Entertainer
6Linguist
7Athlete
8Durable
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that \"special someone.\"
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
"},"idealOptions":{"value":"
d6Ideal
1Beauty. When I perform, I make the world better than it was. (Light)
2Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3Creativity. The world is in need of new ideas and bold action. (Chaotic)
4Greed. I'm only in it for the money and fame. (Dark)
5People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
"},"bondOptions":{"value":"
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious trophy, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"xwL56xjuHQXDpfkj","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Gladiator","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"music","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Gladiator","tint":"","transfer":true}]} +{"name":"Crime Lord","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Few societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either through vision, organisation, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire, the crime lord wages a daily struggle not only to stay on top, but also to stay alive."},"flavorName":{"value":"Criminal Motivation"},"flavorDescription":{"value":"Not every crime lord is bent on corrupting society and making a profit. Some use their criminal connections to wage guerilla wars against tyrants and despots. Indeed, some historical heroes began as smugglers or pirates, rising through the ranks of their organization to provide a more noble direction for their group's activities. Although some did so to remove an obstacle to making more money, others recognized that ridding the galaxy of evil is a more important long-term goal. Choose the motivation behind your criminal enterprise, or roll on the table below."},"flavorOptions":{"value":"
d8Criminal Motivation
1Desperation
2Freedom
3Infamy
4Love
5Malice
6Profit
7Respect
8Revenge
"},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Persuasion"},"toolProficiencies":{"value":"One type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A fine set of clothes, a gaming set (one of your choice), and a purse containing 250 cr"},"suggestedCharacteristics":{"value":"Crime lords might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. Unlike common thieves, some crime lords even have some respect for law and authority, with whom they play a cat-and-mouse type game."},"featureName":{"value":"Criminal Network"},"featureText":{"value":"You have access to an extensive network of organised crime. You know how to get messages to and from local contacts, even over great distances; you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Charmer
5Entertainer
6Linguist
7Inspiring Leader
8Observant
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I always have a plan for what to do when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
4I would rather make a new friend than a new enemy.
5I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6My favor, once lost, is lost forever.
7If you do me an injury, I will crush you, ruin your name, and salt your fields.
8I blow up at the slightest insult.
"},"idealOptions":{"value":"
d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Light)
4Greed. I will do whatever it takes to become wealthy. (Dark)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a walk for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Light)
"},"flawOptions":{"value":"
d6Flaw
1I secretly believe that everyone is beneath me.
2When faced with a choice between money and my friends, I usually choose the money.
3I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4I have a \"tell\" that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.
"},"bondOptions":{"value":"
d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4The common folk must see me as a hero of the people.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Crime%20Lord.webp","effects":[{"_id":"LLE0jXL2Pxlkz1pH","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Crime Lord","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Crime Lord","tint":"","transfer":true}],"_id":"u75yM3bIf2ajjwcK"} +{"name":"Spacer","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Aboard a star ship in the cold vacuum of space is where you feel most at home. You've spent the majority of your life travelling the stars. Life aboard ships has given you a good understanding of their inner workings. You might be especially skilled as a ship mechanic, a pilot, or support staff."},"flavorName":{"value":"Specialty"},"flavorDescription":{"value":"During your time as a spacer, you had a specific role to play aboard the ship. Roll a d8 or choose from the options in the table below to determine your role:"},"flavorOptions":{"value":"
d8Specialty
1Pilot
2Mechanic
3Support Staff
4Guard
5Ship Medic
6Captain
7Communications Officer
8Ship Cook
"},"skillProficiencies":{"value":"Choose two from Insight, Investigation, Piloting, and Technology"},"toolProficiencies":{"value":"Your choice of chef's kit, mechanic's kit, or one type of gaming set"},"languages":{"value":"One of your choice"},"equipment":{"value":"A set of tools or a gaming set (one of your choice), a set of common clothes, a small souvenir from your travels, and a belt pouch containing 100 cr"},"suggestedCharacteristics":{"value":"Spacers come from all walks of life, and the responsibilities of life aboard a ship make them generally reliable as well. Spending so much time on their ship shapes their outlook and forms their most important attachments."},"featureName":{"value":"Well-Traveled"},"featureText":{"value":"As a spacer, you've been from one end of the galaxy to the other. You've traveled along many of the trade routes, and know the safest routes. You have expert knowledge of the various hyperlanes. In addition to this, you know a large number of the models and designs of common space ships that are found in the galaxy."},"featOptions":{"value":"
d8Feat
1Empathic
2Investigator
3Ace Pilot
4Techie
5Specialist
6Entertainer
7Galvanizing Presence
8Inspiring Leader
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1My crewmates know they can rely on me, no matter what.
2I work hard so that I can play hard when the work is done.
3I enjoy traveling into new systems and making new friends over a drink.
4I stretch the truth for the sake of a good story.
5To me, a bar brawl is a nice way to get to know a new city.
6I never pass up a friendly wager.
7The best way to get me to do something is to tell me I can't do it.
8I like a job well done, especially if I can convince someone else to do it.
"},"idealOptions":{"value":"
d6Ideal
1Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Light)
2Fairness. We all do the work, so we all share in the rewards. (Lawful)
3Freedom. Space is freedom—the freedom to go anywhere and do anything. (Chaotic)
4Mastery. I'm a predator, and the other ships we come across are my prey. (Dark)
5People. I'm committed to my crewmates, not to ideals. (Neutral)
6Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I follow orders, even if I think they're wrong.
2I'll say anything to avoid having to do extra work.
3Once someone questions my courage, I never back down no matter how dangerous the situation.
4Once I start drinking, it's hard for me to stop.
5I can't help but pocket loose coins and other trinkets I come across.
6My pride will probably lead to my destruction.
"},"bondOptions":{"value":"
d6Bond
1I'm loyal to my captain first, everything else second.
2The ship is most important—crewmates and captains come and go.
3I'll always remember my first ship.
4I will become the greatest captain that ever lived.
5I was cheated out of my fair share of the profits, and I want to get my due.
6Ruthless space pirates murdered my captain and crewmates, stole all we owned, and left me lo die. Vengeance will be mine.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Spacer.webp","effects":[{"_id":"P2R1BJSV5j400pV3","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Spacer","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Spacer","tint":"","transfer":true}],"_id":"uUKAjuxSOgU4OvRH"} +{"_id":"ua3nggnvCCMP1wJu","name":"Agent","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"Many organizations active in the galaxy aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, mercenaries, cache-holders (people who guard caches of wealth or items for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart. As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Investigation, Lore, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Agents are shaped by their experience in their faction's communities. Their study of the history and tenets of their faction and their relationships to it affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Safe Haven"},"featureText":{"value":"As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Investigator
3Loremaster
4Charmer
5Linguist
6Alert
7Observant
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular hero of my faction, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action.
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of other factions and respect (or condemn) them.
7I've enjoyed fine food, drink, and high society among my faction's elite. Rough living grates on me.
8I have little practical experience dealing with people in the world.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2Charity. I always try to help those in need, no matter what the personal cost. (Light)
3Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5Faith. I trust that my leader will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6Aspiration. I seek to prove myself worthy of my leader's favor by matching my actions against his or her teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my faction's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in my faction.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an artifact of my faction that was lost long ago.
2I will someday get revenge on the corrupt faction hierarchy who branded me a heretic.
3I owe my life to the faction member who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the faction where I served.
6I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"hPQt2pjlK4Smc8cx","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Agent","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Agent","tint":"","transfer":true}]} +{"name":"Faction Merchant","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"Instead of an artisans' faction, you might belong to a faction of traders, caravan masters, or shopkeepers. You don't craft items yourself but earn a living by buying and selling the works of others. Your faction might be a large merchant consortium (or family) with interests across the galaxy. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant's life lends itself to adventure far more than the life of an artisan."},"flavorName":{"value":"Faction Business"},"flavorDescription":{"value":"Factions are generally found in cities large enough to support several artisans practicing the same trade. However, your faction might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your GM to determine the nature of your faction."},"flavorOptions":null,"skillProficiencies":{"value":"Choose two from Deception, Insight, Performance, and Persuasion"},"toolProficiencies":{"value":null},"languages":{"value":"Two of your choice"},"equipment":{"value":"A letter of introduction from your faction, a set of traveler's clothes, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Faction merchants are among the most ordinary people in the world—until they abscond to take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness."},"featureName":{"value":"Faction Membership"},"featureText":{"value":"

As an established and respected member of a faction, you can rely on certain benefits that membership provides. Your fellow faction members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a factionhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Factions often wield tremendous political power. If you are accused of a crime, your faction will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the faction, if you are a member in good standing. You must pay dues of 50 cr per month to the faction. Your dues must be current to remain in the faction's good graces.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Performer
4Charmer
5Linguist
6Haggler
7Inspiring Leader
8Practiced
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
2I'm a snob who looks down on those who can't appreciate fine art.
3I always want to know how things work and what makes people tick.
4I'm full of witty aphorisms and have a proverb for every occasion.
5I'm rude to people who lack my commitment to hard work and fair play.
6I like to talk at length about my profession.
7I don't part with my money easily and will haggle tirelessly to get the best deal possible.
8I believe I'm well known for my work, and I'm always taken aback when people haven't heard of me.
"},"idealOptions":{"value":"
d6Ideal
1Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2Generosity. My talents were given to me so that I could use them to benefit the world. (Light)
3Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4Greed. I'm only in it for the money. (Dark)
5People. I'm committed to the people I care about, not to ideals. (Neutral)
6Aspiration. I work hard to be the best there is at my craft. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I'll do anything to get my hands on something rare or priceless.
2I'm quick to assume that someone is trying to cheat me.
3No one must ever learn that I once stole money from faction coffers.
4I'm never satisfied with what I have—I always want more.
5I would kill to acquire a noble title.
6I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
"},"bondOptions":{"value":"
d6Bond
1The workshop where I learned my trade is the most important place in the world to me.
2I commissioned a great work for someone unworthy of it; I now search for someone worthy.
3I owe my faction a great debt for forging me into the person I am today.
4I pursue wealth to secure someone's love.
5One day I will return to my faction and prove that I am the greatest artisan of them all.
6I will get revenge on the Dark forces that destroyed my place of business and ruined my livelihood.
"},"source":"Expanded Content","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Faction%20Merchant.webp","effects":[{"_id":"htF1pjUGahRpbqxy","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Faction Merchant","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Faction Merchant","tint":"","transfer":true}],"_id":"vOhJUNrKNfZye0lH"} +{"name":"Sith","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"background","data":{"flavorText":{"value":"

You are an acolyte of the Sith Order: an ancient order of Force-wielders devoted to the dark side of the Force. Emerging as a divergent faction to the Jedi Order, the Sith are mortal enemies of the Jedi and fight against them. Driven by emotions such as hate, anger, and greed, the Sith are deceptive and ultimately obsessed with amassing power no matter the cost. You follow the Sith Code:

\"Peace is a lie. There is only passion.
Through passion I gain strength.
Through strength I gain power.
Through power I gain victory.
Through victory my chains are broken.
The Force shall free me.\"

"},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Intimidation, and Lore"},"toolProficiencies":{"value":"Artificer's tools"},"languages":{"value":"One of your choice"},"equipment":{"value":"A copy of the Sith code, a set of common clothes including a robe, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Sith are shaped by their training. They study the Sith code and use it to oppress the weak and quell resistance. Their study of the Sith code affects their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme."},"featureName":{"value":"Asylum by the Fearful"},"featureText":{"value":"

As a Sith, you instill fear in those who are aware of your standing. You and your adventuring companions can expect to receive free healing and care at any Sith temple, and those who are aware of your nature will support you (but only you) at a modest lifestyle.

You might also have ties to a specific Sith temple and have a residence there. This could be the temple where you trained, or a temple where you have found a new home. While near your temple, you can call upon the Sith for assistance, provided the assistance you ask for benefits them and you remain in good standing with your temple.

"},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Threatening
4Loremaster
5Linguist
6Crafter
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I idolize a particular Sith, and constantly refer to that person's deeds and example.
2I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
3I see omens in every event and action. The Force tries to speak to us, we just need to listen
4Nothing can shake my optimistic attitude.
5I quote (or misquote) sacred Sith texts and proverbs in almost every situation.
6I am tolerant (or intolerant) of those who don't support the Sith.
7I've enjoyed fine food, drink, and high society. Rough living grates on me.
8I've spent so long in the Sith temple that I have little practical experience dealing with people in theworld.
"},"idealOptions":{"value":"
d6Ideal
1Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Any)
2Disdain. I never try to help those in need, regardless of how simple it would be. (Dark)
3Change. We must help bring about the changes the Force is constantly working in the world. (Any)
4Power. I hope to one day rise to the rank of Dark Lord of the Sith. (Any)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Any)
6Aspiration. I seek to prove myself worthy of the Force by matching my actions against the Sith teachings. (Any)
"},"flawOptions":{"value":"
d6Flaw
1I judge others harshly, and myself even more severely.
2I put too much trust in those who wield power within my temple's hierarchy.
3My piety sometimes leads me to blindly trust those that profess faith in the Force.
4I am inflexible in my thinking.
5I am suspicious of strangers and expect the worst of them.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I would die to recover an ancient Sith relic that was lost long ago.
2I will someday get revenge on those who razed my temple.
3I owe my life to the Sith who took me in when my parents died.
4Everything I do is for the common people.
5I will do anything to protect the temple where I served.
6I seek to preserve a sacred text that my enemies seek to destroy.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Backgrounds/Sith.webp","effects":[{"_id":"i12GFAM3dRlnJuBL","flags":{"dae":{"stackable":false,"specialDuration":"None","transfer":true}},"changes":[{"key":"data.details.background","value":"Sith","mode":5,"priority":20},{"key":"data.traits.toolProf.value","value":"arti","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Sith","tint":"","transfer":true}],"_id":"wxtizqRHsYCkdmda"} +{"_id":"xSuL1pz6ZtrgUGfc","name":"Force Adept","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"background","data":{"flavorText":{"value":"You are keenly attuned to the flow of the mysterious energy field known as the Force. With proper training, you could learn to consciously sense and manipulate that energy further. As it is, you may appear to have heightened senses, extremely quick reflexes, an intuitive understanding of others, or an uncanny ability to persuade people to your way of thinking. Your powers may have lain dormant for a long time, perhaps you felt something inside of you but never knew what it was. Perhaps your abilities were awoken by a strong encounter with another force-sensitive with the powers of the Force, or an object associated with the Force, such as a lightsaber."},"flavorName":{"value":null},"flavorDescription":{"value":null},"flavorOptions":{"value":null},"skillProficiencies":{"value":"Choose two from Deception, Insight, Perception, and Persuasion"},"toolProficiencies":{"value":"Two of your choice of artisan's implements, gaming sets, or musical instruments"},"languages":{"value":null},"equipment":{"value":"A set of common clothes, a sturdy knife, and a belt pouch containing 150 cr"},"suggestedCharacteristics":{"value":"Force adepts can come from all walks of life and have varied life experiences. Often, though, there is an underlying influence that the Force has on the personalities of Force Adepts, especially once they begin to be conscious of their connection to the Force. "},"featureName":{"value":"Guided by the Force"},"featureText":{"value":"When you attempt to learn a piece of knowledge, you often instinctively know where or from whom you can obtain it. Usually, this information comes from a seemingly random person, book, or data file. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found."},"featOptions":{"value":"
d8Feat
1Silver-Tongued
2Empathic
3Perceptive
4Charmer
5Crafter
6Entertainer
7Force of Personality
8Force-Sensitive
"},"personalityTraitOptions":{"value":"
d8Personality Trait
1I see omens in every event and action. The Force tries to speak to us, we just need to listen.
2I am always calm, no matter what the situation. I never raise my voice or let me emotions control me.
3The Force has chosen me for a greater purpose.I am destined for greatness.
4I would rather make a new friend than a new enemy. We are all connected to each other.
5I've always been good at everything and things come to me naturally, but I am proud of my accomplishments.
6I don't pay attention to the risks in a situation. The odds are always in my favor.
7The best way to get me to do something is to tell me I can't do it.
8My emotions sometimes get the most of me, but they help me succeed.
"},"idealOptions":{"value":"
d6Ideal
1Dilligence. I seek to prove myself worthy of the Force by matching my actions against the Jedi teachings. (Lawful)
2Change. We must help bring about the changes the Force is constantly working in the world. (Chaotic)
3Redemption. There's a spark of good in everyone. (Light)
4Power. I will do whatever it takes to have power. (Dark)
5Faith. I trust that the Force will guide my actions; I have faith that if I work hard, things will go well. (Neutral)
6Growth. Self-improvement is an unending chore, but one that must be done. (Any)
"},"flawOptions":{"value":"
d6Flaw
1My faith in the Force sometimes leads me to blindly trust others that profess that same faith.
2The Jedi and Sith worship the Force as a religion. I think they are idiots for worshipping a hammer.
3I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
4I have trouble trusting in my allies that don't share my connection to the Force.
5I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
6Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
"},"bondOptions":{"value":"
d6Bond
1I'm searching for instruction in the ways of the Force.
2I am fully dedicated to the will of the Force.It leads and I follow.
3I must return a relic to the temple it was taken from.
4I will become the greatest user of the Force that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.
"},"source":"PHB","damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"uJ1cnO49Ohql0wlv","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.details.background","value":"Force Adept","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Force Adept","tint":"","transfer":true}]} +{"$$deleted":true,"_id":"BGNiEnetAKrBcZM2"} +{"$$deleted":true,"_id":"eal0crea5OnvSSNR"} +{"$$deleted":true,"_id":"UtVP1JhS0xpvmWJc"} +{"$$deleted":true,"_id":"ua3nggnvCCMP1wJu"} +{"$$deleted":true,"_id":"QEnj8HePyi1C6LJq"} +{"$$deleted":true,"_id":"1VTrCvg5Uxo3XGYn"} +{"$$deleted":true,"_id":"gpLDcM8ddEcMmxxC"} +{"$$deleted":true,"_id":"lT9FbxNVaN4n9ixE"} +{"$$deleted":true,"_id":"ZhdjQdshI9Io7S0O"} +{"$$deleted":true,"_id":"8eJluIQtTPtQay0Y"} +{"$$deleted":true,"_id":"hwjUEoEKsyhiymYc"} +{"$$deleted":true,"_id":"aWHIByJWer4m0lqf"} +{"$$deleted":true,"_id":"cr9mcIdxxpAGPcza"} +{"$$deleted":true,"_id":"3kcipI3Ku3VkfcVc"} +{"$$deleted":true,"_id":"8D8cSYfa8SYfN2i6"} +{"$$deleted":true,"_id":"nFeRtpv8epZVZT9q"} +{"$$deleted":true,"_id":"rRrsia75Km4ZvgEv"} +{"$$deleted":true,"_id":"qXheUEuDvEjarwBV"} +{"$$deleted":true,"_id":"152y2AyhnrYfCgKw"} +{"$$deleted":true,"_id":"pnVBlcFuvvJiUAXg"} +{"$$deleted":true,"_id":"xSuL1pz6ZtrgUGfc"} +{"$$deleted":true,"_id":"NaSMBpOZU0sAuDJ2"} +{"$$deleted":true,"_id":"u6hwYRtGjY8WHn0q"} +{"$$deleted":true,"_id":"IKabPTFesxkIT252"} +{"$$deleted":true,"_id":"hL4hv34F4B6WNy1m"} +{"$$deleted":true,"_id":"htHY2hifH1TLljuX"} +{"$$deleted":true,"_id":"Py2lyu7sexbfC7Pg"} +{"$$deleted":true,"_id":"YCGPwYIMR4oEqHlZ"} +{"$$deleted":true,"_id":"p7Cp0FgmCKJZbavo"} +{"$$deleted":true,"_id":"9NWnxnz2ypy2a1Qp"} +{"$$deleted":true,"_id":"MHN8azBEdlXXxqRM"} +{"$$deleted":true,"_id":"0TYuubPcnf4dF7lh"} +{"$$deleted":true,"_id":"fyIg1ad3dq4YA8bF"} +{"$$deleted":true,"_id":"6F7UMpsrZibRqB2b"} diff --git a/packs/packs/classfeatures.db b/packs/packs/classfeatures.db index 80985607..3bdd10eb 100644 --- a/packs/packs/classfeatures.db +++ b/packs/packs/classfeatures.db @@ -1,6 +1,6 @@ {"_id":"047L6iPjOrgNEZ5L","name":"Focused Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Deadeye Technique Focused Superiority table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the Deadeye Technique Focused Superiority table. This die changes as you gain scout levels, as shown in the Focused Superiority column of the Deadeye Technique Focused Superiority table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

CRIPPLING SHOT

\n

When you hit a creature with a ranged weapon attack, you can expend a superiority die to cripple its movement. Add the number rolled to the damage of the ranged weapon attack. The creature must succeed on a Constitution saving throw or have its movement speed halved. At the end of each of its turns, the target can make a Constitution saving throw to end the effect.

\n
\n

DARING ESCAPE

\n

You can expend one superiority die to take the Disengage action as a bonus action until the end of your turn. Until the end of this turn, you have advantage on all Strength (Athletics) checks.

\n
\n

COVERING FIRE

\n

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

\n

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

\n
\n

DISARMING SHOT

\n

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

\n
\n

DISTRACTING SHOT

\n

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

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

PENETRATING SHOT

\n

When you hit a creature with a ranged weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose up to two creatures within 15 feet of and directly behind your initial target. If the original attack roll would hit the second creature(s), it takes damage equal to the number you roll on your superiority die.

\n

The damage is of the same type dealt by the original attack.

\n
\n

PRECISION ATTACK

\n

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

\n
\n

RETURN FIRE

\n

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

\n
\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelFocused SuperioritySuperiority DiceManeuvers Known
3rdd422
4thd422
5thd622
6thd622
7thd633
8thd633
9thd833
10thd833
11thd844
12thd844
13thd1044
14thd1044
15thd1055
16thd1055
17thd1255
18thd1255
19thd1255
20thd1255
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"04YaNAIpdScc9WuJ","name":"Quick Thinking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 5th level
You regain all of your expended uses of Potent Aptitude when you finish a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"Damaged by a melee weapon attack."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@mod+@classes.monk.levels","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[],"_id":"05NQgDNK4q9aQnTN"} +{"_id":"05NQgDNK4q9aQnTN","name":"Vow of Deflection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"Damaged by a melee weapon attack."},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@mod+@classes.monk.levels","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} {"_id":"073Ve3axeog6D1eO","name":"Pure Performance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, attack rolls you make while wielding a weapon with the heavy or strength properties can’t suffer from disadvantage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 18"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"0FaZl14DvyIdfyIx","name":"Clinch Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"0HwMR1NLvJV7vuRC","name":"Techcasting Secrets (Sentinel: Synthesis)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel table.

\n

At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher than the level determined by this feature.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -32,16 +32,20 @@ {"_id":"1cbhX1bPuP09q5Rp","name":"Assassinate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"1f9cw6pS3RiiF8DZ","name":"Modified Lightsaber","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an unenhanced lightsaber utilizing your artificer knowledge. Over the course of a long rest, you can modify your lightsaber. You must have the lightsaber and artificer’s implements in order to perform this modification.

\n

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

\n

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

\n

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

\n

ARTIFICER MODIFICATIONS

\n

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

\n
\n
\n

ADDITONAL BEAM PORT

\n

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

\n
\n

ADEGAN CRYSTAL

\n

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

\n
\n

ADVANCED BLASTSABER

\n

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

\n

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

\n
\n

ADVANCED BRIGHTSABER

\n

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

\n

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

\n
\n

ADVANCED DISRUPTORSABER

\n

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

\n

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

\n
\n

BARRIER

\n

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

\n
\n

BEAM GEM LENS

\n

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

\n
\n

BIOMETRIC SAFETY MEASURES

\n

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

\n
\n

BLASTSABER CONVERSION

\n

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

\n

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

\n

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

\n
\n

BRIGHTSABER CONVERSION

\n

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

\n

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

\n

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

\n
\n

BURN THROUGH

\n

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

\n
\n

COMFORTABLE HANDLE

\n

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

\n
\n

CROSSGUARD

\n

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

\n
\n

DISRUPTORSABER CONVERSION

\n

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

\n

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

\n

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

\n
\n

EXTENDED BEAM

\n

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

\n
\n

GREATSABER ARRAY

\n

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

\n
\n

INTENSE BEAM

\n

Prerequisite: 11th level
Prerequisite: Burn Through
Your modified lightsaber’s critical hit range increases by 1.

\n
\n

MAGNETIC-LOCK GRIP

\n

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

\n
\n

PROTOTYPE BLASTSABER

\n

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

\n
\n

PROTOTYPE BRIGHTSABER

\n

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

\n
\n

PROTOTYPE DISRUPTORSABER

\n

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

\n
\n

RETURNING WEAPON

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"1oiBleXKcbvKHz4e","name":"Thunderous Momentum","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Resolute (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"1ojG40JCrLM9BT01"} {"_id":"1uSK1vNVR9ZlWeBa","name":"Symbiot Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you attract the attention of the spirit of a Force ghost. Over the course of one hour, you can attune to the spirit, forging a lasting connection. While attuned to a spirit, you gain the following benefits:

\n\n

You can only attune to one spirit at a time. If you attempt to attune to another spirit, you immediately break the bond with your current spirit.

\n
\n

GENERATING YOUR SPIRIT

\n

Your spirit might be the ghost of a benevolent Jedi, discovered in the ruins of a Jedi temple, or a powerful Sith spirit lingering in an ancient artifact. It might be the spirit of a Nightsister sorceress, or a paragon of a long-forgotten monastic order. Work with your GM to determine the nature of your spirit.

\n
\n

Additionally, your spirit can briefly interact with the physical world. When you would make a melee attack, your spirit can deliver the attack as if it had made it. Your spirit must be within 100 feet of you, and it must use its reaction to deliver the attack. It uses your modifiers for the attack and damage rolls. You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you complete a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"1zsB6yknq4JxRzNR","name":"Unwavering Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, if you fail a Strength, Dexterity, or Constitution saving throw, you can reroll the die. You must use the new roll.

\n

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

\n

At 15th level you can use this feature twice between long rests.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"20qc66rPhmC7wXDm","name":"Saber Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this tradition at 3rd level, you learn to deftly control your weapons utilizing the Force. As an action, you can initiate your Saber Storm. When you do so, select a light- or vibro-weapon within 5 feet that is not worn or carried by a conscious creature other than you, and use the Force to cause it to levitate, acting as an extension of your will for 1 minute. When you activate this feature, you can cause the weapon to move up to 10 feet and make a melee force attack against a creature within 5 feet of it. On a hit, the target takes 1d8 + your forcecasting ability modifier damage. The type is of the normal damage dealt by the weapon. The weapon then returns to your side.

\n

Your weapon moves with you, and while Saber Storm is active and you have a weapon animated, on each of your turns you can use an action to move a weapon up to 10 feet and repeat the attack against a creature within 5 feet of it. The weapon then returns to your side. Your Saber Storm ends early if you are incapacitated. At any time, you can end this feature and return the animated weapon to your hand.

\n

Additionally, while your Saber Storm is active, and at least one animated weapon is within 5 feet of you, you gain the following benefits:

\n\n

This feature can animate more than one weapon when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. When you use your action to attack with your weapons, you can direct them at the same target or at different ones. Make a separate attack roll for each weapon.

\n

At 5th level, the distance your weapon can travel increases to 20 feet. This distance increases to 30 feet at 11th level, and 40 feet at 17th level.

\n

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"21IcHCEbQXjzQ8kr","name":"Master of Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a paragon of extraordinary martial prowess. Your Strength and Dexterity scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"21o2m4T6nKInTyiI","name":"Slayer's Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Academic Memory (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"27rypuSZYWAT7KI1"} {"_id":"28peWa7ad8J7FIF7","name":"Dual Wielder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, when you engage in Two-Weapon Fighting, you can add your Strength or Dexterity modifier (your choice) to the damage of your Two-Weapon Fighting attack as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2F3RlN4VyyAG2XrU","name":"Discoveries (Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ACE UP YOUR SLEEVE

\n

Whenever you make a Dexterity (Sleight of Hand) or Charisma (Deception) check, you can expend a superiority die, adding the result to your total for the check.

\n
\n

AGAINST THE HOUSE

\n

Whenever you would make a Charisma (Persuasion) check involving haggling, you can instead challenge the target to a game of chance. If they accept your offer, you can make an ability check with an available gaming set. If you win the challenge, you automatically succeed on the Charisma (Persuasion) check.

\n
\n

ANTE UP

\n

When you roll initiative, are not surprised, and end up first in the initiative order, you can take one additional action on top of your regular action and a possible bonus action during your first turn in combat.

\n
\n

CALCULATED BLUFF

\n

When you make an ability check using your Charisma, you can choose to instead make the check using your Intelligence.

\n
\n

COLD READ

\n

Prerequisite: 5th level
As an action, you may make a Wisdom (Insight) check contested by a target’s Charisma (Deception) check. On a success, you know the next action the target intends to take, so long as the situation does not change dramatically.

\n
\n

FEELING THE PRESSURE

\n

Prerequisite: 13th level
Whenever you roll a 4 or higher on your Risk Versus Reward feature, the target of your Critical Analysis feature also has disadvantage on attack rolls made against you until the start of your next turn.

\n
\n

THE MAGIC NUMBER

\n

Prerequisite: 7th level
Whenever you roll a 7 on an ability check or saving throw, you can reroll the ability check or saving throw with advantage.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2HMgRTnCktSPFpgt","name":"Channel the Force (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

MAKASHI RIPOSTE

\n

When another creature damages you with a melee attack, you can expend a use of your Channel the Force and use your reaction to attempt to deflect the attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your guardian level.

\n

If you reduce the damage to 0, you can immediately make a single melee weapon attack against that creature as a part of the reaction.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"One Step Ahead (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you roll initiative and you are not surprised"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2IauKi1luOxFtg2U"} {"_id":"2MW5NKHVg2sLjPne","name":"Rakish Audacity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2N5w1alVvT1VcSau","name":"Potent Integration","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, when your droid makes an attack roll, you can use your reaction to expend one use of your Potent Aptitude to give it a boost. Roll the die and add it to both the attack and damage rolls, if the attack hits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Survival Expert (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2OBhiMYZBtrqUAwY"} {"_id":"2cPRZiAJPegsDJEt","name":"Techcasting (Engineer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 1st level

\n

During your training you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer table.

\n

You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) or your tool proficiencies granted by this class as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} {"_id":"2dNKCtW7jCM0xNgT","name":"Rallying Cry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2gNENhRMngBSCGae","name":"Master Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -50,13 +54,16 @@ {"_id":"2nd8f6jyBtaKRMJq","name":"The Way of the Varactyl","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter an unyielding stance for one minute. While in this stance, you have advantage on ability checks and saving throws to shove, trip, and avoid being moved, and you ignore difficult terrain. Additionally, once per turn, when you hit with a melee weapon attack, you can attempt to shove the target up to 10 feet away from you (no action required).

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2orm91vcgAPZOZHE","name":"Additional Maneuvers (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

AUTOMATIC STARTUP SEQUENCE

\n

When a creature makes a saving throw against a tech power you cast, you may expend a superiority die, subtracting the number rolled from their total. You can use this maneuver before or after the creature makes saving throw, but before the GM determines whether or not the creature fails.

\n
\n

FAST ACCESS PROGRAMS

\n

When you cast a tech power of 1st-level or higher that has a casting time of 1 action, you can expend a superiority die to change the casting time to 1 bonus action for this casting.

\n
\n

FIREWALL

\n

When you or an ally you can see within 60 feet make a saving throw against a tech power, you can use your reaction to expend a superiority die, adding the number rolled to the result of that saving throw.

\n
\n

HACKED COMMUNICATIONS

\n

As an action, you may expend a superiority die, and choose any number of creatures that you can see within 60 feet of you that have commlinks, headcomms, or other such communications devices. Each creature must succeed on a Constitution saving throw or take sonic damage equal to the number rolled on the dice + your Intelligence modifier (minimum of one). Additionally, on a failed save, their communication devices are disabled until rebooted.

\n
\n

OVERCAPACITY POWERS

\n

When you cast a tech power of 1st-level or higher, you may expend a superiority die to cast the power at a higher level, provided is does not exceed your Maximum Power Level. Roll the superiority die, and add it to the level at which you are casting the power. You can choose to cast it at this new power level or lower.

\n
\n

RUNTIME EXTENSION

\n

When a tech power you cast with a duration of 1 minute or longer reaches the end of its duration, you may expend a superiority die to extend the duration of the power a number of rounds equal to the number rolled on your superiority die.

\n
\n

SUBTLE EXECUTION

\n

When you cast a tech power, you may expend a superiority die to cast the power without any visual or auditory cues. Creatures have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks made to determine if you were the caster.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"2r0D2PHtMsms77Mk","name":"Swift Surgery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Master's Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"2vIJJJC7LEPncfoX"} {"_id":"33W0D0BvrvQpk5kw","name":"Bonus Proficiencies (Scout: Artillerist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in artillerist’s kits.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3AZcaWJypiKyjbDo","name":"Resilient Retainer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

\n

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3NOg28znKOJczSZi","name":"Discoveries (Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect the changes you have caused your own body to undergo. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADAPTED HIDE

\n

When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. Additionally, you are adapted to hot or cold climates (your choice), as described in chapter 5 of the Dungeon Master’s Guide. When you undergo your mutagenic transformation, you add your full Intelligence modifier, instead of half, to your AC for the duration.

\n
\n

ATMOSPHERIC ADAPTATION

\n

You can breathe air and water. When you undergo your mutagenic transformation, you no longer need to breathe, and you can survive up to one hour within the vacuum of space for the duration.

\n
\n

ENHANCED MUSCULATURE

\n

Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, when you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier. When you undergo your mutagenic transformation, you have advantage on Strength checks and Strength saving throws for the duration.

\n
\n

ICARIAN MUTATION

\n

You sprout a pair of winged arms. You gain a flying speed equal to half your walking speed. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required). When you undergo your mutagenic transformation, your flying speed increases to your full walking speed, and you can use your bonus action to take the Dash action for the duration.

\n
\n

MUTAGENIC HARDINESS

\n

Your hit point maximum increases by a number equal to your level, and it increases by 1 every time you gain a level. When you undergo your mutagenic transformation, and at the beginning of each of your turns, you gain temporary hit points equal to your half your scholar level (rounded down) + your Intelligence modifier for the duration.

\n
\n

PREDATORY SENSES

\n

You have darkvision out to 60 feet. If you already have darkvision, its range instead increases by 30 feet. When you undergo your mutagenic transformation, you gain advantage on Wisdom (Perception) checks that rely on smell for the duration. Additionally, you can track creatures that have left a scent in the last 24 hours.

\n
\n

UNDERGROUND ADAPTATION

\n

You gain a burrowing speed equal to your walking speed and you can tunnel through solid rock at a rate of 1 foot per round. In order to use this speed, you must have two free hands. When you undergo your mutagenic transformation, you gain tremorsense out to 30 feet for the duration. You can detect and pinpoint the origin of vibrations within a specific radius, provided that monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

\n
\n

UNNATURAL WEAPONRY

\n

You sprout claws or some other natural weapon, which deal 1d4 kinetic damage on a hit. You can use your choice of your Strength, Dexterity, or Intelligence modifier for the attack and damage rolls. You must use the same modifier for both rolls. When you undergo your mutagenic transformation, your unarmed strikes increase to a d6 and are considered enhanced for the duration. Additionally, you deal an additional 1d4 acid, lightning, or poison damage when you hit with them.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3OqwFmlRSb2bklnK","name":"Bumbling Technique","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

Additionally, you learn how to twist and turn quickly. Whenever you use your bonus action to make an unarmed strike, creatures you hit can’t make opportunity attacks against you, and your speed increases by 10 feet until the end of your turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3QWti3hBCcOHMenb","name":"Additional Maneuvers (Scholar: Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ADRENALINE HIT

\n

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

\n
\n

EMERGENCY PRESCRIPTION

\n

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

\n
\n

ENHANCEMENT INJECTION

\n

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

\n
\n

NEUROBLOCK

\n

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

\n
\n

REASSURE

\n

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

\n
\n

REMOVE TOXINS

\n

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

\n
\n

SMELLING SALTS

\n

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

\n
\n

TRANSFUSION

\n

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

\n

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

\n
\n

WEAK POINT STRIKE

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"3XOFj2JKV4qgpM0e","name":"Weaponmaster's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"3YCcAbIVrG0op5oH","name":"Elemental Adept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 6th, 11th, and 17th level

\n

You gain two of the following features. You gain an additional option at 11th and 17th level.

\n

You can use these features a combined number of times equal to your proficiency bonus, as shown in the monk table. You regain all expended uses when you complete a long rest.

\n

While you have no remaining uses of this feature, you can instead expend 2 focus points to use it. When you do so, your maximum focus points are reduced by 2 until you complete a long rest.

\n
\n
\n

Burning Ember Flourish

\n

You can use your action to choose an area of flame that you can see and that fits within a 5-foot cube within 60 feet. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

  Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n
\n

Curtain of Unyielding Wind

\n

As an action, you can spend 2 focus points to call up a mighty gale, which swirls around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for 10 minutes. The wind deafens both you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller and hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you, and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

\n
\n

Crushing Hand of the Mountain

\n

As an action, you can choose a 5-foot-square unoccupied space on the ground that you can see within 30 feet. A Medium hand made from soil and stone, which lasts for 1 minute, rises in that space and reaches for one Large or smaller creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 kinetic damage and is restrained for the duration. As a bonus action on each of your turns, you can cause the hand to crush the restrained target, which must make a Strength saving throw. It takes 2d6 kinetic damage on a failed save or half as much damage on a successful one. To break out, the restrained creature can use its action to make a Strength check against your focus save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

\n
\n

Hatchling's Flame

\n

As an action, you focus your energy into a torrent of fire that streaks away from you. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

\n
\n

Patient Bantha Listens

\n

You reach out to the ground beneath you. You can use your bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, after which it collapses.

\n
\n

Rush of the Shyrack

\n

As an action, you can spend 2 focus points to form a line of strong wind 60 feet long and 10 feet wide that blasts from you in a direction you choose for one minute or until you lose concentration or dismiss the effect (no action required). Each Large or smaller creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the effect ends, you can change the direction in which the line blasts from you.

\n
\n

Shape the Raincloud

\n

You can use your action to pull water from air and return it to the atmosphere. In an open container, you can create up to 20 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n
\n

Swarming Ice Rabbit

\n

As an action, you can cause a flurry of ice crystals to erupt from a point you can see within 90 feet. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3g7tveozmCHAkd5R","name":"Inquisitor's Wrath","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Adaptive (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"3gA08Z83XSrAE9uP"} {"_id":"3jBAw3l2ulXKcqLV","name":"Forcecasting (Operative: Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. 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.

\n
\n

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

\n
\n

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

\n
\n

THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3jqPPd5qJBBnonPw","name":"Seeing Sound","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3lqydI4v73szourv","name":"Raging Whirlwind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, you can send your weapon spinning into a gravity-defying whirlwind of pain. Once per rage as an action, you may throw a weapon with the thrown property to a point you choose within 60 feet. The weapon fills the air as a cyclone in a 10 foot radius sphere centered on that point. A creature takes damage equal to the thrown weapon’s damage + your Strength modifier + your Rage Damage when it enter’s the whirlwind’s area for the first time on a turn or starts its turn there. This effect ends when you command the weapon to return to you as a free action or your rage ends.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -65,6 +72,7 @@ {"_id":"3wNWE9KjkFD76PuW","name":"Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized droid companion.

\n

Choose your droid, which is detailed at the end of this discipline. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your droid.

\n

If your droid is irreparably destroyed, or you want to interface with a different droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one droid companion at a time.

\n

Your droid gains a variety of benefits while it is interfaced with you:

\n\n

Additionally, you can modify your droid. Your droid companion has 4 modification slots, and it gains more at higher levels, as shown in the Modification Slots column of the engineer table. For each modification installed, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

GENERATING YOUR DROID

\n

Choosing your droid companion is an integral part of being an Astrotech Engineer. The class of droid you choose determines their features. Class I through V droids are all appropriate options, with their statistics listed below.

\n

Once you’ve selected your type of droid class, you assign your droid’s ability scores using standard array (16, 14, 14, 12, 10, 8) as you see fit.

\n
\n

DROID FEATURES

\n

All droids share the following features.

\n
\n
RESISTANCES AND VULNERABILITIES
\n

\n\n
\n
TRAITS
\n

\n\n
\n

CLASS I DROID

\n
\n
Class I droids are programmed for the mathematical, medical, or physical sciences. Subcategories of the first degree are medical droids, biological science droids, physical science droids, and mathematics droids.
\n
As a class I droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS II DROID

\n
\n
Class II droids are programmed for engineering and other technical sciences. They differ from class I droids because they apply the science to real-life situations. Class II droids are rarely equipped with Basic vocabulators, instead communicating through Binary. There are five subcategories of class II droids. Astromech, exploration, environmental, engineering, and maintenance droids are all class II
droids.
\n
As a class II droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS III DROID

\n
\n
Class III droids are programmed to interact with humans. They are said to be the most advanced droids ever invented. Protocol, servant, tutor, and child care droids are all class III droids.
\n
As a class III droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS IV DROID

\n
\n
Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.
\n
As a class IV droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

CLASS V DROID

\n
\n
Class V droids are programmed for menial and low-skill tasks. Such droids tend to perform basic tasks such as construction, lifting, maintenance, mining, sanitation, and transportation.
\n
As a class V droid, your droid companion has the following features.
\n
HIT POINTS
\n

\n\n
\n
PROFICIENCIES
\n

\n\n
\n\n
\n
FEATURES
\n

\n\n
\n

ASTROTECH MODIFICATIONS

\n

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

\n
\n
\n

ADVANCED POWER CORE

\n

Prerequisite: 7th level, d10 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d12.

\n
\n

ALARM PROTOCOL

\n

You install an alarm module in your droid, granting the following benefits:

\n\n
\n

ANALYSIS PROTOCOL

\n

Prerequisite: 7th level, Class I Droid
Your droid can analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your droid’s turn, your droid can analyze a target it can see within 60 feet of it. For the next minute, or until it analyzes another target, it gains the following benefits:

\n\n
\n

ARM CANNONS

\n

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).

\n

You can choose this modification multiple times. Each time you do so, the arm cannons gain another charge, to a maximum of 4. The arm cannons regain all charges after a long rest.

\n
\n

BACK-UP PROTOCOL

\n

Prerequisite: 7th level
You install an emergency protocol in your droid, prompting a quick reboot after critical damage is taken. If your droid would be reduced to 0 hit points, it instead is reduced to 1.

\n

Once your droid uses this feature, it must finish a short or long rest before it can use it again.

\n
\n

CELERITY AUGMENT

\n

You augment your droid to move a little faster. Your droid’s speed increases by 5 feet.

\n

You can choose this modification twice.

\n
\n

CHARISMA CHIP

\n

Prerequisite: Class III Droid
You install a charisma chip in your droid. When an ally your droid can see makes an ability check, attack roll, or saving throw, your droid can use its reaction to give them advantage on the roll. It can do so before or after they roll the d20, but before the GM says the roll succeeds or fails. Once your droid uses this ability, it can’t use it again until it finishes a short or long rest.

\n
\n

DARKVISION OPTICS

\n

Your droid has darkvision to a range of 60 feet. If your droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

DURABILITY MODULE

\n

You enhance your droid’s durability, granting the following benefits:

\n\n
\n

EMERGENCY MODE

\n

Prerequisite: 15th level
Prerequisite: Back-Up Protocol
You modify your droid’s back-up protocol. When your droid’s back-up protocol is initiated, it can 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.

\n
\n

ENERGY SHIELD

\n

You install an energy shield in your droid, which has 1 charge. As an action, your droid can use 1 charge to cast the energy shield tech power.

\n

You can choose this modification multiple times. Each time you do so, the energy shield gains another charge, to a maximum of 3. The energy shield regains all expended charges after a long rest.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your droid that grants it expertise in a tool or skill in which it is proficient.

\n
\n

FALSE COMBUSTION

\n

Prerequisite: Class II Droid
As a reaction in response to taking damage, your droid can feign an explosion. For 1 minute, it appears to be destroyed to all outward inspection. A creature can use its action to inspect your droid and make an Intelligence (Investigation) check (DC = 8 + your droid’s proficiency bonus + your droid’s Intelligence modifier). If it succeeds, it becomes aware that your droid still functions.

\n
\n

FIGHTING STYLE PROTOCOL

\n

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.

\n
\n

FLAMETHROWER

\n

You install a flamethrower in your droid. The flamethrower has 1 charge. As an action, your droid can cast the jet of flame tech power, though it does not scale with higher levels, 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).

\n

You can choose this modification multiple times. Each time you do so, the flamethrower gains another charge, to a maximum of 3. If the flamethrower has multiple charges, you can use multiple charges to cast flame sweep at a higher level, 1 point per charge. The flamethrower regains all expended charges after a long rest.

\n
\n

FOUR-ARMED COMBATANT

\n

Prerequisite: Class IV Droid
You install two additional arms to improve your droid’s combat capabilities, granting it four arms which it can use independently of one another. Your droid can only gain the benefit of items held by two of its arms at any given time, and once per round your droid can switch which arms it is benefiting from (no action required).

\n

While your droid has at least 3 arms free, it has a climbing speed equal to its walking speed.

\n
\n

HEAVY PLATING

\n

Prerequisite: Medium Armor proficiency
Your droid gains proficiency in heavy armor. If your droid is already proficient in heavy armor, instead critical hits are treated as normal hits against it.

\n
\n

LIGHT PLATING

\n

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.

\n
\n

MARTIAL PROTOCOL

\n

Prerequisite: 7th level, Class IV Droid
Your droid has martial training that allows it to perform special combat maneuvers. It gains the following benefits:

\n\n
\n

MEDIUM PLATING

\n

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.

\n
\n

MEMORY PROTOCOL

\n

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.

\n
\n

OBSERVANT PROTOCOL

\n

Prerequisite: 7th level
Prerequisite: Alarm Protocol
You modify the alarm module in your droid, granting the following benefits:

\n\n
\n

PERFORMANCE PROTOCOL

\n

Prerequisite: 7th level, Class III Droid
You modify your droid’s charisma chip, granting the following benefits:

\n\n
\n

POWERFUL DROID

\n

Prerequisite: Class V Droid
Your droid’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

POWERFUL GRIP

\n

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).

\n
\n

PREMIUM POWER CORE

\n

Prerequisite: d6 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d8.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your droid that grants it proficiency in a tool or skill. Your droid gains proficiency in a tool or skill of your choice.

\n

You can choose this modification multiple times.

\n
\n

PROTOTYPE POWER CORE

\n

Prerequisite: d8 Hit Die
Your droid’s hit points increase by an amount equal to its level + 1 and its Hit Die becomes a d10.

\n
\n

REPULSOR COIL

\n

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.

\n
\n

SENSOR AUGMENTATION

\n

You augment your droid with an advanced sensor, granting the following benefits:

\n\n
\n

STUN RAY

\n

You install a stun ray in your droid. The stun ray has 1 charge. As an action, your droid can use 1 charge to cast the hold droid or paralyze humanoid tech power. The saving throw is made against your droid’s tech save DC (8 + your droid’s proficiency bonus + your droid’s Intelligence modifier).

\n

You can choose this modification multiple times. Each time you do so, the stun ray gains another charge, to a maximum of 3. The stun ray regains all expended charges after a long rest.

\n
\n

TECHCASTING PROTOCOL

\n

Your droid learns one at-will tech power and one 1st-level tech power, which it can cast at its lowest level once per long rest. Your droid’s techcasting ability is Intelligence. It does not require use of a wristpad for these powers. At-will powers chosen in this way do not scale with higher levels.

\n
\n

TOUGHNESS MODULE

\n

Prerequisite: 11th level
Prerequisite: Durability Module
You modify the durability module in your droid, granting the following benefit:

\n\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 30 feet, as with truesight.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"3wmpa2PloRYvU2na","name":"Out of Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, as an action, you can step out of sync with the rest of the universe for 1 minute. At the start of each of your turns, roll a d20. If you roll 11 or higher, you and everything your are wearing or carrying are completely invisible to all beings, except for those with truesight. On a roll of 10 or lower, you instead appear as an indistinguishably blurred form roughly your normal height and weight, though a being with truesight sees you normally. Regardless of your appearance, for the duration, your speed doubles, you gain a flying speed equal to your walking speed, and you can move through creatures and objects willingly though you can not affect them and they can not affect you. You can end this feature early on your turn (no action required). When this effect ends, if you are inside a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

\n

This effect ends early if you are incapacitated or die. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"41pjk6FyBk1MYXMy","name":"Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

As an ultimate display of your mastery of the elements, you can spend 5 focus points as an action to have the elements of water, earth, fire, and air form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to cold, energy, fire, kinetic, lightning, and sonic damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"42CFMnCFF7nnpVoY","name":"Performance's Exploit - Distract","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"4X59Gjodqz87nMsa","name":"Crisis Management","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, while you can see your turret, it can add half its proficiency bonus (rounded up) to any saving throws it makes.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4XaA12U40vAZxRhi","name":"Deflect Missiles","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd level

\n

You can use your reaction to deflect a projectile when you are dealt damage by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n

If you reduce the damage to 0, and the damage is kinetic, energy, or ion, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 focus point to make a ranged attack as you deflect the projectile, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@mod+@classes.monk.levels","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} {"_id":"4da8QNAWRrgGCkt3","name":"Flow-Walking","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can cast the phasestrike force power without expending force points. When you reach 11th level, the damage bonus of the special attack made during phasestrike increases to 2d8, and at 17th level it increases to 3d8.

\n

Additionally, when you use your action to cast an at-will force power, you can use your Martial Arts or Focus features.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -73,6 +81,8 @@ {"_id":"4kLXvFjUFd6BJGkS","name":"Medical Practitioner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4lbz6IOCT4Ls6lgC","name":"Spirit Guide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4pRbOLpM80cqv6uo","name":"Rancor's Disposition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

When you use a scholar class feature, or a feature of this archetype, and that feature references your Intelligence modifier, you can substitute your choice of Wisdom or Charisma instead.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} +{"name":"Tech Amateur (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"4rRGF7EsfQv1Z3IN"} +{"_id":"4u33fYS7Rxq5uYTW","name":"Explorer's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"4u7sZjffWJWCUmkZ","name":"Trip Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"4xUvdPmOAggsvACD","name":"Improved Danger Sense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, while raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage against effects that you can see, such as traps and powers, you are treated as proficient in the save, and you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"4xxqmHwlwgyQjfrT","name":"Eye of the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, when you score a critical hit with a melee weapon attack, you regain a use of your Channel the Force, to a maximum of your Wisdom or Charisma modifier (your choice, minimum of one).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -85,12 +95,14 @@ {"_id":"5PS62OPmM18ws0x9","name":"Channel the Force (Niman)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

TELEKINETIC SLASH

\n

When you deal damage with an at-will force power that requires a force attack or a saving throw, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the power’s damage. The additional damage is 1d8 for each point spent in this way.

\n

You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"5RNqaMT7MouwaybB","name":"Field Surgeon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you expend superiority dice to restore hit points or grant temporary hit points to a creature, you can roll an additional die d6 and add it to the roll. This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"5lGNQ7HmWwhWL9Gf","name":"Action Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

\n

Once you’ve used this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"name":"Resistance to Necrotic","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"power","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"uni","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":true},"scaling":{"mode":"none","formula":""}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[{"_id":"8FAvO6m1xM9xRUSf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/mystery-man.svg","label":"Resistance to Necrotic","tint":"","transfer":false}],"_id":"5oaCI7mGGD39EL9a"} {"_id":"5v2aXZyPOFOSUuAV","name":"Stormcaller","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you’ve learned to command the elements to summon a fierce storm in a 30-foot radius around you. As an action, you can gain the following benefits for 1 minute:

\n\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Lunging Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}],"_id":"6CjjvCqzh7PzzmWU"} {"_id":"6KfPYuS5IiWyeq3v","name":"Distracting Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}]} {"_id":"6QEvSr6jJjATZguf","name":"Form Basics (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Jar’Kai lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"6SND1rFXxTWOyREh","name":"Gadgeteer Harness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

GADGETEER CONTRAPTIONS

\n

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

\n
\n
\n

ADVANCED GROUNDING SYSTEM

\n

Prerequisite: 13th level
Prerequisite: Prototype Grounding System
While wearing your gadgeteer harness you have immunity to lightning damage.

\n
\n

AUTO-INJECTION REGENERATOR

\n

Prerequisite: 5th level
You install a special kolto injector into your gadgeteer harness that can inject you with kolto in response to pain. When you take damage, you can use your reaction and expend a Hit Die to regain health as long as the damage would not reduce your hit points to 0.

\n
\n

AUTOTHRUSTERS

\n

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

\n
\n

CLIMBING GLOVES

\n

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

\n
\n

DARKVISION GOGGLES

\n

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

\n
\n

EXTENDED TANK

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
Your jet pack now lasts up to 10 minutes when activated.

\n
\n

FLAME VENTS

\n

Prerequisite: 9th level
Prerequisite: Jet Pack
You learn the flame sweep tech power and can cast it at first level without using tech points. Once you have used this ability, you cannot use it again until you finish a short or long rest.

\n

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

\n
\n

GROUNDING SYSTEM

\n

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

\n
\n

INTEGRATED INHIBITOR

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTEGRATED TARGETER

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

INTELLIGENCE CORE OVERRIDE

\n

Prerequisite: 9th level
You can cast the override interface tech power at 5th level without spending tech points.

\n

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

\n
\n

JET PACK

\n

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

\n

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

\n

Your jet pack’s speed increases to 40 feet at 5th level, 50 feet at 9th level, 60 feet at 13th level, 70 feet at 17th level, and 80 feet at 20th level.

\n
\n

MECHANICAL ARM

\n

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

\n

You can choose this modification twice.

\n
\n

MIMICKER

\n

Prerequisite: 9th level
You create a device that attaches to your gadgeteer harness. Your mimicker casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function for 1 minute. Your mimicker is suppressed while you are incapacitated, restrained, or otherwise unable to move.

\n
\n

MINIATURIZED HYDRAULICS

\n

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

\n
\n

OIL SPILL

\n

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

\n

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

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

PROTOTYPE GROUNDING SYSTEM

\n

Prerequisite: 9th level
Prerequisite: Grounding System
While wearing your gadgeteer harness you have resistance to lightning damage.

\n
\n

QUICK START ENGINE

\n

Prerequisite: 5th level
Prerequisite: Jet Pack
You can now activate your Jet Pack as an object interaction rather than as a bonus action.

\n
\n

RECYCLED ADRENALS

\n

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

\n
\n

RECYCLED EXPLOSIVES

\n

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

\n
\n

RECYCLED STIMPACS

\n

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

\n
\n

SENTRY TURRET

\n

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

\n

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

\n
\n

SHOCKING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
After hitting a creature with your grappling hook, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

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

\n
\n

STEALTH FIELD GENERATOR

\n

Prerequisite: 9th level
You create an augmented belt that functions as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute. This effect ends early if you make an attack or cast a force- or tech- power.

\n

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

\n
\n

SHOCKING BARRIER

\n

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

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

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

\n
\n

WEAPON INTEGRATION

\n

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

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

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

\n

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

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"6Sr3sIGSmzAIr5mW","name":"Battle Readiness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one melee weapon attack as a bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 20th level, you are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"6SyXNLWcjSmB8Z0l","name":"Knowledge Unbound","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 20th level

\n

You are the pinnacle of your pursuit. Your Intelligence score increases by 4. Your maximum for that score increases by 4. Additionally, you can use any maneuver you know without expending a superiority die, rolling a d4 instead.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"bCCzy3nnrcLBaZkg","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.int.value","value":4,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Knowledge Unbound","tint":"","transfer":true}]} {"_id":"6VhggjCLnsuOPBiO","name":"Twin Saber Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, when you cast saber throw while wielding your forceblade, you can attack the same target multiple times.

\n

Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature a number of times equal to your Wisdom or Charisma modifier (a minimum of once). You regain all expended uses when you complete a long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"6Y9hwUuoPL64JXCv","name":"Emergency Planning","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"6bY5UEP9vMlJjmvA","name":"Supreme Sneak","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Additionally, as long as you aren’t incapacitated, you no longer take damage from falling less than 100 feet, and have resistance to falling damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -100,21 +112,23 @@ {"_id":"6umG4Hsx9ZVkzWJK","name":"Aura of Conquest","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"6xJyPg0dy64TKDGQ","name":"Channel the Force (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following Channel the Force options. Choose Smite for Vonil or Shield for Ishu.

\n
\n
\n

SMITE

\n

Once per turn, when your companion is within 10 feet of you and it hits a creature with a melee weapon attack, you can expend a use of your Channel the Force and expend force points to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
\n

SHIELD

\n

When your companion is hit by a weapon attack while within 10 feet of you, you can use your reaction to attempt to divert the attack. When you do so, the damage your companion takes from the attack is reduced by 1d10 + your Wisdom or Charisma modifier (your choice) + your guardian level.

\n

At 11th level, your companion must be within 30 feet of you to benefit from this feature. At 17th level, your companion must be within 60 feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"6yrORGVIi0v9jqNx","name":"Force-Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you learn to channel the Force into your unarmed strikes and monk weapons, further enhancing your melee strikes. When you hit a creature with an unarmed strike or monk weapon, you can spend 1 focus point to force the creature to make a Strength saving throw. On a failed save, it takes 2d6 force damage and is pushed up to 15 feet away from you. On a successful save, the creature only takes half as much damage and isn’t pushed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","force"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Disarming Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"71QCe3z2oK1LlrrF"} {"_id":"71u1CPfFOBP2UZgi","name":"Stillness of Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be charmed or frightened.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"74fME4fE9ljQozFI","name":"Shoot First","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you have learned that the person who shoots first is often the one who walks out alive. When you make a ranged weapon attack against a creature that has not yet acted during your first turn in combat and you have advantage on the roll, you can reroll one of the dice once.

\n

Additionally, on a hit, you deal an extra 1d6 damage of the same type as the weapon.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"755MdQqExvHIKxVU","name":"Riposte","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}]} {"_id":"75l3fkh2X6MP7YQF","name":"Battlefield Survey","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"78p9F2BB4sD7ojAn","name":"Mark of the Stalker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7EFy4psVKFV8Txr5","name":"Path of the Echani","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

ECHANI WEAPONS

\n

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

\n
\n

AGILE PARRY

\n

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

\n
\n

ECHANI'S SHOT

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"7I2mlmAOF7bzSAId","name":"Techcasting Secrets","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7Kt4wJmRTTfBfehB","name":"Feinting Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} {"_id":"7OeCPWLGtPieEOxx","name":"Shadow Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"7RKRdFBSnqmcEgSH"} +{"_id":"7RKRdFBSnqmcEgSH","name":"Vow of Spirit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"7TppyPEkrnorRw70","name":"Preternatural Counter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7cDCGTD6Zi8u9u8C","name":"Deceptive Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when you cast a force power with a range of touch while Saber Storm is active, your animated weapon can move up to its range and deliver the power as if it had cast it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7cMRK9MsjCVJGzcE","name":"Ethereal Vision","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you and your guiding spirit both gain truesight out to 60 feet as long as your spirit is within 100 feet of you.

\n

Additionally, when you use your action to see through your spirit’s senses, you are no longer deaf and blind with regard to your own senses, able to comprehend what happens in both perspectives simultaneously.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7f0fHaZm1rAQrPqj","name":"Unwavering Mark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

\n

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attacks weapon deals extra damage to the target equal to half your fighter level.

\n

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7kDUPPzg3zbMm02U","name":"Intercept","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this order at 3rd level, you gain proficiency in vibroweapons with the thrown property and they become monk weapons for you. Additionally, when you throw an improvised weapon, you are considered proficient in it, and it use your Martial Arts die instead of its 1d4.

\n
\n

Additionally, you’ve learned to use thrown weapons to intercept projectiles traveling towards your allies. When you are wielding a weapon with which you are proficient, and a creature within your weapon’s normal thrown range is hit by a ranged attack, you can use your reaction to throw your weapon to intercept the projectile. When you do so, the damage the creature takes from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If the weapon has the returning property, it then returns to your hand.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Droid Companion (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd, 11th, and 17th level

\n

You learn to employ all the knowledge you've accumulated to create, customise, and bond with your own droid companion.

\n

Create your droid companion as detailed in the Companions section of the Customisation Options document for Expanded Content. You must have astrotech's implements in order to create your droid.

\n

If your companion is irreparably destroyed, or you want a companion, you must first break the bond with your current companion. Bonding with a new companion takes 8 hours spent in an appropriate location. You may only have one companion at a time.

\n

In addition to its traits and features, your droid companion gains additional benefits while it is bonded to you:

\n\n

Lastly, while bonded and within 10 feet of you, your companion can cast the tech powers you know without expending tech points. If your companion casts an at will power in this way, it does not scale normally at higher levels. Instead, if it would scale at 5th level, it instead scales at 11th level, and if it would scale at 11th level, it instead scales at 17th level. If your companion casts a power of 2nd level or higher, it consumes a number of uses of this feature equal to that power’s level.

\n

At 11th level, your droid companion must be within 30 feet of you to benefit from this feature. At 17th level, your droid companion must be within 60 feet.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the guardian table. You regain all expended uses when you finish a long rest.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"7mWMErtBsiUGr4Mm"} {"_id":"7oDo92yMLpT66oRw","name":"Double Tap (Operative: Sharpshooter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, you’ve learned to capitalize when you have the advantage. When you take the Attack action and make an attack with advantage, you can choose to forgo the advantage. If you do, you can make an additional attack against the target or another creature within 5 feet of it (no action required). Both attacks can benefit from your Sneak Attack damage, instead of only one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"7u4ivAWUJpqE9096","name":"Form Basics (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ataru lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8Ca7UULvxg0CJg0n","name":"Voodoo Doll: Burn","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n

Burn: The target must succeed on a Wisdom saving throw. On a failed save, the target believes it is burning. While burning in this way, the target has has disadvantage on attack rolls made with Strength or Dexterity. This effect lasts for 1 hour.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"Ht6ABxFjQXwVvgrf","flags":{"core":{"statusId":"curse"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":3600,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/sun.svg","label":"Cursed: Voodoo Burn","tint":"","transfer":false}]} @@ -126,19 +140,20 @@ {"_id":"8m0voKhTkgLeitkp","name":"Debilitating Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

BLEEDING WOUND

\n

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

\n
\n

CRIPPLING PAIN

\n

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

\n
\n

HAMPERING SHOT

\n

You attempt to hamper the target’s movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level and it makes Dexterity saving throws with disadvantage until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8s1p8tD0y0e3Fcm6","name":"Master of Contention","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are a duelist of the highest caliber. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"8siCD9NgvKURO3WW","name":"Firestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain proficiency in martial blasters with the burst or rapid property. Additionally, you’ve learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Exploit Weakness (Mastermind)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[],"_id":"8z9FXsEARlNTDuDY"} {"_id":"96o60BuVGiClsZuE","name":"Throw Anything","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your strength and mastery of throwing techniques has allowed you to throw vibroaxes as easily as others hurl vibrodaggers. When you are wielding a melee weapon that you have proficiency with, it gains the thrown property (range 20/60).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"99ZiZd6YHLW0LAxX"} -{"name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Your critical hit range with unarmed strikes increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"9BJmcwaGqhzCUUsz"} +{"_id":"99ZiZd6YHLW0LAxX","name":"Vow of Intuition","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"9BJmcwaGqhzCUUsz","name":"Vow of Precision","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

Your critical hit range with unarmed strikes increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"9L18fSxRtMWu0c5E","name":"Beast Companion (Scholar: Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to forge a powerful bond with your own personal beast companion.

\n

Choose your beast, which is detailed below. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n
\n

Your beast gains a variety of benefits while it is bonded to you:

\n\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Zoologist Scholar. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n\n

PROFICIENCIES

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FEATURES

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BESTIAL TRAITS

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The traits are presented in alphabetical order.

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AERIAL

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Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

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AMPHIBIOUS

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Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

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BURROWER

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Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

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CHARGER

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If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

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CLIMBER

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Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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DARKVISION

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Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

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EVASIVE

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Your beast companion can take the Disengage action as a bonus action.

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FORCE ADEPT

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Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

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FORCE RESISTANCE

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Your beast companion has advantage on saving throws against force powers.

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FORCE-SENSITIVE

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Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

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GRAPPLER

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When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

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HEAVY HIDE

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Your beast companion’s armor class becomes 14.

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KEEN HEARING

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Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

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KEEN SIGHT

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Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

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KEEN SMELL

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Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

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LIGHT HIDE

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Your beast companion’s armor class becomes 11 + its Dexterity modifier.

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MEDIUM HIDE

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Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

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NATURAL CAMOUFLAGE

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When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

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NIMBLE WEAPON

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Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

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PACK TACTICS

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Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

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POUNCER

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If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

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POWERFUL BUILD

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Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

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RAMPAGER

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If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

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RANGED WEAPON

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Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

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REACH WEAPON

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Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

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SIZE: HUGE

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Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

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SIZE: LARGE

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Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

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SIZE: MEDIUM

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Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

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SIZE: SMALL

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Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

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STURDY-LEGGED

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Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

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SWIFT

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Your beast companion can take the Dash action as a bonus action.

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TREMORSENSE

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Your beast companion gains tremorsense out to 30 feet.

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VENOMOUS WEAPON

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When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

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","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9NWkUxgMtOIo0qgh","name":"Motivating Diplomat","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9NuNAt7XM4a8n426","name":"Mark of the Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when the target of your Ranger’s Quarry feature makes a melee attack against a friendly creature within 5 feet of you, you can use your reaction to force the attack to target you instead. If the attack hits, and your Personal Barrier has hit points, the attacking creature takes bonus damage equal to your Ranger’s Quarry Damage Die.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9Rj0q3Pannh6qLnH","name":"Form Basics (Sokan)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Sokan lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9S5WXTvLPUjhP6Qy","name":"Indomitable","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 9th level
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

\n

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 20th level

\n

You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}],"_id":"9T88glTHwOsIq4RP"} +{"_id":"9T88glTHwOsIq4RP","name":"Perfect Self","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 20th level

\n

You’ve gained perfect control over your body. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2. Additionally, when you roll for initiative and have fewer than 6 focus points remaining, you regain up to 6 focus points.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"Rolled for initiative and have fewer than 6 focus points"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["6","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 20"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"QBKosnxhonmh7HdY","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Perfect Self","tint":"","transfer":true}]} {"_id":"9WqFDIoxzXWbOsYD","name":"Forcecasting (Beguiler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

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

\n

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

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. 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.

\n
\n

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

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

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THE BEGUILER PRACTICE

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9X6YtmYcL3tHOoGL","name":"Bonus Proficiencies (Engineer: Biochem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level you gain proficiency in the Medicine skill, biochemist’s kits, and poisoner’s kits. Additionally, when you engage in crafting with biochemist’s kits and poisoner’s kits, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"9oyy0MMqEws2qoil","name":"Ability Score Improvement (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"_id":"9rYXdlFyt1WcN5KL","name":"Bad Feeling","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 3rd level, you have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"9rYXdlFyt1WcN5KL","name":"Bad Feeling","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 3rd level

\n

You have a wary eye, bordering on paranoia. When you roll for initiative, you can move up to your speed. This movement happens before the initiative order is determined.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"9tOAuVZqKH9T3Adu","name":"Curse of Objurgation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 3rd level

\n

When you target a creature with your Critical Analysis, you can choose one ability. While it can see you, the target has disadvantage on ability checks made with the chosen ability.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} {"_id":"9yuZhwF1bwFRb1xj","name":"Dive for Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"A01Ne3M1XizO3m49","name":"Upper Hand","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

BRUTAL HIT

\n

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

\n
\n

LOW BLOW

\n

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

\n
\n

SHANK SHOT

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -157,15 +172,17 @@ {"_id":"Au1ZMI2rNkielpDK","name":"Deft Hands","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn a number of techniques to distract and confuse your opponents. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to perform a deft hand maneuver.

\n

Some of your aerial maneuvers require your target to make a saving throw to resist the deft hand maneuver’s effects. The saving throw DC is as follows:

\n
\n

Deft Hands save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n
\n

HINDER

\n

You attempt to distract your target in order to hinder their movement. The target must make a Constitution saving throw. On a failed save, it gains 1 slowed level until the end of its next turn and it makes the first Dexterity saving throw before the end of its next turn with disadvantage.

\n
\n

PILFER

\n

You attempt to pick your target’s pockets. The target must make a Wisdom saving throw. On a failed save, you have advantage on the first Dexterity (Sleight of Hand) check you make against the target before the end of your next turn.

\n
\n

TUMBLE

\n

You attempt to nimbly roll away. You immediately move 10 feet in a direction of your choice, and the target must make a Dexterity saving throw. On a failed save, this movement does not provoke opportunity attacks from the creature.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"AxPXE2XkPSDhElLW","name":"Cover to Cover","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, attack rolls made against you on your turn are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"B2qE4c6O2D4uhKjl","name":"Tool Expertise","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Engineer: 2nd level
You gain expertise in any tool proficiencies you gain from this class.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/ENGR-Passive.webp","effects":[]} -{"_id":"B2yy36IjZoHpIgt0","name":"Adaptable Applications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"B2yy36IjZoHpIgt0","name":"Adaptable Applications","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you cast a tech power of 1st level or higher, you can choose to deal additional damage or provide additional healing with that power. The additional damage or healing equals half your engineer level (rounded down).

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Sweeping Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"B9JAWo9BOf5l3dZ0"} +{"name":"Perfect Maneuver (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 15th level

\n

When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"BIfSxmrhI8qKeFmV"} {"_id":"BRBH43RkRagKLCD7","name":"Quickened Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a casting time of 1 action, you can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} -{"_id":"BZmfefaWp7Qi2sVz","name":"Exploit Weakness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"BUng2mQdd2qTOn2J","name":"Commander's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in medium armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"BkRPPgKPeYTvz71N","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Commander's Exploit","tint":"","transfer":true}]} {"_id":"Bk4IMdLkT2sP8JJG","name":"Forcecasting (Monk: Aing-Tii)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

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

\n
\n

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

\n
\n

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

\n

 

\n

THE AING-TII ORDER

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Bk7Jrs3QNtMChqPa","name":"Isolate","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you deal damage to a creature while Saber Storm is active, and that creature fails a Constitution saving throw to maintain concentration on a force power, you can steal and redirect the power. Until the end of your next turn, either you or the creature who failed the Constitution saving throw gain the effects of the power (your choice).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"BlmqGxytNKaCemTb"} +{"_id":"BlmqGxytNKaCemTb","name":"Vow of Freedom","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"BoUKWKXObZsOR6If","name":"Mark of the Artillerist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, once per round, when your turret deals damage to the target of your Ranger’s Quarry, you can roll your Ranger’s Quarry die and add it to the damage roll.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"BuYICkux4graA2wP","name":"Disruptive Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, when you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"C2RNF2QF8YETIN9a","name":"Cunning Action","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"C2RNF2QF8YETIN9a","name":"Cunning Action","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 2nd level

\n

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"C2tFIVeIbeqjbUpk","name":"Careful Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power’s full force. To do so, you spend 1 additional force point and choose a number of those creatures up to your Wisdom or Charisma modifier (your choice, minimum of one). A chosen creature automatically succeeds on its saving throw against the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"C5m7AvcNqJiFAi5P","name":"Form Basics (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shien/Djem So lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"CJuUHZlFy4eF40B5","name":"Mark of the Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, on your turn, when you deal damage to the target of your Ranger’s Quarry, and either you, your weapon, or the source of your damage have passed through your portals on this turn, when you roll below half the maximum on a damage die, you can treat the roll as if you’d rolled half the maximum on the damage die. You can only affect a number of dice up to half your Intelligence modifier (rounded up, minimum of one) in this way.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -185,8 +202,10 @@ {"_id":"D57C2zBfdLIZCe7s","name":"Prismatic Step","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 11th level, when you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

\n

If you attack at least two different creatures with the action, you can make one additional attack against a third creature (no action required).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"D58MeVMuebapihem","name":"Regenerative Shielding","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your personal barrier regains hit points equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"DCz99P3FezIv9TqP","name":"Explosive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while raging, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Requital","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[],"_id":"DGgQ1WdsJouXHtxF"} -{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Distracting Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"jQiKudRHpZIjEMp2","flags":{"dae":{"stackable":false,"specialDuration":["isAttacked"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Distracted","tint":"","transfer":false}],"_id":"DF8TcQUMkNTel0Br"} +{"_id":"DGgQ1WdsJouXHtxF","name":"Vow of Requital","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Reaction.webp","effects":[]} +{"name":"Bonus Proficiencies (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You gain proficiency in astrotech's implements and the Technology skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[{"_id":"n0x6c3BjVqluG5kv","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"Astrotech's Implements","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","label":"Bonus Proficiencies (Guardian: Aqinos)","tint":"","transfer":true}],"_id":"DNYypXp07cCJYC1T"} +{"_id":"DOR6WSQLFSFTURno","name":"Sneak Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st level

\n

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 a weapon attack if you have advantage on the attack roll. This damage is the same as the weapon’s damage, and the attack must use a finesse or a ranged weapon.

\n

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

\n

The amount of the extra damage increases as you gain levels in this class, as shown in the table below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSneak Attack
1st1d6
2nd1d6
3rd2d6
4th2d6
5th3d6
6th3d6
7th4d6
8th4d6
9th5d6
10th5d6
11th6d6
12th6d6
13th7d6
14th7d6
15th8d6
16th8d6
17th9d6
18th9d6
19th10d6
20th10d6
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"DVBWZvttZhH2ZECU","name":"Straight Through","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you score a critical hit on your turn while wielding a weapon with the heavy or strength properties, you can make one weapon attack against a creature within 5 feet of the target using your reaction.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Fighter: Heavy 10"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"DfcV6ep6pokDQmlk","name":"Signature Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you choose a maneuver you know from this class as your signature maneuver. Whenever you use that maneuver, you can use it without expending a Superiority Dice. You may only use this feature once per round.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"DlYiCiG39R0goG9u","name":"Llothcat's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -195,10 +214,11 @@ {"_id":"E2udC6wpGwnihK6M","name":"Projected Barrier (Consular: Balance)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Force Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the warded creature takes any remaining damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"E67Bd24TAx1TYKOn","name":"Quantum Entanglement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you use your Personal Teleporter feature, you can place the portal that you would normally place within 5 feet of you in a place you can see within your Personal Teleporter’s range. If that space is occupied by a Huge or smaller creature or a Medium or smaller unsecured object, it must make a Dexterity saving throw against your tech save DC. An object automatically fails this saving throw, and a creature can choose to fail. On a failed save, a Medium or smaller creature or object falls through the portal, immediately appearing in a space within 5 feet of the linked portal and falling prone. A Large or Huge creature instead falls prone without moving.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ECFvPwnnPH2U6Muj","name":"Bonus Proficiencies (Guardian: Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Heads Up (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"a friendly creature who can see or hear you makes a saving throw"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"EEvY0sje0iabXRSa"} {"_id":"EG0jeAxDE6oyzQez","name":"Mighty Leap","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature’s reach while jumping.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"EPGAauN1vsRbA4lV","name":"Forcecasting (Berserker: Marauder)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use 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.

\n
\n

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

\n
\n

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

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ERwe3KxzfhCnh70G","name":"Empty Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 18th level

\n

You can use your action to spend 4 focus points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":4},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 18","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[{"_id":"Fu1VnuXgaWU3DgFo","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.traits.dr.value","value":"acid","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"fire","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"ion","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"lightning","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"sonic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","label":"Empty Body","tint":"","transfer":false}]} -{"name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[],"_id":"ERxkgOiObTWTw3e4"} +{"_id":"ERxkgOiObTWTw3e4","name":"Vow of The Open Mind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["max(@abilities.wis.mod,@abilities.cha.mod)","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Action.webp","effects":[]} {"_id":"ESaIFP1ov25wZCMi","name":"Unarmored Defense (Monk)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom or Charisma modifier (your choice).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 1"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"KeWz3GeHwI91jzW8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.ac.value","value":"max(@abilities.wis.mod, @abilities.cha.mod)","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Defense","tint":"","transfer":true}]} {"_id":"EfJ4aU0mNUVGYHbd","name":"Bladestorm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Ek37RSvjDaJp3MkR","name":"Lucky Number 7","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, whenever you roll a 7 on an attack roll against the target of your Critical Analysis feature, the attack automatically hits and you regain a superiority die. You can not have more superiority dice than the amount shown in the Superiority Dice column of the scholar table.

\n

When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -207,18 +227,20 @@ {"_id":"F2rWFG8dQ3ftwCZ7","name":"Kinetic Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"F39XcNVEfV9FHhuq","name":"Force Carving","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning 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.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"F4I387qfbiqbeaOO","name":"Techcasting (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

\n

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5) as a techcasting focus for your tech powers.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"FB9K10grUZqO3GJz"} -{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FB9K10grUZqO3GJz","name":"Vow of Fortitude","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"FI0WoZIEr8HBzXRA","name":"Adaptable Intellectual","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 18th level

\n

You are able to effectively prepare for any mission on hand. At the end of a long rest, you may choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"FM20QrLGK4qb1mbb","name":"Personal Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you gain access to a powerful personal barrier. Whenever you complete a short or long rest, you create a barrier on yourself that lasts until you finish a short or long rest. That barrier has hit points equal to twice your scout level + your Intelligence modifier. Your barrier can never have hit points greater than twice your scout level + your Intelligence modifier.

\n

Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.

\n

While the barrier has 0 hit points, it can’t absorb damage, but its power remains. Whenever you cast a tech power of 1st level or higher, your barrier regains hit points equal to the number of tech points spent.

\n

Additionally, for as long as your barrier has hit points, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"FRRrkJRxhZgCPWc5"} +{"_id":"FQNb2jEnIpiXWDSV","name":"Stealth's Exploit - Aim","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"FRRrkJRxhZgCPWc5","name":"Extra Attack (Copy)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"FUZ9odAGALk33wGh","name":"Cybertech Contraptions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify gadgets and wristpads utilizing your cybertech knowledge. Over the course of a long rest, you can modify your wristpad. You must have a wristpad and cybertech’s implements in order to perform this modification.

\n

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

\n

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

\n

CYBERTECH MODIFICATIONS

\n

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

\n
\n
\n

ADVANCED BIOTIC AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Biotic Amplifier
You further fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains four times as many. This amount can’t exceed the number of hit points regained.

\n
\n

ADVANCED CORROSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Corrosive Amplifier
You further fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made by that creature before the end of its next turn has disadvantage.

\n
\n

ADVANCED CRYO AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Cryo Amplifier
You further fine tune your Cryo Amplifier. When you activate this amplifier, the creature is restrained until the end of your next turn.

\n
\n

ADVANCED EXPLOSIVE AMPLIFIER

\n

Prerequisite: 15th level
Prerequisite: Prototype Explosive Amplifier
You further fine tune your Explosive Amplifier. When a creature takes fire damage while ignited, the creature has disadvantage on the next Dexterity saving throw it makes before the start of your next turn.

\n
\n

ARAKYD VECTOR

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

AUGMENTED EXPLOSIVE

\n

You can augment a single grenade, mine, or thermal detonator to regain its charge. An augmented explosive can only be used by you, and it uses your tech save DC instead of its own. Once you’ve activated an explosive, it can’t be activated again until you finish a short or long rest.

\n

You can select this modification multiple times. Each time you do so, you can maintain an additional augmented explosive, to a maximum equal to your Intelligence modifier.

\n
\n

BELASCO DYNAMICS

\n

Prerequisite: 5th level
While using your wristpad as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOTIC AMPLIFIER

\n

You integrate a biotic amplifier in your wristpad that increases the potency of your healing tech powers. While wielding this amplifier, when a creature regains hit points from a tech power you cast, you can grant them temporary hit points equal to the amount of tech points spent. This amount can’t exceed the number of hit points restored.

\n

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

\n
\n

CLIMBING GLOVES

\n

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

\n
\n

CORROSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal acid damage. While wielding this amplifier, when a creature takes acid damage from a tech power you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.

\n

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

\n
\n

CRYO AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal cold damage. While wielding this amplifier, when a creature takes cold damage from a tech power you cast, you can choose to deal additional cold damage equal to your Intelligence modifier.

\n

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

\n
\n

DARKVISION GOGGLES

\n

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

\n
\n

EXPLOSIVE AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your tech powers that deal fire damage. While wielding this amplifier, when a creature takes fire damage from a tech power you cast, you can choose to deal additional fire damage equal to your Intelligence modifier.

\n

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

\n
\n

IMAGING AMPLIFIER

\n

You integrate a booster in your wristpad that enhances your illusionary tech powers. While wielding this amplifier, when a creature attempts an Intelligence (Investigation) check against a tech power you cast to discern the illusion for what it is, you can force the creature to have disadvantage on the roll (no action required). Alternatively, when you cast the mirror image tech power, you create a fourth duplicate. While you have four duplicates, you must roll a 5 or higher on the d20 roll to change an attack’s target to a duplicate.

\n

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

\n
\n

JET BOOTS

\n

Prerequisite: 7th level
You find tune your augmented boots to give you temporary, limited flight. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 30 feet.

\n

The rocket boots last for 1 minute before deactivating. Once the boots have been activated, they can’t be activated again until you finish a short or long rest.

\n
\n

MECHANICAL ARM

\n

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

\n

You can choose this modification twice.

\n
\n

PROTOTYPE BIOTIC AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Biotic Amplifier
You fine tune your biotic amplifier. While wielding this amplifier, when a creature gains temporary hit points from your biotic amplifier, it instead gains twice as many. This amount can’t exceed the number of hit points regained.

\n
\n

PROTOTYPE CORROSIVE AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Corrosive Amplifier
You fine tune your Corrosive Amplifier. When you activate this amplifier, the next attack roll made against that creature before the end of its next turn has advantage.

\n
\n

PROTOTYPE CRYO AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Cryo Amplifier
You fine tune your Cryo Amplifier. When you activate this amplifier, the creature gains 1 slowed level until the end of your next turn.

\n
\n

PROTOTYPE EXPLOSIVE AMPLIFIER

\n

Prerequisite: 7th level
Prerequisite: Explosive Amplifier
You fine tune your Explosive Amplifier. When you activate this amplifier, the creature is also ignited for 1 minute. At the start of each of its turns, the creature

\n

takes additional fire damage equal to your Intelligence modifier and then makes a Dexterity saving throw against your tech save DC, ending this effect on a success. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n
\n

POWERED GRAPPLING HOOK

\n

Prerequisite: 9th level
Prerequisite: Wrist-Mounted Grappling Hook
While your wrist-mounted grappling hook is deployed, when you cast a tech power with a range of touch, your hook can deliver the power as if it had cast it.

\n
\n

SENTRY TURRET

\n

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

\n

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

\n
\n

TRUESIGHT GOGGLES

\n

Prerequisite: 11th level
Prerequisite: Darkvision Goggles
You modify your goggles with a toggle allowing you to briefly gain enhanced sight. As a bonus action, you can activate the truesight feature of your goggles. When toggled on, for the next minute your goggles now automatically dispel illusions and can detect invisibility, as with truesight.

\n

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

\n
\n

WRIST-MOUNTED GRAPPLING HOOK

\n

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

\n

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

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FWa4glBf9vs5iW3Z","name":"Smooth Rhythm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"FZRJYmLnbF0tIoAK","name":"Reliable Talent","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 11th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"nbAa0ZtQHkhO3sK8","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.sw5e.reliableTalent","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Reliable Talent","tint":"","transfer":true}]} {"_id":"FaWspZu3NJBAI3FS","name":"At-Will Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your at-will universal powers grant a small boost to your Force Barrier. When you cast an at-will universal power, the barrier regains 1 hit point.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FbSpxpXm1xONn0na","name":"Acklay's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

While raging, you have advantage on Constitution saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} -{"name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}],"_id":"FfhvDw5qQshfmWgv"} +{"_id":"FfhvDw5qQshfmWgv","name":"Vow of The Sentry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"T6Cf7gUEeJIOMspJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.armorProf.value","value":"lgt","mode":2,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Vow of the Sentry","tint":"","transfer":true}]} {"_id":"Fgf59MnnITFoccIZ","name":"Additional Maneuvers (Scholar: Geneticist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ACID BURST

\n

When you take the Attack action on your turn, you can replace one of your attacks with a sudden and violent expulsion of acidic fluid. You expend a superiority die, and cause all creatures within a 15-foot cone to make a Dexterity saving throw. On a failed save, they take damage equal to the number rolled on your superiority die plus your Intelligence modifier.

\n
\n

CHARGING ATTACK

\n

If you move at least 10 feet towards your target before successfully hitting them with a melee attack, you may expend a superiority die, causing the target to take additional damage equal to the result, and forcing it to make a Strength saving throw. On a failed save the creature is knocked prone.

\n
\n

ELECTRICAL DISCHARGE

\n

When you succeed on a check to initiate or maintain a grapple, you can expend a superiority die. The creature takes lightning damage equal to the amount rolled on the die.

\n
\n

RAMPAGE

\n

When you reduce a creature to 0 hit points, you can use your bonus action to expend a superiority die and move up to half your speed. If you end this movement within 5 feet of a creature, you can make a single melee attack against that creature, adding the result of the superiority die to the attack roll.

\n
\n

UNRELENTING GRASP

\n

When you hit a creature within 5 feet of you with an opportunity attack, you may expend a superiority die. The creature takes additional damage equal to your superiority die, and you may attempt to grapple the target as part of the same reaction.

\n
\n

VENOMOUS SLASH

\n

When you hit a creature with a melee attack, you may expend a superiority die to force it to make a Constitution saving throw. On a failed save, it takes poison damage equal to the result of the die and is poisoned until the start of your next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FgzDinvrDELxPNhc","name":"Improved Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

IMPROVED MANEUVERS

\n

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

\n
\n

IMPROVED SUPERIORITY DICE

\n

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

\n
\n

THE TACTICAL SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelSuperiority DiceManeuvers Known
3rd44
4th44
5th44
6th44
7th66
8th66
9th66
10th66
11th88
12th88
13th88
14th88
15th1010
16th1010
17th1010
18th1010
19th1010
20th1010
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Adaptive Calibration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 15th level

\n

When you reduce a hostile creature to 0 hit points with a tech power, or you restore hit points to a friendly creature that is at 0 hit points with a tech power, you regain an expended use of your Channel the Force, and you gain temporary force points equal to the power's level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"Fkt4cHRpLf7RZ9Cc"} {"_id":"FmMAwvAS1CYxbJoQ","name":"Unstoppable Force (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FouRyvPDgamUwzuh","name":"Curved Throw","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you can curve your throws behind cover. When you make an attack roll with a weapon with the thrown property, you can spend 1 focus point to cause the target to gain no benefit from shields or cover, unless that cover is full cover.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"FunIeNcKviL8ilS8","name":"Lethal Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

PRIMING ATTACK

\n

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

\n
\n

TARGET ASSESSMENT

\n

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

\n\n

VULNERABLE STRIKE

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -230,11 +252,11 @@ {"_id":"GBG4HGrj9mP6LGu7","name":"Bonus Proficiencies (Fighter: Totem)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GBcVbMG0BBWL0DGC","name":"Blessed By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":"you have fewer than half your hit points remaining"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Heals for half of your max health.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GEbWkeT7nHCq7PA0","name":"Rally","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} -{"name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"GLJb9OGWDEHvcAbe"} +{"_id":"GLJb9OGWDEHvcAbe","name":"Vow of The Devoted","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

Force Powers Known. You learn 2 force powers of your choice. You learn an additional power at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite. You may only learn universal powers in this way.

\n

Force Points. Rather than force points, powers you learn through this vow are cast using your focus points, at 1 focus point per power level. You may only cast universal powers in this way.

\n

Max Power Level. Many force powers can be overpowered, consuming more focus points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels. Your Max Power Level is 1st. It increases to 2nd at 7th level, 3rd at 13th level, and 4th at 17th level. You may only cast force powers at 4th-level once. You regain the ability to do so after a long rest.

\n

Forcecasting Ability. You use your focus ability whenever a power refers to your forcecasting ability. If a power you cast with focus points calls for a saving throw, you use your focus save DC. If a power you cast with focus points calls for an attack roll, you use your focus attack modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"GVsIS7ZRXBdbE5vS","name":"Menacing Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}]} {"_id":"GbJDWzoTKWL7sEpR","name":"Release the Beast","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GcmkGFhQ0c8EWBc3","name":"Mark of the Inquisitor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

As you adventure, your studies have helped you discover new practices you can apply to your skills.

\n

At 2nd level, you master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the table below.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelDiscoveries
1st-
2nd2
3rd4
4th4
5th5
6th5
7th5
8th5
9th6
10th6
11th7
12th7
13th8
14th8
15th8
16th8
17th9
18th9
19th9
20th9
\n
\n

DISCOVERIES

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

\n
\n
\n

ACADEMIC MEMORY

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n
\n

ADAPTIVE

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n
\n

AMBASSADOR

\n

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

\n
\n

CLEVER APPLICATIONS

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n
\n

MENTAL PROWESS

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n
\n

HARDENED MIND

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n
\n

LIFELONG LEARNING

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

LINGERING ADVICE

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n
\n

MASTER’S ADVICE

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n
\n

PERFECT MANEUVER

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n
\n

QUICK ANALYSIS

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n
\n

RELIABLE SOURCES

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n
\n

RESOLUTE

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n
\n

RUNNING ON FUMES

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

SURVIVAL EXPERT

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n
\n

TARGETED ANALYSIS

\n

Prerequisite: 5th level
Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n
\n

TECH AMATEUR

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n
\n

UNIVERSAL LANGUAGE

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"GcqKzVpUB8P50O4u","name":"Discovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 2nd level

\n

As you adventure, your studies have helped you discover new practices you can apply to your skills. You master two discoveries of your choice. Your discovery options are detailed below. When you gain certain scholar levels, you gain additional discoveries of your choice, as shown in the Discoveries column of the scholar table.

\n

Additionally, when you gain a level in this class, you can choose one of the discoveries you know and replace it with another discovery that you could learn at that level.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelDiscoveries
1st-
2nd2
3rd4
4th4
5th5
6th5
7th5
8th5
9th6
10th6
11th7
12th7
13th8
14th8
15th8
16th8
17th9
18th9
19th9
20th9
\n
\n

DISCOVERIES

\n

The discoveries are presented in alphabetical order. If a discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time you meet its prerequisites.

\n
\n
\n

ACADEMIC MEMORY

\n

You can recall anything you have read in the past month that you understand. This includes but is not limited to books, maps, signs, and lists.

\n
\n

ADAPTIVE

\n

Prerequisite: 15th level
When the target of your Critical Analysis feature is reduced to 0 hit points, you can use your reaction to change the target of your analysis to another creature within range.

\n
\n

AMBASSADOR

\n

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

\n
\n

CLEVER APPLICATIONS

\n

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

\n
\n

MENTAL PROWESS

\n

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

\n
\n

HARDENED MIND

\n

Prerequisite: 9th level
You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

\n
\n

LIFELONG LEARNING

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

LINGERING ADVICE

\n

Prerequisite: 5th level
When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

\n
\n

MASTER’S ADVICE

\n

When you use your Sage Advice feature, the first time each targeted creature makes the chosen skill check, they gain an additional bonus to the roll equal to your Intelligence modifier.

\n
\n

PERFECT MANEUVER

\n

Prerequisite: 15th level
When you roll a 1 on a superiority die, you can reroll the die and must use the new roll.

\n
\n

QUICK ANALYSIS

\n

Prerequisite: 9th level
When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

\n
\n

RELIABLE SOURCES

\n

Prerequisite: 9th level
When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

\n
\n

RESOLUTE

\n

When you make a saving throw to resist charm and fear effects, you may add your Intelligence modifier to the roll.

\n
\n

RUNNING ON FUMES

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

SURVIVAL EXPERT

\n

When you make a Survival skill check, you may use your Intelligence modifier instead of your Wisdom modifier.

\n

Additionally, you have advantage on saving throws against poison.

\n
\n

TARGETED ANALYSIS

\n

Prerequisite: 5th level
Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n
\n

TECH AMATEUR

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this discovery multiple times. Each time you do so, you must choose a different power.

\n
\n

UNIVERSAL LANGUAGE

\n

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"Gk13kprJhzXYmwAM","name":"Bonus Proficiencies (Fighter: Demolitions)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in demolitions kit. Additionally, when you would install a breaching charge, you can do so in half the time.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GnOt6LNfEOoKjLl7","name":"Reflective Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, when you use your Force-Empowered Tech features, a barrier for energy shimmers into existence, surrounding you until the end of your next turn. When you take damage, you can mitigate the incoming energy and potentially reflect it back at your attacker. You use your reaction to have resistance against the triggering damage, and if the source of the damage is within 5 feet of you, they take half of the total damage dealt as ion.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"GqrLoLcbeHSTnGaD","name":"The Way of the Mynock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -246,13 +268,12 @@ {"_id":"HBT87umTugPVJBT7","name":"Inspiring Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level your mere presence on the battlefield rallies your allies. When you rage, choose up to 3 allies that you can see within 30 feet of you. Each creature gains temporary hit points equal to half your berserker level (rounded down) + your Charisma modifier (minimum of one).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":3,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["3+1","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"HBrAX52KaGHwW2Wy","name":"Twinned Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that targets only one creature and doesn’t have a range of self, you can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"HNSfcrOoizwfHN4U","name":"Form Basics (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Shii-Cho lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"HdWZ2lQgsbEnra24","name":"Evasion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect, such as a consular’s force storm or an engineer’s explosion, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Hg8zYh1iXL0DGUVq","name":"Terentatek's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"HgO4Lo3fbWIRyhlp","name":"The Way of they Krayt Dragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a threatening stance for one minute. While in this stance, the first time you hit with a melee weapon attack using Strength each turn, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"HmfdajaZCOjIwtQQ","name":"Master of Unity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you and your companion are a paragon of harmony. Your Strength or Dexterity (your choice) and Constitution scores increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute, as long as your companion is within 60 feet of you:

\n\n

This effect ends early if either you or your companion are incapacitated or die, or if your companion is ever more than 60 feet away from you. Once you’ve used this feature, you can’t use it again until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"HohmusWCWzTc00cS","name":"Warding Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Hr4a2dhMPKm4sbU7","name":"Corsair Weapons","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use the force to quickly learn the use of unfamiliar weapons. When you hold a weapon that you are not proficient in, you can spend 1 force point (no action required) to gain proficiency with that weapon until the end of your next long rest. Additionally, you can use your Force-Empowered Self options when you hit with a ranged weapon attack.

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"I3UvZaGNY7D1Vyl3","name":"Academic Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

ADMINISTER AID

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n
\n

ASSESS THE SITUATION

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n
\n

CRIPPLING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n
\n

DELIBERATE MOVEMENT

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

HEADS UP

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n
\n

MEASURED ACTION

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n
\n

ONE STEP AHEAD

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n
\n

TARGETED STRIKE

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"I3UvZaGNY7D1Vyl3","name":"Academic Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 1st level

\n

You learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You know two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the scholar table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the scholar table. This die changes as you gain scholar levels, as shown in the Academic Superiority column of the scholar table. A superiority die is expended when you use it.

\n

You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

ADMINISTER AID

\n

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n
\n

ASSESS THE SITUATION

\n

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n
\n

CRIPPLING STRIKE

\n

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n
\n

DELIBERATE MOVEMENT

\n

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n
\n

EXPLOIT WEAKNESS

\n

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

HEADS UP

\n

When a friendly creature who can see or hear you makes a saving throw, you can use your reaction and expend a superiority die, adding the number rolled to the result of the saving throw. You can use this maneuver before or after making the saving throw, but before any effects of the saving throw are determined.

\n
\n

MEASURED ACTION

\n

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n
\n

ONE STEP AHEAD

\n

When you roll initiative and you are not surprised, you can expend a superiority die and add the number rolled to your initiative.

\n
\n

TARGETED STRIKE

\n

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"I7MvCDQ8E7E81U9j","name":"Channel the Force (Shii-Cho)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

DISARMING SLASH

\n

When you hit a creature with a melee weapon attack, you can expend a use of your Channel the Force (no action required) to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The creature must make a Strength saving throw. On a failed save, it drops the object you choose. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"I7nWhcvXvcnaVk0r","name":"Scavenger's Reach","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the force disarm force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action and the target fails its save. Finally, when you cast the force disarm power, disarm a blaster weapon, and catch it, you can reload the weapon as a part of the same action.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"IB1sPazhmp63mLHF","name":"Expertise (Scout)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 14th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -271,12 +292,14 @@ {"_id":"J9dmq1HlKuOXtSo6","name":"Hawk-Bat Swoop","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"JE61hlD3B3IIfcLo","name":"Event Cascade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you have advantage on attack rolls you make against creatures if you haven’t dealt damage to them or affected them with a force power since the start of your previous turn.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"JGsW7jjvTH23Vw99","name":"Distant Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you cast a power that has a range of 5 feet or greater, you can spend 1 additional force point to double the range of the power.

\n

Alternatively, 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"JK41aAdGPKAj3Tjg","name":"Animal Handling's Exploit - Confuse Beast","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} +{"_id":"JPzbQWEUX8Sqa7Kh","name":"Medicine's Exploit - Precision Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"JSIXdNE2Tlipguvv","name":"Forcecasting Secrets (Engineer: Artificer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"JXn1yWPzzWjQfuq8","name":"Improved Aerial Agility","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, your Aerial Agility feature improves and you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect 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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}],"_id":"Jn5Z68lSORbQPgU0"} +{"_id":"Jn5Z68lSORbQPgU0","name":"Evasion (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 7th level

\n

Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect 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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Evasion","tint":"","transfer":true}]} {"_id":"JpWZ8IRs6geodsmf","name":"Ashla","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"JvAFnMZezc5jTUz6","name":"Bonus Proficiencies (Engineer: Biotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"JvUv4v80BRiHeOQa"} +{"_id":"JvUv4v80BRiHeOQa","name":"Vow of The Fighter","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"JyXrmho5GP3SHYpB","name":"Panache","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"K3RcWiIghOqlEkaI","name":"Double Up","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you deal damage to a creature with a weapon or tech power, your turret has advantage on the next attack roll it makes against the creature or it has disadvantage on the first saving throw it makes against an effect your turret controls before the start of your next turn. When your turret deals damage to a creature, you have advantage on your next attack roll against the creature or it has disadvantage on the first saving throw it makes against an effect you control before the start of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"K9OJoAsCEOp31gkH","name":"Biochemist's Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, whenever you grant temporary hit points, or deal acid or poison damage using a tech power or class feature, you may expend one use of your Potent Aptitude to increase the potency. When you do so, the amount of temporary hit points you grant or damage you deal is increased by the amount rolled on the die. The damage is the same type as the original damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -291,13 +314,16 @@ {"_id":"Kmzg1HQwVzvwiVqP","name":"Legendary Coda","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

BATTLE CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each must make a Constitution saving throw. On a failed save, a target takes 14d6 sonic damage and is stunned for 1d4+1 turns. On a success, it takes half damage and isn’t stunned. If a creature is killed by this power, its head explodes.

\n
\n

SUPPORT CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Once in the next minute, each creature can, as a free action in response to taking damage, choose to halve that damage. Additionally, if the damage would reduce them to 0 hit points, they are instead reduced to 1.

\n
\n

DISRUPTION CRESCENDO

\n

Choose up to 10 creatures of your choice that you can see and that can hear your song. Each creature must succeed on a Constitution saving throw or be paralyzed for 1d4+1 turns. If a creature affected by this feature is damaged in any way, the effect ends for that creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"KsUKtTRpay1eibt9","name":"Powerful Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"L0cbGVkfx8S6vWW3","name":"Empowered Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Lifelong Learning (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"L1p8UoiH96FEoPQK"} {"_id":"L53F8iKgUHmRpoX4","name":"Brutish Durability","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, once per round, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. You can choose to use this feature before or after you make a saving throw, but you must decide before the GM says whether the save succeeds or fails.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LAXaRKVfudFryUkp","name":"Pass the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature misses you with an attack, you gain temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one), and you add your Wisdom or Charisma modifier (your choice, minimum of one) to the first melee weapon attack and damage rolls you make against that creature before the end of your next turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LEgw0NzwPPkIVWuw","name":"Channel the Force (Shien/Djem So)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, you gain one of the following Channel the Force options. Choose Blade Barrier for Shien or Falling Avalanche for Djem So.

\n
\n

BLADE BARRIER

\n

On your turn, when you deal melee weapon damage that includes your Strength modifier, you can forgo your Strength modifier to the damage roll, expend a use of your Channel the Force (no action required), and reduce your speed by half. If you do so, energy and kinetic damage you take from weapons before the end of your next turn is reduced by an amount equal to your Strength modifier. You can not use this feature if you have moved more than half your speed this turn.

\n
\n

FALLING AVALANCHE

\n

On your turn, you can expend a use of your Channel the Force (no action required) and reduce your speed by half to gain advantage on the next ability check or attack roll you make using Strength before the end of your next turn. You can not use this feature if you have moved more than half your speed this turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LLSeCmTx42FanV5K","name":"Superior Hunter's Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

EVASION

\n

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

\n
\n

STAND AGAINST THE TIDE

\n

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

\n
\n

UNCANNY DODGE

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LMvbZfbx0lih3Dbu","name":"Brawn","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use the burst property of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage, instead of just one. Additionally, when a creature fails the saving throw against your burst or rapid property, it is knocked prone.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LRGphxf8XUI9MDwb","name":"Enlightenment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you can add half your Wisdom or Charisma modifier (your choice, rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LcomcBR1au9LX7jm","name":"Deception's Exploit - Feint","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"Lcp1bCLqq990O7UN","name":"Techcasting Secrets (Consular: Technology)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you’ve learned to mimic technological effects. Choose two tech powers of 1st level. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the consular table.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"LdAitrLZhlaqGW90","name":"Fate's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"LikGN9l3CnK2HMpZ","name":"The Way of the Acklay","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a destructive stance for one minute. While in this stance, you can add half your Strength or Dexterity modifier (your choice, minimum of one) to any melee weapon damage roll you make that doesn’t already include that modifier. Additionally, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Ln96Hf2aqqbYiy9o","name":"Mark of the Slayer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"LucUd3PXlxFHsgPO","name":"Toil and Trouble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 17th level

\n

You perfect your control of your curses, granting them unmatched potency. When the target of your Curse of Objurgation fails a saving throw against one of your maneuvers, you can choose to amplify that maneuver by expending a number of Hit Dice of your choice. The target immediately takes 1d8 psychic damage for every Hit Die spent in this way.

\n

Additionally, when creatures attempt to use a power like remove curse or other similar abilities to remove a curse you set, they must roll a Wisdom or Charisma check (their choice) against your maneuver save DC. On a failed save, their attempt fails, and any force or tech points spent in this way are wasted.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 17"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} @@ -305,23 +331,30 @@ {"_id":"M30wW5NGiow6RlDH","name":"Retaliation Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to turn an opponent’s aggression back on them. When you deal damage with a force power or a melee weapon attack, if you took damage since the start of your last turn, you deal an extra 1d6 damage. The damage is the same type as the power or weapon’s damage.

\n

This die increases when you reach certain levels in this class: to 1d8 at 10th level, to 1d10 at 14th level, and to 1d12 at 18th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"M6DPXcwX644UAsW3","name":"Pathfinder","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MBU2BGh78FZAN3b2","name":"Bonus Proficiencies (Scout: Slayer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Master of Adaptation","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 20th level

\n

Your masteries of the Force and technology have achieved equilibrium. Your Constitution and Wisdom or Charisma (your choice) scores increase by 2. Your maximum for those scores increases by 2. Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

While you are conscious and your droid is within 60 feet of you and conscious, it also gains these benefits.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Action.webp","effects":[],"_id":"MCnskAoVOzPJIzSX"} {"_id":"MDW5aHJQ7jr8qf84","name":"Bonus Proficiencies (Guardian: Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MZFxBa0Jd1CeAgHr","name":"Freedom's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"MZWGENUJx8b2PETJ","name":"Skilled Grappler","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

CONSTRICT

\n

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

\n

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

\n
\n

DISARM

\n

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

\n
\n

HIP TOSS

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MfjwCjpo3JhUZ0SH","name":"Circle of Shelter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Ml6ZJY0Lubl3zk94","name":"Down, Not Out","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, when you are hit with an attack by a creature within 30 feet of you, you can use your reaction to make a single attack against that creature with a blaster with which you are proficient.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Maneuvering Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"MpVtbYkGWqYbbEYj"} {"_id":"MqxXP3oYCwIaiFKE","name":"Mark of the Illusionist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"MroCOqssyA52gFIR","name":"Intimidation's Exploit - Battle Cry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"MsKvBWDJd2LV1tvM","name":"Armstech's Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MtBq5A0JoE67MU3l","name":"Channel the Force (Jar'Kai)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

TWIN STRIKE

\n

Once per turn, when you miss with a melee weapon attack, you can expend a use of your Channel the Force to immediately make another melee weapon attack against the same target (no action required).

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"MtepDwfpKxdqXPXv","name":"Forcecasting (Guardian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 1st level

\n

In your meditations on the Force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 5 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the guardian table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your guardian level x 2, as shown in the Force Points column of the guardian table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

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

\n

You may only cast force powers at 5th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use 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.

\n
\n

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

\n
\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"N6Z5ICg4rsix6OnA","name":"Techcasting (Scholar: Slicer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Slicer Pursuit Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your scholar level (rounded up), as shown in the Tech Points column of the Slicer Pursuit Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Slicer Pursuit Techcasting table.

\n

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

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NHLCKgLZAe3MP0dT","name":"Dosage Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NHNG6Y6n0xnhSQzs","name":"Delayed Effect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power, you can delay the effects of the force power for up to a number of rounds equal to half your consular level. If you do so, the power immediately takes effect at the start of your turn, after the specified number of rounds have passed.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NJVjTgvClvUt5Ep9","name":"Athletics's Exploit - Wrestle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"NT36vTfi6iPC2zWL","name":"Armstech's Salvo","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Targeted Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

Your attack rolls against the target of your Critical Analysis feature cannot suffer from disadvantage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"NdwC9ha1rdQnCiT1"} {"_id":"NhtBNHmzliOdF3A3","name":"Dark Magick","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you can use your action to force each creature within 30 feet of you that can see you to make a Wisdom saving throw against your focus save DC or be charmed or frightened (your choice) of you until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":2,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NijIH9UDcIlwYmWM","name":"Blindsense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 14th level

\n

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Cf67ZmhiTFvzHbkK","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.senses.blindsight","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Blindsense","tint":"","transfer":true}]} +{"_id":"NlVBCeG99JoWF7QP","name":"Elusive","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 18th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"Np87HjZydd8pWvrs","name":"Bonus Proficiencies (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"NrSFm2gkpzm3tMeD","name":"Potent Amplitude","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

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

\n
\n

SONG OF BATTLE

\n

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

\n
\n

SONG OF SUPPORT

\n

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

\n
\n

SONG OF DISRUPTION

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"NsjD1QnbbxOrkytQ","name":"Insight's Exploit - Intuit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"Nz8stfh2Fy7b9hq5","name":"Modified Instrument","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify an instrument utilizing your audiotech knowledge. Over the course of a long rest, you can modify an instrument. You must have the instrument and audiotech’s implements in order to perform this modification.

\n

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

\n

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

\n

AUDIOTECH MODIFICATIONS

\n

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

\n
\n
\n

ADVANCED BATTLE ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Battle Enhancement
While playing your Song of Battle, your tech powers and class features ignore resistance to sonic damage, and immunity to sonic damage is instead treated as resistance from any creature within range of your song that can hear you.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a fourth burst.

\n
\n

ADVANCED DISRUPTION ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Disruption Enhancement
While playing your Song of Disruption, any hostile creature within range of your song that can hear you must make a Constitution saving throw at the end of each of its turns to maintain concentration on the power.

\n
\n

ADVANCED SUPPORT ENHANCEMENT

\n

Prerequisite: 15th level
Prerequisite: Prototype Support Enhancement
While playing your Song of Support, allies add your Intelligence modifier to their death saving throws (minimum of +1). If this amount would increase the roll of the d20 to 20 or greater, the creature regains 1 hit point.

\n
\n

BATTLE SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Battle, as an action, you can send forth busts of directed sonic energy, make two ranged power attacks. These attacks can target the same creature different ones. Make separate attack rolls for each burst. The attack has a range equal to the radius of your song, and deals 1d8 sonic damage on a hit.

\n
\n

DISRUPTION SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Disruption, as an action, you can choose a number of creatures concentrating on a power equal to your Intelligence modifier (a minimum of one) within range of your song that can hear you, and force them to make a Concentration saving throw. If you cause at least one creature to lose concentration on a power using this feature, you can use your reaction to make all creatures that lost concentration take damage equal to your Intelligence modifier.

\n
\n

ENTHRALLING PERFORMANCE

\n

Prerequisite: 13th level
Prerequisite: Hypnotic Melody
For the duration of an enhanced song you play, whenever any creature that can hear your song tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your powers or features on your next turn.

\n

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

\n
\n

FINDING MY WAY

\n

Prerequisite: Rush
While you are playing an enhanced song, when a creature makes a melee attack roll against you, you can use your reaction to move 5 feet without provoking opportunity attacks, imposing disadvantage on the roll.

\n

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

\n
\n

HYPNOTIC MELODY

\n

As an action while wielding your modified instrument, you can begin to play a song woven with subtle hypnotic influence. Choose a number of creature up to your Intelligence modifier. If those creatures listen to this song for a full minute, they must succeed on a Wisdom saving throw or become charmed by you for 1 minute. Creatures that succeed the saving throw are not aware that you attempted to influence them, nor are creatures that failed their saving throw once the power ends.

\n

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

\n
\n

INAUDIBLE CASTING

\n

Prerequisite: 7th level
Prerequisite: Simple Melodies
When you cast a tech power or make use of a feature that requires playing your modified instrument, you can choose to do so quietly. Creatures have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sound to determine you cast a tech power.

\n
\n

LONG RANGE NOISE

\n

Prerequisite: 13th level
The radius of your songs increases to 120 feet. Additionally, any tech power you cast with your modified instrument that deals sonic damage and has a range of 10 feet or greater gains a range of 120 feet.

\n
\n

MAGNIFYING DEVICE

\n

Prerequisite: 5th level
While using your harness as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

OVERWHELMING SOUNDWAVES

\n

Prerequisite: 15th level
While playing, creatures of your choice treat a 15-foot-radius sphere around you as difficult terrain. Additionally, as an action, you can cause each affected creature to make a Constitution saving throw, taking 3d8 sonic damage on a failed save.

\n
\n

PROTOTYPE BATTLE ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Battle Song Enhancement
While playing your Song of Battle, when you cast a tech power or use a class feature that affects other creatures within the radius of your song, you can choose a number of them equal to 1 + the power’s level. The chosen creatures automatically succeed on their saving throws against the power, and they take no damage if they would normally take half damage on a successful save.

\n

Additionally, when you use your Battle Song Enhancement feature, you create a third burst.

\n
\n

PROTOTYPE DISRUPTION ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Disruption Song Enhancement
While playing your Song of Disruption, when a creature you can see that can hear you attempts to cast a power, you can use your reaction to cast the tech override power at 3rd level. When you cast this power using this feature, the power works against both tech and force powers, and when you make the techcasting ability check as a part of this casting, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

\n

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

\n
\n

PROTOTYPE SUPPORT ENHANCEMENT

\n

Prerequisite: 9th level
Prerequisite: Support Song Enhancement
While playing your Song of Support, when you use your Song of Support’s Potent Amplitude feature, the target instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

\n
\n

RESTFUL MELODY

\n

Over the course of a short rest, you can play a rejuvenating song to assist in the recovery of your allies. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

\n

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

\n
\n

RUSH

\n

While you are playing an enhanced song, your speed increases by 10 feet, and opportunity attacks made against you have disadvantage.

\n
\n

SHARP NOISE

\n

As an action while wielding your modified instrument, choose a creature you can see. If it can hear you, it must succeed on a Constitution saving throw or take 1d4 sonic damage and have disadvantage on its next attack roll before the end of its next turn.

\n

This feature’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n
\n

SHOCK MOUNT

\n

Prerequisite: 5th level
While using your instrument as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

SIMPLE MELODIES

\n

When you are holding your modified instrument, and not actively playing a song, any tech power that you could cast that could have its damage type altered by your Potent Amplitude feature can be cast as if used with Potent Amplitude.

\n

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

\n
\n

SONAR PULSE

\n

As an action while wielding your modified instrument, you can release a wave of sound that provides feedback on your surroundings. For the next minute, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to search for hidden doors, traps, or invisible creatures.

\n

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

\n
\n

SONG FLOW

\n

Prerequisite: 11th level
While playing an enhanced song, you can use your bonus action to change from one song to another.

\n
\n

SUPPORT SONG ENHANCEMENT

\n

Prerequisite: 5th level
While playing your Song of Support, when you cast a tech power that restores hit points or grants temporary hit points, the amount restored or granted is increased by an amount equal to your Intelligence modifier (minimum of +1).

\n
\n

WEAPON INTEGRATION

\n

You can integrate a single weapon that weighs no more than 8 lb. into your instrument. While integrated, that weapon gains the hidden property.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"O7SfbJqD6GhZS6dJ","name":"Unrelenting Advance","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 13th level

\n

You have advantage on ability checks and saving throws against effects that would grapple or restrain you.

\n

Additionally, if you are grappled or restrained, and you could use your action to attempt to end the effect, you can instead use your bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} {"_id":"O8As6HltmtDQV1SE","name":"Resonating Recovery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -329,6 +362,7 @@ {"_id":"OB1x8g1MwGm2HA26","name":"Hold the Line","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target gains 4 slowed levels until the end of the current turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ODDIoJe6dsXI0Fzl","name":"Bonus Proficiencies (Guardian: Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"OEiv2Yjz1QhM3osS","name":"Modified Weaponry","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

ARMSTECH MODIFICATIONS

\n

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

\n
\n
\n

ACCURACY FOCUS

\n

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

\n
\n

AMPLIFYING BARREL

\n

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

\n
\n

BAYONET

\n

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

\n
\n

BURST CORE

\n

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

\n
\n

BOOMING STRIKES

\n

Prerequisite: 5th level
You pack extra power into your modified weapon. Once per turn, when you hit with the weapon, you can deal an additional 1d6 damage. If you do so, the weapon makes a loud boom which can be heard 100 feet away. If you are hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.

\n
\n

CELERITY OSCILLATOR

\n

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

\n
\n

COLLAPSIBLE FRAME

\n

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

\n
\n

CONTOURED GRIP

\n

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

\n
\n

EXPANDED MAGAZINE

\n

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

\n
\n

FLASHLIGHT

\n

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

\n
\n

HARPOON REEL

\n

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

\n

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

\n

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

\n

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

\n
\n

IMBUE WEAPON

\n

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

\n
\n

IMPROVED BURST CORE

\n

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

\n
\n

INTEGRATED MAGAZINE

\n

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

\n
\n

JAGGED OSCILLATOR

\n

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

\n
\n

KEEN OSCILLATOR

\n

Prerequisite: 5th level
Prerequisite: Jagged Oscillator
Your weapon’s critical hit range increases by 1.

\n
\n

NEUTRONIUM EDGE

\n

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

\n
\n

OVERCHARGE WEAPON

\n

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

\n
\n

POWER LOOP

\n

Prerequisite: 9th level
When you hit with the weapon, you can choose channel the energy generated, gaining temporary hit points equal to half the damage dealt.

\n

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

\n
\n

RECOIL DAMPENER

\n

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

\n
\n

RETURNING WEAPON GUARD

\n

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

\n
\n

SCREENING WEAPON

\n

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

\n
\n

SHOCK ABSORBER

\n

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

\n
\n

SIEGE WEAPON

\n

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

\n
\n

SHOCKING HARPOON

\n

Prerequisite: 9th level
Prerequisite: Harpoon Reel
After hitting a creature with the harpoon fire mode, you can use the connection to deliver an at-will tech power. As a bonus action, you can cast an at-will tech power at the target with a range of touch. If the power requires an attack roll, you have advantage. If the target requires a saving throw, the target has disadvantage.

\n

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

\n
\n

SHOCKING OSCILLATOR

\n

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

\n

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

\n
\n

SNAP FIRE

\n

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

\n
\n

STABILIZER CELL

\n

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

\n
\n

STAGGERING OSCILLATOR

\n

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

\n

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

\n
\n

TRACKER

\n

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

\n

The tracker regains all expended charges after a long rest.

\n
\n

TRUELIGHT

\n

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

\n
\n

VENOMOUS OSCILLATOR

\n

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

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Parry (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[],"_id":"OPQgz7dYDN4afv7Q"} {"_id":"OPmnvVAKt8P3mRzr","name":"Forcecasting (Sentinel)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, in your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

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

\n

You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use 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.

\n
\n

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

\n
\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"OWtFvWvqcOQFnh4M","name":"Focused Burst","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use all three Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, and you use your Double Strike feature, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"OZImqRmAk5aeBX2o","name":"General Practice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -336,6 +370,7 @@ {"_id":"OqdAc34c0Db1huf7","name":"Comfort Food","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if you or any friendly creatures who have consumed food you prepared during a short rest regain hit points by spending hit dice at the end of the short rest, each of those creatures regains an extra 1d8 hit points.

\n

The extra hit points increase when you reach certain levels in this class: to 1d10 at 11th level, and to 1d12 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"OwENWRt1mFVfU8bB","name":"Elemental Paragon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 17th level

\n

You gain one of the following features.

\n

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

\n

While you have no remaining uses of this feature, you can instead expend 4 focus points to use it. When you do so, your maximum focus points are reduced by 4 until you complete a long rest.

\n
\n
\n

Archetype of Air

\n

Prerequisite: Ride the Wind

\n

As an action, you conjure a whirlwind around you, granting the following benefits until the start of your next turn:

\n\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Figure of Flame

\n

Prerequisite: River of Hungry Flame

\n

As an action, you cause flames to race across your body, granting the following benefits until the start of your next turn:

\n\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Icon of Ice

\n

Prerequisite: Shape the Flowing River

\n

As an action, you cause frost to chill the area around you, granting the following benefits until the start of your next turn:

\n\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
\n

Embodiment of Earth

\n

Prerequisite: Earth Reaches for Sky

\n

As an action, you cause rock to envelop you, granting the following benefits until the start of your next turn:

\n\n

At the start of each of your turns, you can use your bonus action to extend the benefits of this feature until the start of your next turn, to a maximum duration of 1 minute. This effect ends immediately if you are incapacitated or die.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"OwFJ3XWTg2ECPPqS","name":"Forcecasting (Consular)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 1st level

\n

In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n

FORCE POWERS KNOWN

\n

You learn 9 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the consular table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.

\n

FORCE POINTS

\n

You have a number of force points equal to your consular level x 4, as shown in the Force Points column of the consular table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.

\n

MAX POWER LEVEL

\n

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

\n

You may only cast force powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.

\n

FORCECASTING ABILITY

\n

Your forcecasting ability varies based on the alignment of the powers you cast. You use 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.

\n
\n

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

\n
\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"name":"Feinting Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n

 

\n
\n

This manuever's vague wording would require a complex macro to fully implement so it's left unfinished.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"OwrSfaxJDodGEZH1"} {"_id":"P44Rcdvtp5HH7DgM","name":"Bonus Proficiencies (Fighter: Mounted)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you gain proficiency in Animal Handling or Piloting.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"P5jlHfbFfEgppwin","name":"Forceblade Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"enemy"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12+9",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"flat"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"PGd9fFv1SpyvJXdq","name":"Bonus Proficiencies (Engineer: Cybertech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -344,9 +379,11 @@ {"_id":"PSiGWs9DVviM78K3","name":"Form Basics (Trakata)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Trakata lightsaber form, detailed in Chapter 6 of the Player’s Handbook. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"PSsCniigbIjrk6EX","name":"Master of Persistence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are an unrelenting force on the field of battle. Your Strength and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"PWRce8jzPuXlGfPE","name":"Stay In Formation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can take the Guard action as a bonus action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"PgBAMCiRkpoCThUU","name":"Guerrilla's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits. Lastly, you have advantage on saving throws against exhaustion.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"PtL7M75J3a8akz4a","name":"Battle Anticipation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, your critical hit range with melee weapon attacks using Dexterity increases by 1.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Pxp7SMeemsCJWgp8","name":"Flurry of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you gain proficiency in blaster pistols, blaster rifle, ion blaster, ion rifle, and the lightbow, which are your Whills weapons and are monk weapons for you. When you are wielding a Whills weapon, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"PysR7YJIeMZG5ACJ","name":"Furious Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"Q0vNWRKInQbYTUvW","name":"Ability Score Improvement (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"Q1JyHnVs9iIEBs91","name":"Reckless Attack","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"Q3DHegz5ZbV7rA7m","name":"Raging Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"QMnzEKetcEbpg8pZ","name":"Techcasting (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this practice at 3rd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

\n

TECH POWERS KNOWN

\n

You learn 3 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Saboteur Practice Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

\n

TECH POINTS

\n

You have a number of tech points equal to half of your operative level (rounded up), as shown in the Tech Points column of the Saboteur Practice Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

\n

MAX POWER LEVEL

\n

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Saboteur Practice Techcasting table.

\n

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

\n

TECHCASTING ABILITY

\n

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

\n
\n

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

\n
\n

Tech attack modifier = your proficiency bonus + your Intelligence modifier

\n
\n

TECHCASTING FOCUS

\n

You use a wristpad (found in chapter 5 of the Player’s Handbook) as a tech focus for your tech powers.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelTech Powers KnownTech PointsMax Power Level
3rd321st
4th421st
5th531st
6th631st
7th742nd
8th842nd
9th952nd
10th1052nd
11th1162nd
12th1262nd
13th1373rd
14th1473rd
15th1583rd
16th1683rd
17th1794th
18th1894th
19th19104th
20th20104th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -360,12 +397,13 @@ {"_id":"QwDExZ4sYBdx4d4o","name":"Scout Routines","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 3rd level, you’ve developed one routine, as detailed below. You develop an additional routine at 7th and 15th level.

\n
\n

SCOUT ROUTINES

\n

The routines are presented in alphabetical order. If multiple scouts grant the same routine, affected creatures can only benefit from it once. You must be conscious to grant the benefit of your routines.

\n

At 9th level, the range of your routines increases to 15 feet, and at 17th level, the range of these routines increases to 30 feet.

\n
\n
\n

ADAPTABILITY ROUTINE

\n

At the start of each of your turns, you can choose an ability score with a saving throw in which you are not proficient. Until the start of your next turn, you add half your proficiency bonus, rounded down, to saving throws you make with the chosen ability. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MAVEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain resistance to damage from tech powers until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

MESMER’S ROUTINE

\n

At the start of each of your turns, you can choose to have advantage on saving throws against effects that would incapacitate you or put you to sleep until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

NOMAD’S ROUTINE

\n

At the start of each of your turns, you can choose to gain advantage on Constitution saving throws to avoid exhaustion from unenhanced sources, as well as being naturally adapted to both hot and cold climates. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

RESPONDER’S ROUTINE

\n

When you roll initiative, you can choose to add your proficiency bonus to the initiative roll and have advantage on attack rolls against creatures that have not yet acted. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your proficiency bonus to the initiative roll and have advantage on the first attack roll they make against a creature that has not yet acted.

\n
\n

SHARPSHOOTER’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each creature within 5 feet of you, including you, to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.

\n
\n

STRIDER’S ROUTINE

\n

At the start of each of your turns, you can choose to have each slowed level only reduce your speed by 5 feet, unless it would reduce your speed to 0 until the start of your next turn. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
\n

WARDEN’S ROUTINE

\n

At the start of each of your turns, you can choose to gain a climbing and swimming speed equal to your walking speed. Alternatively, you can choose to extend this benefit to friendly creatures within 5 feet of you, except for you.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Qz3oXfqQ35dbneST","name":"Fascinating Display","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can spend 1 minute attemping to distract and enthrall those around you. Choose a number of humanoids within 60 feet of you who watched your display for the duration, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you. While charmed in this way, the target idolizes you, speaking glowingly of you to anyone who talks to it. Additionally, it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

\n

If a target succeeds on this saving throw, the target has no hint you tried to charm it.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"R5H3i6PfQEzdXyz9","name":"Guided Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 17th level, your first ranged weapon attack and your first melee weapon attack each turn deal additional damage equal to your Wisdom or Charisma modifier (your choice, a minimum of +1).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}],"_id":"R7naUToBqZ1NEzzq"} +{"_id":"R7naUToBqZ1NEzzq","name":"Patient Defense","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"ojpRDi9u0xASVYGf","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Patient Defense","tint":"","transfer":false}]} {"_id":"RBJTHUlo3FTY2RNR","name":"Risk Versus Reward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when you make your first attack on your turn against the target of your Critical Analysis feature, you can decide to gamble by rolling a d6. On a roll of 4 or higher, you have advantage on attack rolls against that creature until the start of your next turn. On a roll of 3 or lower, that creature instead has advantage on attack rolls against you until the start of your next turn.

\n

This die increases to d8 at 9th level, d10 at 13th level, and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RC7hvuuU3CIRZUOd","name":"Upheld By the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this tradition at 3rd level, the Force flowing through your body strengthens you, granting the following benefits:

\n\n

Additionally, as an action, you can gain resistance to kinetic and energy damage for 1 minute. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RFU6FQawnVy3w4TO","name":"Close Call","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RMSdumXiAEfpyqyy","name":"Blitz Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned ways to use your martial ability to boost your combat performance. When you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a blitz attack.

\n

Some of your blitz attacks require your target to make a saving throw to resist the attack's effects. The saving throw DC is as follows:

\n

Blitz Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n
\n

Demoralizing Attack

\n

The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

Diverting Attack

\n

Roll two of your Sneak Attack dice. The first time the target would deal damage before the start of your next turn, that damage is reduced by an amount equal to the resulting roll.

\n
\n

Warmonger's Attack

\n

If the target makes an attack against you or an allied creature within 5 feet of you before the start of your next turn, you can use your reaction to make a melee weapon attack against it.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} {"_id":"ROdICoWR82v6A2Rf","name":"Tactician's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"RPJDKVq0ehpaLMNp","name":"Skill's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n
\n
\n

Aim (Stealth). You attempt to line up a strike against a creature you can see that you are hidden from. Make a Dexterity (Stealth) check contested by the target’s Wisdom (Perception) check. If your check succeeds, you gain a +10 bonus to the first attack roll you make against the target before the end of your next turn. If your check fails, you are no longer hidden from the target.

\n
\n

Angle (Perception). You attempt to predict the behavior of a humanoid you can see within 30 feet. Make a Wisdom (Perception) check contested by the target’s Dexterity (Sleight of Hand) check. If your check succeeds, the first attack roll the target makes before the start of your next turn has disadvantage, and the first saving throw the creature makes before the start of your next turn has disadvantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Battle Cry (Intimidation). You attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If the target was already frightened of you, it must immediately drop whatever it is holding. On its next turn, if it is still frightened of you, it must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Charm (Persuasion). You attempt to convince one humanoid you can see within 30 feet that can hear and understand you. Make a Charisma (Persuasion) check contested by the target’s Wisdom (Insight) check. If you have dealt damage to the creature in the last hour, it has advantage on the check. If your check succeeds, the target is charmed by you until the start of your next turn, and it has disadvantage on the first attack roll it makes against a creature before the end of its next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Confuse Beast (Animal Handling). You attempt to confuse one beast on the battlefield. Make a Wisdom (Animal Handling) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the beast cannot take actions or reactions until the end of your next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Distract (Performance). You attempt to distract one beast or humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Performance) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the next attack roll made against the target before the start of its next turn has advantage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Emulate Predator (Nature). You attempt to emulate the sounds of a natural predator of a beast or plant you can see within 30 feet. Make an Intelligence (Nature) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target must take the Dash action and move away from you by the safest available route on its turn, unless there is nowhere to move. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Feint (Deception). You attempt to divert the attention of a target you can see within 30 feet. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the first attack roll made against the target before the start of your next turn by someone other than you has advantage, and the target has disadvantage on the first saving throw they make against an effect caused by a creature other than you before the start of your next turn. If your check fails, the target can’t be deceived by you in this way for 1 hour.

\n
\n

Hacktivate (Technology). You attempt to determine the weaknesses in a droid you can see within 30 feet. Make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If your check succeeds, you have advantage on the next attack roll you make against the target before the end of your turn, and if you hit, you deal additional damage equal to your Intelligence modifier. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Instruct (Investigation). You attempt to find a weakness in your target. Make an Intelligence (Investigation) check contested by the target’s Charisma (Deception) check. If your check succeeds, if a friendly creature makes an attack roll against the target and they can see and hear you, you can use your reaction to grant them advantage on the roll. If you do so, and they hit, they deal additional damage equal to your bonus to Investigation checks. This damage is the same type as the attack’s damage. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Intuit (Insight). You attempt to determine the motivations of one humanoid you can see within 30 feet. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, the target can’t have advantage on ability checks, attack rolls, or saving throws against you until the end of your next turn. If your check fails, the target instead can’t have disadvantage on ability checks, attack rolls, or saving throws against you until the end of your next turn.

\n
\n

Tumble (Acrobatics). You attempt to make a quick tumble, immediately moving 10 feet. If you begin or end this movement within a creature’s reach, make a Dexterity (Acrobatics) check contested by it’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, this movement does not provoke opportunity attacks from it, and you have advantage on the first attack roll you make against it before the end of your turn. If your check fails, you immediately fall prone.

\n
\n

Pocket Sand (Sleight of Hand). You attempt to blind one beast or humanoid you can see within 15 feet of you. Make a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. If your check succeeds, the target is blinded until the end of your turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Precision Strike (Medicine). You attempt to strike a pressure point in one humanoid within your reach. Make a Wisdom (Medicine) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, they are incapacitated until the end of their next turn. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Snare (Survival). You attempt to cause a creature within 30 feet of you to stumble. Make a Wisdom (Survival) check contested by the target’s Wisdom (Perception) check. If your check succeeds, and the target moves towards you before the start of your next turn, it gains 1 slowed level, and you can use your reaction to cause it to fall prone. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
\n

Spin (Piloting). You attempt to confound a piloted construct you can see within 30 feet. Make an Intelligence (Piloting) check contested by the target’s Intelligence (Piloting) check. If your check succeeds, the target has disadvantage on attack rolls against you, and you have advantage on Dexterity saving throws against the target, until the start of your next turn. If your check fails, the target instead has advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws against the target, until the start of your next turn.

\n
\n

Study (Lore). You attempt to anticipate your target’s action. Make an Intelligence (Lore) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn. Alternatively, before the end of your next turn, you can use your reaction to grant disadvantage on the first ability check, attack roll, or saving throw the target makes against you. If your check fails, you instead have disadvantage on the first ability check, attack roll or saving throw you make against that creature before the end of your next turn.

\n
\n

Wrestle (Athletics). You attempt to grab and pin a creature within 5 feet of you with at least one free hand. The target must be no more than one size larger than you. Make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If your check succeeds, the target is both grappled and restrained by you. If the target stops being grappled, it also stops being restrained. If your check fails, you can’t use this feature on this target again for 1 hour.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"RQnRq0u0DbUJcO58","name":"Maneuver Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, once per round, when you would roll a Superiority Die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RS5OG9YXnbEwkFqO","name":"The Way of the Monkey-Lizard","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a confusing stance for one minute. As a part of this bonus action, and as a bonus action on each of your turns, when you take the Dodge action, you can make one melee weapon attack against a creature within range. Additionally, when you make this melee weapon attack, you can flourish your weapon to attempt to distract your target. Make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check of the target of your attack. On a success, you make this attack roll with advantage.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RShVKT9JGm5zHXU3","name":"Human Shield","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -377,7 +415,8 @@ {"_id":"Rmny9eQ9fR6sINL4","name":"Guarding Weapon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can direct your animated weapons to absorb damage while your Saber Storm is activate. When you take damage, you can use your reaction to expend one force slot to have your animated weapon intercept it, and reduce that damage to you by an amount equal to five times the force slot’s level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"RoBYgglH8V1FjCSV","name":"Enhanced Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 6th level
Your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"RrbJ0mLnz3LF6dvq","name":"Heightened Hex","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Occultist Pursuit: 6th level

\n

When you use your Curse of Objurgation feature, each time the cursed creature deals damage to you or an allied creature you can see within 5 feet of you, the creature takes psychic damage equal to twice your Intelligence modifier (minimum of 2).

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod*2","psychic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 6"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} -{"name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}],"_id":"RuSNsQk0P9f0kIDI"} +{"name":"Crippling Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to cripple the creature. You add the superiority die to the attack’s damage roll and the creature’s gains 1 slowed level until the end of their next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"RsmGXKSS6EKQ4cTu"} +{"_id":"RuSNsQk0P9f0kIDI","name":"Vow of Mettle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"Eb0CqfBT1ADfoam1","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"New Active Effect","transfer":false}]} {"_id":"S5I4RdNHNMm7ao0X","name":"Bonus Proficiencies (Fighter: Praetorian)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Lore, Performance, or Persuasion. Alternatively, you learn one language of your choice.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"SAbD83Dx58emp6OY","name":"Force of Personality","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"SBBlwVaJDwCADC5f","name":"The Force Is With You","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, as you channel the Force through you, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -390,13 +429,14 @@ {"_id":"Sa2j1pJb7C7ur1YI","name":"Beast Companion (Sentinel: Witchcraft)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a powerful bond through the Force with your own personal beast companion.

\n

Choose your beast, which is detailed at the end of this calling. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of herbs and food to call forth an animal from the wilderness to serve as your companion.

\n

If your beast dies, or you want to bond with a different creature, you must first break the bond with your current beast companion. You may only have one beast companion at a time.

\n

Your beast gains a variety of benefits while it is bonded to you:

\n\n

Additionally, while your beast companion is within 5 feet of you, you gain the following benefits:

\n\n

This radius increases to 10 feet at 7th level, 20 feet at 13th level, and 30 feet at 18th level.

\n
\n

GENERATING YOUR BEAST

\n

Choosing your beast companion is an integral part of being a Witchcraft Sentinel. Your beast takes a form of your choosing. Alternatively, your GM can choose what form your beast takes based on your environment.

\n

Once you’ve selected your type of beast, you assign your beast companion’s ability scores. Your beast’s Intelligence score is 6, and you assign its other ability scores using a limited standard array (16, 14, 14, 12, 10) as you see fit.

\n
\n

BEAST FEATURES

\n

All beasts share the following traits.

\n

HIT POINTS

\n
\n\n

PROFICIENCIES

\n
\n\n

FEATURES

\n
\n\n
\n

BESTIAL TRAITS

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL

\n

Your beast companion has a flying speed equal to its walking speed, and opportunity attacks made against it have disadvantage.

\n
\n

AMPHIBIOUS

\n

Your beast companion has a swimming speed equal to its walking speed, and it can breathe air and water.

\n
\n

BURROWER

\n

Your beast companion has a burrowing speed equal to its walking speed, and it has blindsight out to 10 feet.

\n
\n

CHARGER

\n

If your beast moves at least half its speed straight towards a target before making a melee attack, it deals an additional 1d8 damage on a hit.

\n
\n

CLIMBER

\n

Your beast companion has a climbing speed equal to its walking speed, and it has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

DARKVISION

\n

Your beast companion is accustomed to low-light environments. Your beast can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Your beast can’t discern color in darkness, only shades of gray.

\n
\n

EVASIVE

\n

Your beast companion can take the Disengage action as a bonus action.

\n
\n

FORCE ADEPT

\n

Prerequisite: Force Sensitive
Your beast companion knows one 2nd-level force power of your choice, and once per long rest it can cast it at 2nd-level without expending force points. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment).

\n
\n

FORCE RESISTANCE

\n

Your beast companion has advantage on saving throws against force powers.

\n
\n

FORCE-SENSITIVE

\n

Your beast learns one at-will force power and one 1st-level force power, which it can cast at its lowest level once per long rest. Your beast’s forcecasting ability is Wisdom or Charisma (depending on power alignment). At-will powers chosen in this way do not scale with higher levels.

\n
\n

GRAPPLER

\n

When your beast hits with a melee weapon attack, it can use a bonus action to attempt to grapple the target. On a success, the target is both grappled and restrained, and your beast can’t attack again while it has a creature grappled.

\n
\n

HEAVY HIDE

\n

Your beast companion’s armor class becomes 14.

\n
\n

KEEN HEARING

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your beast companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LIGHT HIDE

\n

Your beast companion’s armor class becomes 11 + its Dexterity modifier.

\n
\n

MEDIUM HIDE

\n

Your beast companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

\n
\n

NATURAL CAMOUFLAGE

\n

When your beast companion attempts to hide, it can opt to not move on its turn. If it avoids moving, it is considered lightly obscured until it moves.

\n
\n

NIMBLE WEAPON

\n

Your beast companion can use Dexterity instead of Strength for its attack and damage rolls.

\n
\n

PACK TACTICS

\n

Your beast companion has advantage on an attack roll against a creature if at least one ally of your beast companion is within 5 feet of the creature and the ally isn’t incapacitated.

\n
\n

POUNCER

\n

If your beast moves at least half its speed straight toward a creature and hits it with a melee attack, the creature must make a Strength saving throw (DC = 8 + your beast’s proficiency bonus + its Strength modifier). If the creature is larger than your beast, it makes this save with advantage. On a failed save, the creature is knocked prone, and your beast can make one additional attack against it as a bonus action.

\n
\n

POWERFUL BUILD

\n

Your beast companion’s carrying capacity and the weight it can push, drag, or lift doubles. If it would already double, it instead triples.

\n
\n

RAMPAGER

\n

If your beast reduces a creature to 0 hit points with a melee attack on its turn, your beast can take a bonus action to move up to half its speed and make a melee attack.

\n
\n

RANGED WEAPON

\n

Your beast companion has a natural ranged weapon, such as a spitter or tail spikes. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

REACH WEAPON

\n

Your beast companion has a natural weapon with reach, such as a tail or wings. It has the reach property, and on a hit it deals kinetic damage equal to its natural weapon damage die.

\n
\n

SIZE: HUGE

\n

Prerequisite: Size Large
Your beast companion’s size is Huge. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d12, its natural weapon damage die becomes a d12, and its walking speed increases to 40.

\n
\n

SIZE: LARGE

\n

Prerequisite: Size Medium
Your beast companion’s size is Large. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d10, its natural weapon damage die becomes a d10, and its walking speed increases to 35.

\n
\n

SIZE: MEDIUM

\n

Prerequisite: Size Small
Your beast companion’s size is Medium. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d8, its natural weapon damage die becomes a d8, and its walking speed increases to 30.

\n
\n

SIZE: SMALL

\n

Your beast companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its natural weapon damage die becomes a d6, and its walking speed increases to 25.

\n
\n

STURDY-LEGGED

\n

Your beast companion’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, and it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

\n
\n

SWIFT

\n

Your beast companion can take the Dash action as a bonus action.

\n
\n

TREMORSENSE

\n

Your beast companion gains tremorsense out to 30 feet.

\n
\n

VENOMOUS WEAPON

\n

When your beast companion deals damage to a creature, it must make a Constitution saving throw (DC = 8 + your beast’s proficiency bonus + your beast’s Constitution modifier) or become poisoned until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"SatF0UL3wd2y7udQ","name":"Bonus Proficiencies (Scholar: Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with archaeologist kits and in the Lore skill.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ScLH8xRV8QXmxeRh","name":"Extra Attack (Engineer: Armormech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You must be wearing your modified armor or wielding your modified shield to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"SfWAWVfaCZJChcx2","name":"Slippery Mind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 15th level

\n

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Fi1nWbhuJbzQtREV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.wis.proficient","value":1,"mode":4,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Slippery Mind","tint":"","transfer":true}]} {"_id":"ShctuxW8baarbs6W","name":"Lend Aid","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a bonus action, you can expend a use of your Channel the Force and touch a beast or humanoid within 5 feet of you. That creature regains hit points equal to your guardian level + your Wisdom modifier (minimum of one). Alternatively, if the beast or humanoid is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"wis","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.guardian.levels+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Bonus.webp","effects":[]} {"_id":"SlaMlkc4jk0s5dj1","name":"Commanding Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, when in your rage, you become more aware of your allies, and their intent when fighting at your side. While you are raging, when an ally within 10 feet of you makes an attack roll against an enemy, you can use your reaction to grant advantage to that attack and add your rage damage bonus to the damage roll, if the attack hits.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"SpinvKUCtlRLkJ8C","name":"More Machine Than Man","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while you have temporary hit points, when you are subjected to an effect that allows you to make a 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.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"SsvfSQlHuA3UiyIU","name":"The Way of the Sarlaac","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can enter a frenetic stance for one minute. While in this stance, the first time you hit a creature with a melee weapon attack on your turn, it has disadvantage on the next melee attack roll it makes against you before the start of your next turn. Additionally, if that creature is within 5 feet of you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"TE8Ntdf1x7zULfHU","name":"Guardian Aura","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 3rd, 9th, 10th, 17th, and 18th level

\n

When you reach 3rd level, you gain an aura of your choice, as detailed at the end of the class description. The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level, and you gain an additional aura at 10th and 18th level.

\n

 

\n

GUARDIAN AURAS

\n

The auras are presented in alphabetical order. If multiple guardians grant the same aura, affected creatures can only benefit from it once. You must be conscious to grant the benefits of your auras.

\n

At 9th level, the range of these auras increases to 15 feet, and at 17th level, the range of these auras increases to 30 feet.

\n
\n
\n

AURA OF CONQUEST

\n

Whenever a creature who is frightened of you starts its turn within 5 feet of you, its speed is reduced to 0 and that creature takes psychic damage equal to half your guardian level.

\n
\n

AURA OF CONVICTION

\n

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n
\n

AURA OF HATRED

\n

You and friendly creatures within 5 feet of you gain a bonus to the first melee weapon damage rolls you make each round equal to your Charisma modifier (minimum of +1).

\n
\n

AURA OF PRESENCE

\n

Whenever you or a friendly creature within 5 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

\n
\n

AURA OF PROTECTION

\n

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n
\n

AURA OF VIGOR

\n

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n
\n

AURA OF WARDING

\n

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"TH8uVHJVECGYQeO1","name":"Slow Fall","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@classes.monk.levels * 5","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 4","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"TVV9UoH70X9GZd3p","name":"Technology's Exploit - Hacktivate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"TeEN1l7snHIuHxn6","name":"Blessing of the Tree of Light","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"TlH3uqCgobccF5zp","name":"Projected Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you’ve learned how to manipulate your barrier to create new effects. As an action, you can spend three of your barrier’s hit points to create a unique effect. You have three such effects: Projected Sphere, Projected Maelstrom, and Projected Wave. When you use your Projected Barrier, you choose which effect to create.

\n

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

\n

If your barrier’s hit points are reduced to 0, any Projected Barrier features immediately end.

\n
\n
\n

PROJECTED SPHERE

\n

You create a protective spherical barrier barrier in a 5-foot-radius sphere a point you can see within 30 feet that lasts until the start of your next turn. Creatures within the barrier have three-quarters cover from attacks originating from outside the barrier. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n
\n

PROJECTED MAELSTROM

\n

You create an unstable energy maelstrom in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes 4d4 energy damage when it enters the area for the first time on a turn or starts its turn there. You can maintain the barrier by spending an additional barrier hit point at the start of each of your turns (no action required).

\n

This feature’s damage increases by 1d4 when you reach 11th level (5d4) and 17th level (6d4).

\n
\n

PROJECTED WAVE

\n

You create a wave of barrier energy in a 15-foot cone. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 energy damage and is pushed back to the edge of the cone. On a success, they take half damage and aren’t pushed.

\n

This feature’s damage increases by 1d6 when you reach 11th level (3d6) and 17th level (4d6).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"TqPqxo9tACj5943r","name":"Extort Truth","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -410,7 +450,7 @@ {"_id":"UYWFpXz6HKecYIC2","name":"War Chant","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 14th level you have memorized the litanies, songs, and chants of your people and their dedication to war. When you enter a rage you can take a commanding stance. If you do so, for the duration of your rage you have a special reaction you can take on a number of allies’ turns equal to your Charisma modifier (minimum of one). You can only use this special reaction to use your Commanding Rage feature.

\n

Additionally, during this rage, when an enemy within 10 feet of you makes an attack roll against an ally, you can use your reaction to reduce that roll by an amount equal to your Charisma modifier.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"UeB3t6DmMaGzNijo","name":"Crimson Armaments","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you gain proficiency in light and medium armor. If you are already proficient in light and medium armor, you instead gain proficiency in heavy armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing armor as long as you are not wielding a shield.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"UjIepYOFwxWzpBqS","name":"Absorb Damage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, you learn to channel the Force into your skin and bones, greatly enhancing your durability. You can use a bonus action to channel the Force throughout your body. Until the start of your next turn, you have resistance to kinetic and energy damage.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 1st level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"UlaeWMHJ5WJ1BHbV","name":"Expertise (Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 1st and 6th level

\n

Choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 6th level, you can choose two more of your proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Test"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"UvMKVj608ijSAfgd","name":"Master of Perseverance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your might overwhelms even the most implacable of foes. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Uysua3MJxqqdHu0i","name":"Unstoppable Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"V0x1tf4l58GW5VVd","name":"Primal Avatar","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -422,8 +462,10 @@ {"_id":"VX0o502nLafrWzbA","name":"Silver Tongue","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VYgkXCFMjyEWG41H","name":"Ability Score Improvement (General)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"VmtA5IyhcBM7UDxe","name":"Opportunist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Flurry of Blows","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make your Martial Arts bonus action attack, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"Vp47yfLjJRtsGXOI"} +{"_id":"Vp47yfLjJRtsGXOI","name":"Flurry of Blows","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make your Martial Arts bonus action attack, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"dex","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"_id":"W0DZWv9b7uJlArxM","name":"Survival's Exploit - Snare","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"W7rRMa4gTsSc0VIq","name":"Shattering Strikes","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your rage causes your strikes to overcome the hardest of materials. While raging, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"W8D7uUzt8AE4FqlK","name":"Lore's Exploit - Study","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"W8tAUj59vUPKqTfx","name":"Aura of Vigor","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a friendly creature starts its turn within 5 feet of you, that creature gains temporary hit points equal to your Wisdom or Charisma modifier (your choice, minimum of one).

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"WBTcdgZAjskgfJ9Y","name":"Combat Contrivances","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your action to a cast a 1st-level or higher tech power, you can use your bonus action to gain temporary hit points equal to the level of the tech power + your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"WLkMLz9u8Hdy1Bt5","name":"The Way of the Yerdua","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, as a bonus action, you can take a meditative stance for 1 minute, granting you supreme accuracy as you guide your shots to their target through the Force. While in this stance, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to one ranged weapon attack and damage roll you make each turn. Additionally, when making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -434,11 +476,12 @@ {"_id":"WayeFkeZ0UZogQXl","name":"Strength Before Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Wegdgh47OgwcBgBD","name":"Reinforced Barriers","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Wfc2dF25ZJ2TLNID","name":"Monastic Vows","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd, 7th, 13th, and 17th level

\n

You’ve sworn two vows, as detailed at the end of the class description. You swear an additional vow at 7th, 13th, and 17th level.

\n

MONASTIC VOWS

\n

The vows are presented in alphabetical order. If a vow has prerequisites, you must meet them to learn it. You can learn a vow at the same time you meet its prerequisites.

\n
\n
\n

VOW OF DEFLECTION

\n

You can use your reaction to divert a strike when you are dealt damage by a melee weapon attack. When you do so, the damage taken by the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

\n
\n

VOW OF THE DEVOTED

\n

You gain a limited ability to manipulate the Force. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.

\n\n
\n

VOW OF FATE

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

VOW OF THE FIGHTER

\n

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

\n
\n

VOW OF FORTITUDE

\n

Prerequisite: 7th level
You can use your action or bonus action to end one effect on yourself that is causing you to be blinded or deafened.

\n
\n

VOW OF FREEDOM

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

VOW OF INTUITION

\n

You can no longer have disadvantage on attack rolls against creatures within 10 feet of you due to not being able to see them.

\n
\n

VOW OF THE LIMBER

\n

Prerequisite: 7th level
When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

\n
\n

VOW OF METTLE

\n

You can use Strength instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE MORTAL

\n

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF THE NEMESIS

\n

Prerequisite: 13th level
As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

\n
\n

VOW OF THE OPEN MIND

\n

You gain proficiency in a skill of your choice. Additionally, you can spend 1 focus point and 10 minutes meditating on a skill in which you are proficient. If you do so, when you make an ability check with the chosen skill, you can add your Wisdom or Charisma modifier to the check if it doesn’t already include that modifier. You can only have one instance of this feature active at a time.

\n
\n

VOW OF PRECISION

\n

Prerequisite: 13th level
Your critical hit range with unarmed strikes increases by 1.

\n
\n

VOW OF REQUITAL

\n

Prerequisite: 13th level
When you take the Dodge action and an attack made by a creature within 5 feet of you misses you before the start of your next turn, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

\n
\n

VOW OF RESTORATION

\n

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n
\n

VOW OF THE SENTRY

\n

You gain proficiency in light and medium armor. Additionally, you can now gain the benefits of your Martial Arts and Unarmored Movement features while wearing light or medium armor as long as you are not wielding a shield.

\n
\n

VOW OF SERENITY

\n

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n
\n

VOW OF THE SHREWD

\n

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n
\n

VOW OF SPIRIT

\n

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls of your unarmed strikes and monk weapons. You must use the same modifier for both rolls.

\n
\n

VOW OF THE VERSATILE

\n

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a weapon attack with a monk weapon you are wielding.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"WlSOL3kItS4UFnij","name":"Sage Advice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 2nd level, you can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"WlSOL3kItS4UFnij","name":"Sage Advice","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 2nd level

\n

You can spend 1 minute spreading your knowledge and experience, advising those around you. When you do so, choose a skill or tool you are proficient with and a number of friendly creatures up to your Intelligence modifier within 30 feet of you who can hear you and who can understand you. Once within the next hour, the next time each creature would make an ability check with the chosen skill or tool, they may add their proficiency bonus to the roll if they are not already proficient. A creature may only benefit from this feature once. If a creature is targeted by this feature again before using it, they can choose to retain the first benefit or replace it with the new skill or tool instead.

\n

Once you’ve used this feature, you can’t use it again until you finish a long rest. Starting at 13th level, you regain the ability to use it after you complete a short or long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"ally"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[]} {"_id":"WpVq5WXzlDOAQxKu","name":"Poisoner","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"WtSaGz0yfKeuVPZQ","name":"Comic Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"WvP6k5LuXOxqbn7o","name":"Adaptive Barrier (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when your personal barrier takes damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your barrier can only have resistance to one type of damage at a time.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"WxaVGJlPlo1kCQ4w","name":"Reprisal","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 15th level, when you would be affected by a weapon or tech power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to instantaneously create a pair of portals to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack roll, make a melee or ranged tech attack roll against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your tech save DC.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Mental Prowess (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a Strength (Athletics) or Dexterity (Acrobatics) check to grapple a creature or break out of a grapple, net, and other restraining equipment, you can use your Intelligence modifier instead of Strength or Dexterity.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"WzEwUIsumEe4UkYw"} {"_id":"X4PnDFr2JiWjuYEl","name":"Fighting Style (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"X4Q1XRpCIyxBk9qy","name":"Reassemble","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"X7B04ZcndsRKuG2O","name":"Commander's Strike","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}]} @@ -450,13 +493,14 @@ {"_id":"Xjqp6SkY1VZZINmp","name":"Teamwork","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, you gain one of the following features. Choose Takedown for Vonil or Rebuttal for Ishu.

\n
\n
\n

TAKEDOWN

\n

When your companion takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your companion, your companion has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

\n
\n

REBUTTAL

\n

When your companion takes the Help action and helps you, you gain temporary hit points equal to your guardian level that last until the start of your next turn. When you take the Help action and help your companion, it gains temporary hit points equal to your guardian level that last until the start of its next turn.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"Xs7cWfBnM2YbgDro","name":"Powered Ambush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, if you are hidden from a creature when you cast a power on it, the creature has disadvantage on any saving throw it makes against the power this turn.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"XunBynvxZH9qkNEs","name":"Extra Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} -{"name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}],"_id":"Y2cWj5z4tzpjRIRs"} +{"_id":"Y2cWj5z4tzpjRIRs","name":"Step of the Wind","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk 2"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vGzTcQOIcQjoywiV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Step of the Wind","tint":"","transfer":false}]} {"_id":"Y78JOUdUxUJXEfa5","name":"Borrowed Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have gained the ability to unnaturally alter luck in your favor. Once per round, after an attack roll, saving throw, or ability check is rolled by you or a creature that you can see, you can replace the number on the d20 with a 7. Note the number on the d20 of the roll that you replaced. That number becomes your borrowed luck roll.

\n

While you have a borrowed luck roll, you can expend it and replace any ability check, attack roll, or saving throw made by you or a creature that you can see with the value of the borrowed luck roll. You can only have one borrowed luck roll at a time, and you lose any unused borrowed luck rolls when you complete a short or long rest.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"YDFvlQoQGtDHItHJ"} +{"_id":"YDFvlQoQGtDHItHJ","name":"Vow of Serenity","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Your maximum focus increases by an amount equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"YFrVQpPzar30Wpgx","name":"Bonus Proficiencies (Engineer: Audiotech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this discipline at 3rd level, you gain proficiency in three musical instruments and audiotech’s implements. Additionally, when you engage in crafting with audiotech's implements, the rate at which you craft doubles.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"YHPUv9lN3nCapAgP","name":"Persistent Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 15th level
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} +{"name":"Commander's Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.

\n

When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[{"_id":"wKykywwuET5VLIq9","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","label":"Commander's Strike","tint":"","transfer":false}],"_id":"YJ2zLLl5OHh2jsIo"} {"_id":"YND5s9bZK1Fp05dX","name":"Size Matters Not","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, you can manipulate creatures of Huge size or smaller with your force powers and Way of Telekinetics features.

\n

Additionally, when you use your action to cast a force power, you can use a bonus action to fly up to 10 feet without provoking opportunity attacks.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"YNEq4nPSbz5EOjIG"} +{"_id":"YNEq4nPSbz5EOjIG","name":"Extra Attack (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"Monk 5"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"YO47dPo3A0QCh006","name":"Stunning Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 5th level

\n

You can interfere with an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 focus point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Monk"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"4dFUDkdvSyxGELb8","flags":{"core":{"statusId":"stun"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"icons/svg/daze.svg","label":"Stunned","tint":"","transfer":false}]} {"_id":"YQbpwkUPMTaSkhNq","name":"Center of the Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n

Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"YQjndSMMsWAJSeMy","name":"Disorienting Kinetics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -464,8 +508,10 @@ {"_id":"YdwjtKxTKAL8WBQl","name":"Tracker Droid Companion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to employ all the knowledge you’ve accumulated to create and customize your own personalized tracker droid companion.

\n

Your tracker droid is detailed at the end of this practice. Over the course of 8 hours, which can be done during a long rest, you can expend 500 cr worth of materials to finally finish your tracker droid.

\n

If your tracker droid is irreparable destroyed, or you want to interface with a different tracker droid, you can spend an additional 250 credits and 1 hour to change the target of this feature. You may only have one tracker droid companion at a time.

\n

Your tracker droid gains a variety of benefits while it is interfaced with you:

\n\n

GENERATING YOUR TRACKER DROID

\n

Choosing your tracker droid companion is an integral part of being an Saboteur Operative. Your tracker droid takes a form of your choosing.

\n

Once you’ve selected your tracker droid, you assign your tracker droid’s ability scores using a varied standard array (14, 12, 10, 8, 6, 4) as you see fit.

\n
\n

TRACKER DROID FEATURES

\n

All tracker droids share the following traits.

\n

HIT POINTS

\n
\n\n

RESISTANCES AND VULNERABILITIES

\n
\n\n

PROFICIENCIES

\n
\n\n

FEATURES

\n
\n\n

TRACKER DROID UPGRADES

\n

The traits are presented in alphabetical order.

\n
\n
\n

AERIAL TRAVEL PACKAGE

\n

Your tracker droid companion has a 30 foot flying speed.

\n
\n

CAMOUFLAGE MODULE

\n

You install a camouflage module in your tracker droid. You tracker droid can turn on its stealth field to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible when it turns off the field. Turning the field on or off requires an action.

\n

Deduct the time your tracker droid is invisible, in increments of 1 minute, from the module�s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

\n
\n

DARKVISION OPTICS

\n

Your tracker droid has darkvision to a range of 60 feet. If your tracker droid already has darkvision, this modification increases its range by 30 feet.

\n
\n

EXPERTISE PROTOCOL

\n

Prerequisite: 5th level
You install a protocol in your tracker droid that grants it expertise in a tool or skill. Choose a tool or skill that your tracker droid is proficient in. Your tracker droid gains expertise in it.

\n
\n

FLYBY

\n

Opportunity attacks made against your tracker droid have disadvantage.

\n
\n

FOUR-ARMED TRACKER

\n

Prerequisite: Pintsized Arms or Undersized Arms
Your tracker droid gains two additional arms which they can use independently of one another. Your tracker droid can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

\n
\n

HEAVY PLATING

\n

Your tracker droid companion's armor class becomes 14.

\n
\n

INTERFACED ASSISTANCE PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your tracker droid taking the Help action, you can reroll one of the dice once.

\n
\n

INTERFACED CRAFTING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which the you are also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

INTERFACED DISTRACTION PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when your tracker droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

\n
\n

INTERFACED HEALING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your tracker droid, you can roll the dice twice and take either total.

\n
\n

INTERFACED TRACKING PROTOCOL

\n

Prerequisite: 5th level
While you are interfaced with your tracker droid via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your tracker droid is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

\n
\n

KEEN HEARING

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on hearing.

\n
\n

KEEN SIGHT

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on sight.

\n
\n

KEEN SMELL

\n

Your tracker droid companion has advantage on Wisdom (Perception) checks that rely on smell.

\n
\n

LASER CUTTER

\n

Your tracker droid can cut through 1-inch-thick glass at a rate of 3 inches per round.

\n
\n

LIGHT PLATING

\n

Your tracker droid companion's armor class becomes 11 + it's Dexterity modifier.

\n
\n

MEDIUM PLATING

\n

Your tracker droid companion's armor class becomes 13 + it's Dexterity modifier, to a maximum of +2.

\n
\n

PINTSIZED ARMS

\n

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use medium or heavy shields. Additionally, your tracker droid can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

\n
\n

PROFICIENCY PROTOCOL

\n

You install a protocol in your tracker droid that grants it proficiency in a tool or skill of your choice.

\n
\n

RANGED INTERFACE PROTOCOL

\n

The range within which you can interact with your tracker droid increases by 50 feet. This increases to 100 feet at 5th level, 150 feet at 9th level, 200 feet at 13th level, 250 feet at 17th level, and 300 feet at 20th level.

\n
\n

RANGED SHOCKSHOT

\n

Your tracker droid companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

\n
\n

SCOMP LINK

\n

Prerequisite: 9th level
Your tracker droid gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your tracker droid makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

\n
\n

SENTRY DISH

\n

Your tracker droid learns the alarm tech power. It can cast it once, without the use of a wristpad and without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is your techcasting ability for this power.

\n
\n

SIZE: SMALL

\n

Your tracker droid companion's size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it's walking speed increases to 25.

\n
\n

SPIDER LEGS

\n

Your tracker droid has a climbing speed equal to its walking speed. Additionally, your tracker droid has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n
\n

STORAGE

\n

Your tracker droid comes with a hidden storage compartment which can store up to 1 lb. Finding finding this hidden pocket requires a DC 15 Investigation check.

\n
\n

TECHCASTING RANGE PROTOCOL

\n

You can cast tech powers with a range of 5 feet or greater through your tracker droid while interfaced with it, but your tracker droid must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

\n
\n

TRUESIGHT OPTICS

\n

Prerequisite: 11th level
Prerequisite: Darkvision Optics
Your droid can see through illusions and detect invisibility within 60 feet, as with truesight.

\n
\n

UNDERSIZED ARMS

\n

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your tracker droid can’t use heavy shields. Additionally, your tracker droid can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your tracker droid can only wield it in two hands.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"YfR2xFy4SDFa31MN","name":"Heroes's Feast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have developed a signature feast that is the purest distillation of your knowledge and talent as a chef.

\n

Over the course of a long rest, you can expend rare culinary supplies worth 1,000 cr to create your feast, which can feed a number of creatures equal to twice your Intelligence modifier. Any creature partaking in the feast gains the following benefits:

\n\n

These benefits last until the end of the creature’s next long rest or 24 hours have passed. This feature has no effect on droids or constructs.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"YnM0Nxhfsvkr01Vh","name":"Enhanced Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you gain the ability to enhance your shots. Whenever you fire an unenhanced shot from a blaster, you can make it enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"YszZ1AF6d5Ajrz5C","name":"Ability Score Improvement (Monk)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"Z7Ku1V9dXCInJ6eK","name":"Twisting Winds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength or Dexterity modifier (your choice) as long as it doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZAGjuz5DZXFXIRjn","name":"Concussive Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZB8ZC9ekrOMC1NAW","name":"Persuasion's Exploit - Charm","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"ZM7V1WpNbiY9XbzE","name":"Kinetic Ward","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you can use your reaction to deflect a strike when you are dealt damage by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your sentinel level. If you reduce the damage to 0, you can redirect it at another target if you have a weapon capable of doing so. You can spend 1 force point to make a melee weapon attack at a target within 5 feet of you with the weapon, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and if the attack hits it uses your Kinetic Combat die for its damage roll. If saber ward is active, you have advantage on the attack roll.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZU13gEZVPufJ7Csp","name":"Preserve Life","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"Restores a creature to no more than half its hit point maximum.","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZUYgGHpQpiGmxo3A","name":"Bonus Proficiencies (Engineer: Armstech)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -473,15 +519,17 @@ {"_id":"ZbwvEeTXEPwoApqc","name":"Ammunition Upgrades","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, your ammunition enhancements improve.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZcaltXfSW00wZfRn","name":"Survey Master","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 17th level, when you use the Surveyed Area feature, the area affected is a 30-foot cube instead of a 15-foot cube.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ZoEt4JpvUya3an75","name":"Timeless Vessel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 15th level

\n

Your focus sustains you so that you suffer none of the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, when you complete a short rest, you can expend a Hit Die to remove 1 level of exhaustion or slowed.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 15"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} -{"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 14th level, when you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ZtPzMR1E5kqylmVY","name":"Calm and Collected","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 14th level

\n

When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your Intelligence modifier.

\n

You can use this feature a number of times equal to your proficiency bonus, as shown in the scholar table. You regain all expended uses when you complete a long rest.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"ZuL4WCeoY7TvBdZx","name":"Versatile Direction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"aGA8MRFycUwVLNFa","name":"Wilderness Expert","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this pursuit at 3rd level, you gain proficiency in Animal Handling. Additionally, when you make a Wisdom (Animal Handling) check, you gain a bonus to the check equal to your Intelligence modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"aGAQYc3CH95QAgm5","name":"Powerful Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"aOjtP2LVp16Q6TeQ","name":"Brute Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, once per turn, when you deal damage with a weapon, you can deal an additional 1d4 damage of the same type as the weapon’s damage. If this damage would affect multiple creatures, you can only apply this damage bonus to one of them.

\n

This damage increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 and 13th level, and 1d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"aR0lm7tWLj6TSFj5","name":"Martial Arts","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 1st level
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are chakrams, techblades, and any simple vibroweapons that don’t have the two-handed property.

\n

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

\n\n
\n

Variant: Monks with Lightweapons

\n

If monks gain lightweapon proficiency, consider letting them use lightweapons as monk weapons, provided the lightweapon has a vibroweapon analogue. For instance, chakrams count as monk weapons. If a monk gains proficiency in a light ring, they could also use it as a monk weapon.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"aT3vCPrH46ei2O6v","name":"Unstable Volley","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Lastly at 3rd level, while wielding your tinkercannon, as a bonus action you can expend one use of your Potent Aptitude to launch a volley of unstable energy at a surface located within 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 a following turn, you can cause the energy to erupt early. Each creature within 5 feet of it must make a Dexterity saving throw against your tech save DC. A creature takes 1d6 lightning damage on a failed save, or half as much on a successful one.

\n

The range at which you can launch your volley increases to 60 feet at 9th level, and 120 feet at 17th level.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Riposte (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[{"_id":"gYYZjf3dOHSCHNHb","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false,"macroRepeat":"none"}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","label":"Riposte","tint":"","transfer":false}],"_id":"aYJ1fbkRcvsXqw89"} {"_id":"acOlNws5mitLSSuE","name":"Modified Biochemist's Pack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to modify and combine your biochemist’s kit and poisoner’s kit, creating a mobile laboratory using your chemistry expertise. Over the course of a long rest, you can create your modified biochemist’s pack. You must have a biochemist’s kit, a poisoner’s kit, and materials in order to perform this modification.

\n

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

\n

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

\n

Your modified biochemist’s pack comes equipped with a chemical distribution system, complete with three chemical mixtures: corrosive, invigorating, and noxious. As an action, you can activate your distributor and target a creature within 30 feet, with an effect determined by the mixture.

\n

Chemical Mixtures

\n
\n

CORROSIVE MIXTURE

\n

Your distributor emits a burst of acid. The target must make a Dexterity sav-ing throw. On a failed save, a creature takes 1d6 + your Intelligence modifier acid damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

INVIGORATING MIXTURE

\n

Your distributor emits a bolt of kolto. The target gains 1d6 + your Intelligence modifier temporary hit points, which last until the end of your next turn. The temporary hit points granted by this mixture increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

NOXIOUS MIXTURE

\n

Your distributor emits a cloud of poison. The target must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your Intelligence modifier poison damage. This mixture’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n
\n

BIOCHEM MODIFICATIONS

\n
\n

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

\n
\n

BIOCHEMIST’S AMPLIFER

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

BIOCHEMIST’S INHIBITOR

\n

Prerequisite: 5th level
While using your biochemist’s pack as a tech focus, you gain a +1 bonus to your tech save DC. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

CHEMICAL COUNTERAGENTS

\n

You may choose one type of damage that benefits from your Biochemist’s Touch and Potent Mixtures features. While wearing your modified biochemist’s pack you have resistance to that type of damage.

\n

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

\n
\n

COUNTERTOXIN

\n

When you or an ally within 30 feet of you is suffering from the poisoned condition, you may use your reaction on your turn to end the poisoned condition on that creature. The creature also gains immunity to the poisoned condition for one minute.

\n

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

\n
\n

DETACHABLE DISTRIBUTION SYSTEM

\n

You upgrade your distributor with a secondary, detachable distributor. As a bonus action, you can throw your detachable distributor at a point within range. Your detachable distributor has a range equal to 30 feet + your Strength modifier x 5. Your detachable distributor works for 1 minute before coming inert. Once it does so, you can’t use it again until you recover it as an action.

\n

Additionally, while your detachable distributor is within 100 feet of you, when you use your action to activate your distributor, you can choose to affect each creature within 5 feet of your detachable distributor. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

DRONE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, interfacing it with the target of your tracker droid interface power. When you use your action to activate your distributor, while your tracker droid is within 100 feet of you, you can choose to have your tracker droid deliver the mixture. Your tracker droid must use its reaction to deliver the mixture.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You

\n

regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: COMBUSTIBLES

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal fire damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Dexterity saving throw against your Corrosive Mixtures feature, you can choose to instead deal fire damage. If you do so, each creature within 5 feet of the target takes fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: CRYOGENICS

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you deal cold damage with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when a creature fails their Constitution saving throw against your Noxious Mixtures feature, you can choose to instead deal cold damage. If you do so, it gains 1 slowed level until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED CHEMICALS: RESTORATIVE

\n

Prerequisite: 5th level
You add additional chemicals to your modified biochemist’s pack. When you restore hit points with a tech power or class feature, you can use your Biochemist’s Touch and Potent Mixture features.

\n

Additionally, when you use your Invigorating Mixture to grant temporary hit points to a creature, you can choose to restore that many hit points to the same creature. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest.

\n
\n

EXPANDED MIXTURES: ADHESIVE

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Strength saving throw. If the creature is Large or larger, it has advantage on the saving throw. On a failed save, a creature gains 4 slowed levels until the start of your next turn. As an action on their turn, an affected creature can repeat this saving throw, ending the effect on a success.

\n
\n

EXPANDED MIXTURES: BLINDING

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make a Constitution saving throw. On a failed save, a creature

\n

is blinded until the start of your next turn.

\n
\n

EXPANDED MIXTURES: HALLUCINOGENIC

\n

You’ve created a new mixture from your chemicals that you can use when you activate your distributor. When you do so, the target creature must make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of your next turn. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n

This feature has no effect on droids or constructs.

\n
\n

EXPLOSIVE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to create a volley. When you use your action to activate your distributor, you can choose to affect each creature in a 10-foot-radius sphere centered on a point you can see within 30 feet.

\n

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

\n
\n

INJECTION APPARATUS

\n

You install a wrist mounted injection apparatus into your modified biochemist’s pack. It is a simple vibroweapon with the finesse and light properties, and deals 1d4 kinetic damage on a hit. Your injection apparatus does not fill the hand slot, but you can’t use it while the hand is full.

\n

When you hit with the weapon, you can activate your distributor to deploy one of your mixtures. If you do so, the target has disadvantage on the saving throw against your mixture.

\n
\n

INOCULATION

\n

You gain immunity to the poisoned and diseased conditions.

\n
\n

INTEGRATED EVA FUNCTIONALITY

\n

You make several additions to your modified biochemist’s pack, you are protected from hazardous conditions, as if wearing an EVA suit, for as long as you are wearing your modified biochemist’s pack.

\n
\n

KOLTO AEROSOL

\n

Prerequisite: 9th level
You add a special dispersal system to your modified biochemist’s pack. This system slowly disperses small amounts of kolto in the air. If creatures spend the entirety of a long rest within 30 feet of you, they regain all expended Hit Dice, instead of only half. Additionally, they are cured of any poisons or diseases that are suffering from.

\n
\n

LONG-RANGE DISTRIBUTION SYSTEM

\n

You upgrade your distributor, improving the range. When you use your action to activate your distributor,

\n

you can choose to increase the range to 60 feet.

\n

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

\n
\n

LUMINOUS GEL

\n

You’ve added a light-emitting gel to your modified biochemist’s pack. As an action, you can coat an item, object, or location up to 5-foot-square with this gel. When you do so, the gel sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The gel lasts for 1 hour before losing its potency. You can end this effect as a bonus action.

\n
\n

OIL SPILL

\n

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

\n

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

\n
\n

PERSISTENT CHEMICALS

\n

Prerequisite: 7th level
Whenever you use your Biochemist’s Touch feature, you may select one creature that was damaged. At the start of each of that creature’s turns, it must make a Constitution saving throw. On a failed save, it takes damage of the triggering type equal to your Intelligence modifier and has disadvantage on attack rolls until the start of its next turn. On a success, this feature ends, and the creature becomes immune to it for one day.

\n

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

\n
\n

PIERCING GEL

\n

Prerequisite: 11th level
Prerequisite: Luminous Gel
Your luminous gel now automatically dispels illusions and can detect invisibility, as with truesight.

\n
\n

SELF-INJECTION MODULE

\n

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

\n
\n

SMART DISPERSAL SYSTEM

\n

When you activate your distributor, you can choose a number of creature equal to your Intelligence modifier. Those creature automatically succeed on their saving throws against your mixtures.

\n
\n

SPRAY DISTRIBUTION SYSTEM

\n

You upgrade your distributor, granting it the ability to spray in a cone. When you use your action to activate your distributor, you can choose to affect each creature in a 15-foot cone.

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"anLxaTAHmPqQkmiZ","name":"Careful Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this approach at 3rd level, you gain skills that represent your precise movement. You gain proficiency your choice of Acrobatics or Stealth. While raging, you have advantage on checks you make with the chosen skill.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Quick Analysis (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

When you roll initiative and aren’t surprised, you can use your reaction to use your Critical Analysis feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"axScGdmI8vcUKKgV"} {"_id":"b0WjDimfOHRP79M6","name":"Loth-Cat's Instinct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} {"_id":"b3uHUpwxSYCU0iLM","name":"Frenzy","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"bMmeeDNTAIqgqH4f","name":"Second Wind","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 1st level
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10+@classes.fighter.levels","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[]} @@ -494,17 +542,19 @@ {"_id":"bfmpE9LUMpZ4l2ax","name":"Improved Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, you’ve gained access to two additional Force-Empowered Tech effects: Harmonic Synthesis and Conservation of Energy.

\n
\n
\n

HARMONIC SYNTHESIS

\n

When you use your action to cast a force power, you can use your bonus action to gain resistance to damage dealt by tech powers until the start of your next turn. If you use your action to cast a tech power, you can instead gain resistance to damage dealt by force powers.

\n
\n

CONSERVATION OF ENERGY

\n

When you reduce a hostile creature to 0 hit points with a tech power, you can reduce the force point cost of the tech power to 0 (no action required).

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"bi8G8H5Ur9B3BAyM","name":"Brutal Critical","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 9th, 13th, and 17th level
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

\n

This increases to two additional dice at 13th level and three additional dice at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"boJLDGKWXUcLVjT6","name":"Engineering Bombardment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"bruzCyhEhIsNvHwG"} +{"_id":"bruzCyhEhIsNvHwG","name":"Vow of Fate","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d20","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"bxduZpJUrPFhtk0B","name":"Voodoo Doll: Stab","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Additionally, as an action while the doll is in your possession, you can expend a Hit Die to torment the target, choosing an effect from the following options:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"int"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Occultist 9"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Action.webp","effects":[{"_id":"We3R2BTbAbusQlNm","flags":{"core":{"statusId":"prone"},"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"icons/svg/falling.svg","label":"Prone","tint":"","transfer":false}]} {"_id":"bxplvoz7hgvle27O","name":"Predator's Resolve","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, you can use your action to gain the following benefits for 1 minute:

\n\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"byZ3LtPPfMXxiVNI","name":"Resilient Fighting","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Nemesis","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","effects":[{"_id":"9sg8YBqSCKXtIKYw","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","label":"Nemesis","tint":"","transfer":false}],"_id":"c2EKj2uxtNG9wtR3"} +{"_id":"c2EKj2uxtNG9wtR3","name":"Vow of The Nemesis","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

As a bonus action, you can choose one creature within 30 feet that you can see. The creature must make a Wisdom saving throw against your focus save DC. On a successful save, the creature becomes immune to this feature for 24 hours. On a failed save, for the next minute, the creature has disadvantage on attack rolls against creatures other than you, and it must make an additional Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict its movement for that turn.

\n

This feature ends early if you attack another creature, if you target another hostile creature with a power or class feature, if a friendly creature damages the target, if a friendly creature targets it with a power or class feature, or if you target another creature with this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 13"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","effects":[{"_id":"9sg8YBqSCKXtIKYw","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":60,"rounds":10,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Bonus.webp","label":"Nemesis","tint":"","transfer":false}]} {"_id":"c3xsQBfsxcbhhGRw","name":"Sarlaac Sweep","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when a creature moves to within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, you can attempt to damage another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength or Dexterity modifier (your choice). The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"c5gqtKDUKlaW0IFw","name":"Indomitable (Sentinel: Tenacity)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Reliable Sources (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

When you make an Intelligence (Lore) or Intelligence (Nature) skill check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"cEc697RAEikbjVRp"} {"_id":"cGv4yOyQ5ZPihigt","name":"Subtle Control","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, you can befuddle a creature’s mind with nothing but a gesture. As an action, you can cause a creature you can see within 30 feet to make a Wisdom saving throw against your universal force save DC. On a failed save, you can force the creature to believe or forget a single aspect of a conversation, observation or encounter it had that you were present for in the past 10 minutes. Whether the creature succeeds or fails their saving throw, you can’t use this feature on them again until you finish a long rest.

\n

Additionally, creatures who attempt to detect your use of the Force have disadvantage on ability checks to do so, and if a creature has the sense force or force sight power active, they must succeed on a universal forcecasting ability check against your universal force save DC in order to notice your usage of the Force, your alignment within the Force, or how strong your connection to the Force is.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"cQ6XePAjRAw2Zm0c","name":"Master of Determination","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, the erratic fluidity of your movement confounds even the most determined of foes. Your Strength or Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"cXHHpzCSGKw8vRQ8","name":"Blessed Healer","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you’ve adopted two exploits, as detailed at the end of the class description. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

OPERATIVE EXPLOITS

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n
\n
\n

COMMANDER’S EXPLOIT

\n

You gain proficiency in medium armor.

\n
\n

EXPLORER’S EXPLOIT

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
\n

FATE’S EXPLOIT

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

FIGHTER’S EXPLOIT

\n

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

\n
\n

FREEDOM’S EXPLOIT

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

GUERRILLA’S EXPLOIT

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

LEARNER’S EXPLOIT

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

MENTOR’S EXPLOIT

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n
\n

SKILL’S EXPLOIT

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n\n
\n

TECHNOLOGIST’S EXPLOIT

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n
\n

WEAPONMASTER’S EXPLOIT

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Pushing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"cXhPkdnElJdbSPI6"} +{"_id":"cbdn2Isx1w9y50pQ","name":"Operative Exploits","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 2nd, 7th, 13th, and 17th level

\n

You’ve adopted two exploits, as detailed below. You adopt an additional exploit at 7th, 13th, and 17th level.

\n

OPERATIVE EXPLOITS

\n

The exploits are presented in alphabetical order. If an exploit has prerequisites, you must meet them to learn it. You can learn an exploit at the same time you meet its prerequisites.

\n
\n
\n

COMMANDER’S EXPLOIT

\n

You gain proficiency in medium armor.

\n
\n

EXPLORER’S EXPLOIT

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
\n

FATE’S EXPLOIT

\n

Prerequisite: 7th level
When you finish a short or long rest, roll a d20 and record the number rolled. Once before your next short or long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature within 5 feet of you with this roll. You must choose to do so before the roll.

\n
\n

FIGHTER’S EXPLOIT

\n

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

\n
\n

FREEDOM’S EXPLOIT

\n

You ignore unenhanced difficult terrain, and when you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action.

\n
\n

GUERRILLA’S EXPLOIT

\n

You only need 4 hours of sleep to gain the benefit of a long rest.

\n

Additionally, you have advantage on saving throws against exhaustion.

\n
\n

LEARNER’S EXPLOIT

\n

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this discovery multiple times, each time choosing a new skill and a tool, or two new tools.

\n
\n

MENTOR’S EXPLOIT

\n

Prerequisite: 13th level
Once per turn, whenever both you and a friendly creature within 60 feet that can see and hear you both have to make a saving throw to resist the same effect, you can choose to have disadvantage on the save. If you do so, the friendly creature gains advantage on the save. You can use this feature before or after you both make the saving throw, but you must do so before the GM says whether the save succeeds or fails.

\n
\n

SKILL’S EXPLOIT

\n

You learn an exploit that enhances your ability to apply your knowledge to combat situations. You can take this exploit multiple times.

\n

When you take the Attack action, you can use one of your skill exploits granted by this feature. You can use these features a combined number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

\n

Choose from the following. You must be proficient in the skill in order to take that skill’s exploit.

\n\n
\n

TECHNOLOGIST’S EXPLOIT

\n

Choose one 1st-level tech power. You learn that power and can cast it at its lowest level without expending tech points and without the use of a wristpad. Once you cast it in this way, you must finish a long rest before you can cast it again. Your techcasting ability for this power is Intelligence.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

\n
\n

WEAPONMASTER’S EXPLOIT

\n

You gain proficiency in three blasters or vibroweapons that lack the heavy and strength properties.

\n

You can select this exploit multiple times. Each time you do so, you must choose different weapons.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"cdCx5Hvq2rYRMzRj","name":"Blurrg's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"chowZyYpKve4eOGc","name":"Beguiling Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"clqWkMqYU6AWbbz9","name":"Force Affinity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Consular: 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:

\n
\n
\n

ASHLA

\n

When 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.

\n
\n

BENDU

\n

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

\n
\n

BOGAN

\n

When 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.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} @@ -514,11 +564,12 @@ {"_id":"d9GIIame3PCH16jj","name":"Adrenaline Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"dLHFgesahAtfy7SH","name":"The Force Unleashed","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, as an action, you can choose a point within 60 feet. Each creature of your choice within 30 feet of that point must make a Constitution saving throw against your universal force save DC. On a failed save, a creature takes 5d10 force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

\n

For each creature that fails this saving throw, a friendly creature within 30 feet of them can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"width":null,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","force"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"dLfWtRWtN2DVPXtT","name":"Sovereign Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"dLoHlTMKzbIqVcvU"} +{"_id":"dLoHlTMKzbIqVcvU","name":"Vow of The Limber","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level

\n

When you make your first unarmed strike on your turn, you can choose to spend 1 focus point. If you do so, your reach with your unarmed strikes increases by 5 feet until the end of your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow 7"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"dPWmHiWmpnhHTsgd","name":"Extra Attack (Berserker)","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"dTdbL8dypa6BAdnP","name":"Predator's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Your speed increases by 10 feet.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"deJ8sUHUVQaOsVBM","name":"Discoveries (Zoologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you select this pursuit, you gain access to new discoveries which reflect your studies in biology and behaviour of alien lifeforms. Whenever you learn a new discovery, you can choose from any of the following as well. The discoveries are listed in alphabetical order.

\n
\n
\n

ADVANTAGEOUS COMPANION

\n

When you make a Charisma (Intimidation) check against a creature that can see your beast companion, and your companion is size Medium or larger, you make the check with advantage.

\n

When you make a Charisma (Persuasion) check against a creature that can see your beast companion, and your companion is size Small or Tiny, you make the check with advantage.

\n
\n

COLOSSAL COMPANION

\n

Prerequisite: 15th level
You can attempt to temporarily take control of a Huge beast. With the use of 10,000 cr worth of herbs and food, you can make a DC 15 Animal Handling check. On a success, the creature becomes your companion for 1d4 hours and gains the benefits of your Beast Companion feature. You can attempt to extend the duration by one hour by making additional Animal Handling checks. The DC for the first check is 20, and increases by 5 on each subsequent check. On a failure, the creature becomes hostile to you if it wasn’t already and becomes immune to this feature for 24 hours.

\n
\n

HOLOCAM ATTACHMENT

\n

You have learned how to safely attach a holocam on the head of the companion. You learn the tracker droid interface tech power, and your beast becomes a valid target of this power.

\n
\n

NEAT TRICKS

\n

Prerequisite: 5th level
Your beast gains proficiency in one Strength or Dexterity skill of your choice. If your beast’s size is Medium or larger and the chosen skill uses Strength, it has expertise in the chosen skill. If your beast’s size is Small or smaller and the chosen skill uses Dexterity, it has expertise in the chosen skill.

\n
\n

PROTECTIVE FRIEND

\n

If a creature makes a melee attack against you or your companion, and your companion is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

\n
\n

THE MORE THE MERRIER

\n

Prerequisite: 7th level
Whenever you attempt to call forth an animal as your companion, you can instead spend 1,000 cr worth of components and call forth a swarm of Tiny creatures. The swarm is composed of a number of creatures equal to your scholar level + your Intelligence modifier, and is size Medium. All of the creatures within the swarm act as a single creature.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"diDFFE9tEqoibD43","name":"Bonus Proficiencies (Guardian: Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in simple blasters and martial blasters that lack the two-handed property.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"drcXBckcCFROgzXu","name":"Sleight of Hand's Exploit - Pocket Sand","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"dsIWPK3TOqWwjJRZ","name":"Bogan","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When 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.

\n

 

\n
\n

Foundry can automate these rolls, if you wish to do so, you must edit your damage for each darkside power in your powerbook. Where it the details tab has damage of, for instance, 1d6, enter 1d6r1

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"dtp98aDdpaAZHTnu","name":"Force Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"e59ckcbfMkeZMDqn","name":"Delicate Potency","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 10th level, your mind-affecting powers are particularly potent. When you cast one of cloud minddominate mindmass coerce mind, and dominate monster, you can choose to treat the power as if cast at your Max Power Level.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -539,28 +590,33 @@ {"_id":"fFKNqUAWh0ZOhvRc","name":"Indomitable Might","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"fJOMvX0p6D3Uklrr","name":"Master of the Unorthodox","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you’ve mastered the unity between blaster and blade. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for these scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"fWurALtwA2SByaXb","name":"Sharpen the Blade","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"attribute","target":"","amount":3},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Hardened Mind (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 9th level

\n

You have advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

\n

You also gain resistance to psychic damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"TWGL5kQ9lcaQEqOE","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.dr.value","value":"psychic","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Hardened Mind","tint":"","transfer":true}],"_id":"fbCMXrUFevGIWGLG"} {"_id":"fcIW8kGypXVaSBwM","name":"Flexible Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you are able to use your acrobatic talent to gain the upper hand in combat. You can use the bonus action granted by your Cunning Action to shove a creature. When you do so, you can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check.

\n

Additionally, you now ignore difficult terrain, you can move through space occupied by hostile creatures, and you can squeeze through smaller spaces without expending extra movement.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"fkw2xa0qoE9CkFDy","name":"Aberrant Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you no longer suffer the frailty of old age, and you can’t be aged abnormally. You can still die of old age, however. Additionally, you no longer need food or water, and you no longer need to sleep. Lastly, the first time you take damage on each of your turns, you can roll your Kinetic Combat die and reduce the damage by that amount.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"fll4aLidhhf9Ihvg","name":"Bonus Proficiencies (Scout: Predator)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"fobWSSCWmjZ6Fjg9","name":"Form Basics (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Ysannanite lightsaber form. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"fwO5oavJvDKyoMTS","name":"Mesmerizing Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 9th level, you have advantage on attack rolls against creatures charmed by you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"g0mmnaXOS4nxK9PD","name":"Acrobatics' Exploit - Tumble","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"g1r7gEz0DT78nTIf","name":"Master of Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, your presence on the field of battle is an inspiration to your allies. Your Constitution and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.

\n
\n

Additionally, you can use your action to gain the following benefits for 1 minute:

\n\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"g8vHPN6X8xr2itzg","name":"Additional Maneuvers (Scholar: Gambler)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ALL IN

\n

When you make an attack roll, and the result is less than 20, you can expend a superiority die and roll it, adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

\n
\n

BLIND LUCK

\n

When you fail an ability check, you can expend a superiority die. If the result of your ability check plus the superiority die is within a range equal to half your proficiency bonus (rounded down) above or below the check’s DC, you pass the check instead.

\n
\n

DOUBLE BLUFF

\n

If on the same round of combat that you have missed a weapon attack, an enemy also misses you with a weapon attack, you can expend a superiority die and make a single weapon attack, adding the results of your superiority die to both the attack and damage rolls.

\n
\n

THE IDIOT’S ARRAY

\n

When a creature hits you with a weapon attack roll, you can expend a superiority die and roll it. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

\n
\n

PLAYED THEIR HAND

\n

When a creature hits you with an opportunity attack while within 5 feet of you, you can use your reaction and expend a superiority die to impose disadvantage on the attack roll. If the attack misses, you can make a Dexterity (Sleight of Hand) check contested by the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice) as a part of this reaction. On a success, the target drops the weapon it made the attack with. If you are within 5 feet of the target, and you have a free hand, you can catch the item. Otherwise, the object lands at its feet.

\n
\n

PURE SABACC

\n

When you score a critical hit with a weapon attack, you can expend a superiority die and roll it. On a roll of 4 or higher, you deal maximum damage on the weapon’s damage roll, including the superiority die. On a roll of 3 or lower, you instead deal the minimum.

\n
\n

RAISE THE STAKES

\n

When the target of your Critical Analysis feature makes an attack roll against you, you can use your reaction to expend a superiority die. Roll the die and subtract the result from the enemy’s attack roll, but add the result to their damage roll on a hit.

\n
\n

TAKE A CHANCE

\n

Before making an attack roll, you can expend a superiority die. On a miss, you lose that superiority die and do not benefit from it in any way. On a hit, you can choose two other maneuvers that you know, and subject the target to both maneuvers, without expending additional superiority dice.

\n
\n

TIEBREAKER

\n

When you roll a superiority die as a part of a maneuver you learned from this class, you can expend another superiority die and use the total of both dice.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gFrxQc1zr8iYeTDA","name":"Dead Silence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and hit the target. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gLqYREO8Q8p6DPRT","name":"Death Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gQR4DUphUBzgJicl","name":"Seeking Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

If 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.

\n

You can use Seeking Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} +{"_id":"gVuKH24tCDzgNhY3","name":"Investigation's Exploit - Instruct","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"gYcsvSxo8CDpcCEK","name":"Explosive Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, once per round, when you deal damage that includes your rage damage, you can cause a localized explosion around the recipient of that damage. Each creature within 5 feet of the damaged creature other than you takes acid, cold, fire, ion, or lightning damage (your choice) equal to your rage damage bonus, and you gain resistance to the chosen damage type until the end of your next turn.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["2","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gm0iK2pPXSGQbJx4","name":"Focused Augmentation","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, you add your Intelligence modifier to Constitution saving throws you make to maintain concentration.

\n

Additionally, when you cast a power that requires concentration and would affect only one target, you can target an additional creature with that power.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gnRErzmAIMcmICTM","name":"Ever-Ready Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, your enhanced ammunition is available whenever battle starts. If you roll initiative and have no uses of Special Ammunition remaining, you regain one use of it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"go2e9gqD5AnLGKMK","name":"Armormech's Celerity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you take the Attack action or use your action to a cast a tech power of 1st-level or higher, you can make one weapon attack as a bonus action.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"grC8MlSimBop7zdo","name":"Structural Knowledge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Construction Engineering: 14th level

\n

You can spend 1 hour inspecting and looking over a structure you can see from every angle available to you and comparing it to data you have on hand. At the end of the hour, you learn the basic blueprints for the structure, including but not limited to:

\n\n

Additionally, when you make an Investigation while searching this structure for hidden structural elements, such as doors or passages, if you have constructor's implements, you can treat a d20 roll of 9 or lower as a 10.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"gsw3asysi2xekW3l","name":"Mark of the Meticulous","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Lingering Advice (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 5th level

\n

When you use your Sage Advice feature, the targeted creatures retain the benefit from your instruction for the full duration.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"gvSp8YUiDmWZzIjB"} {"_id":"h1uDhP1tEOuvjRw6","name":"Dewback's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Choose three damage types. While raging, you have resistance to the chosen damage types.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"h4qwVuxZNtdOiH75","name":"Channel the Force (Ataru)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

RETREATING LEAP

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"h8JMyCjhTP4Lny10","name":"Cleansing Touch","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 14th level

\n

You can use your action and expend a use of your Channel the Force ability to end one force power on yourself or on one willing creature that you touch.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Guardian 14","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"hAfAtfT6c40rpSoE","name":"Forcecasting (Fighter: Adept)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

FORCE POWERS KNOWN

\n

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

\n

FORCE POINTS

\n

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

\n

MAX POWER LEVEL

\n

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

\n

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

\n

FORCECASTING ABILITY

\n

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

\n
\n

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

\n
\n

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

\n

 

\n

THE ADEPT SPECIALIST

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelForce Powers KnownForce PointsMax Power Level
3rd431st
4th641st
5th751st
6th861st
7th1072nd
8th1182nd
9th1292nd
10th13102nd
11th14112nd
12th15122nd
13th17133rd
14th18143rd
15th19153rd
16th20163rd
17th22174th
18th23184th
19th24194th
20th25204th
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"hBggwD5K1VNpqBRW","name":"Mystical Connection","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting when you choose this calling at 3rd level, you learn the feedback force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and you can use all three Force-Empowered Self options when you cast it as your action and the target fails its saving throw. Finally, when you deal psychic damage with the feedback force power, you deal additional psychic damage equal to your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"hCb9yeW3WppnYUA3","name":"Overclock Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, you've learned to use your body as a conduit for your tech powers. When you cast a tech power, you can choose to pay up to half the cost of the tech power using your hit points instead of your tech points. When you do so, your maximum hit points are reduced by the same amount. This effect is cumulative, and it lasts until you complete a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Form Basics (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You learn the basics of the chosen form. You gain the Aqinos lightsaber form, detailed in the Lightsaber Forms section of the Customisation Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"hDJjxPC9QTSYVqO8"} {"_id":"hGvWvw1M1Gf6OvQv","name":"Coordinated Attack","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 6th level, when you take the Attack action, if your companion can see you, it can use its reaction to make a weapon attack against the same creature.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"hMiA075EKBBOL2cv","name":"Berserker Instincts","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 2nd level
You’ve honed two instincts, as detailed at the end of the class description. You hone an additional instinct at 7th, 13th, and 17th level.

\n
\n

BERSERKER INSTINCTS

\n

The instincts are presented in alphabetical order. If an instinct has prerequisites, you must meet them to learn it. You can learn an instinct at the same time you meet its prerequisites.

\n
\n
\n

ACKLAY’S INSTINCT

\n

While raging, you have advantage on Constitution saving throws.

\n
\n

BANTHA’S INSTINCT

\n

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

\n
\n

BLURRG’S INSTINCT

\n

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated.

\n
\n

BOGGDO’S INSTINCT

\n

Prerequisite: 13th level
While raging you have a flying speed equal to your current walking speed, though you fall if you end your turn in the air and nothing else is holding you aloft.

\n
\n

CHIRODACTYL’S INSTINCT

\n

Prerequisite: 7th level
While raging, you have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened.

\n
\n

DEWBACK’S INSTINCT

\n

Choose three damage types. While raging, you have resistance to the chosen damage types.

\n
\n

FIGHTER’S INSTINCT

\n

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

\n
\n

FYRNOCK’S INSTINCT

\n

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

\n
\n

HAWK’S INSTINCT

\n

Prerequisite: 7th level
You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

\n
\n

KATARN’S INSTINCT

\n

You gain a climbing speed equal to your movement speed.

\n
\n

LOTH-CAT’S INSTINCT

\n

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

\n
\n

PREDATOR’S INSTINCT

\n

Your speed increases by 10 feet.

\n
\n

RANCOR’S INSTINCT

\n

Prerequisite: 13th level
While you’re raging any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

\n
\n

TACTICIAN’S INSTINCT

\n

When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, friendly creatures within 5 feet of a hostile creature that is within 5 feet of you have advantage on attack rolls against that creature.

\n
\n

TRACKER’S INSTINCT

\n

Prerequisite: 7th level
You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

\n
\n

TERENTATEK’S INSTINCT

\n

Prerequisite: 13th level
When you are forced to make a saving throw against a force power, you can immediately use your reaction to move up to half your speed towards the source power’s caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction.

\n
\n

VARACTYL’S INSTINCT

\n

Prerequisite: 13th level
While raging, you have advantage Dexterity checks, your attack rolls can’t suffer from disadvantage, and each slowed level only reduces your speed by 5 feet, unless it would reduce your speed to 0.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"hNLCVeWzPt9KyXDY","name":"Razor Focus","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 17th level

\n

You can enter a hyper-focused state of mind for 1 minute as a bonus action. You must maintain concentration, as if concentrating on a power. For the duration, each time you successfully deal Sneak Attack damage against a creature, you gain two additional Sneak Attack dice, cumulatively, as your attacks become increasingly precise. These additional dice are lost when your focus ends, whether through failing to maintain concentration or after 1 minute.

\n

The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Pugnacity 17"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","effects":[{"_id":"8H40zgYS6J0C1rPc","flags":{},"changes":[],"duration":{},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Bonus.webp","label":"New Active Effect","transfer":false}]} @@ -582,17 +638,19 @@ {"_id":"iFg9kA5mtj22OgKf","name":"Voltaic Slash","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iR6lT9P7fEJmv7j9","name":"Elegant Maneuver","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iYeeOLaQtoosQjZ1","name":"Unrelenting Resilience","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you use your Boundless Vitality feature while concentrating on a force power, you can add the result of the roll to the Constitution saving throw made to maintain concentration.

\n

Additionally, when you are reduced to 0 hit points but not killed outright while Upheld by the Force is active, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Assess the Situation (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to make a Wisdom (Perception) or Intelligence (Investigation) check as a bonus action, adding the superiority die to the check.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"iZEYj0QfSlybESpf"} {"_id":"ia9lgfaaek84rjIc","name":"Bonus Proficiencies (Operative: Saboteur)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in astrotech’s implements.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iaedYkfIIcYQCCOZ","name":"Born to the Saddle","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

\n

Finally, mounting or dismounting a creature or vehicle costs you only 5 feet of movement, rather than half your speed.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iezmgPTeM1wL1JCR","name":"Form Basics (Makashi)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Makashi lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iiae3ARlngOX8BvF","name":"Tutaminis Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"im5At63Kt4o7Ea2B","name":"Channel the Force (Ysannanite)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

FORCE-EMPOWERED SHOTS

\n

Once per turn, when you hit a creature with a ranged weapon attack, you can expend a use of your Channel the Force and expend force points to deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage is 1d8 for each point spent in this way. You can’t deal more additional damage than the amount shown in the Focused Strikes column of the guardian table.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"in02P1dt66ROw5PM"} +{"_id":"in02P1dt66ROw5PM","name":"Vow of The Shrewd","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Intelligence instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"inwAnLXgAASMAyUA","name":"Knowledge Is Power","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once 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, you can use your reaction to apply Critical Analysis to that friendly creature and force the other creature casting the power to make a Wisdom or Charisma saving throw (your choice) against your universal force save DC. On a successful save, the power is cast as normal.

\n

On a failed save, you negate the power's effects and you steal the knowledge of that power if it is at least 1st 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 stolen from cannot cast that power again until the 8 hours have passed.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"iyNPFk7HtqHlPsgR","name":"Feral Ferocity","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Once you’ve reached 17th level, you have learned how to push your beast beyond its limits. If your beast is within 30 feet of you and can see or hear you, you can command it to enter a furious state. While raging, your beast gains the following benefits:

\n\n

Your beast’s furious state lasts for 1 minute. It ends early if your beast is knocked unconscious. You can end your beast’s furious state as a bonus action.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"j2mJ1wVjN04WYs8c","name":"Battlefront","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning at 7th level, when you take the Attack action or cast a tech power of 1st-level or higher, you can use your bonus action to have your turret make one weapon attack.

\n

At 14th level, when you use your Combat Tech feature, both you and your turret can each make one weapon attack as part of the same bonus action.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"j4hLztoaiHnwzbMc","name":"Archaic Diagnostics","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"j5TR0rB4qslHKxFF","name":"Sweeping Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} +{"name":"Trip Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[],"_id":"j90QHGGg3th1bPhl"} {"_id":"j9tueB66NHAi9XRK","name":"Stand Against the Tide","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"jAAoV3mdcUbggfAX","name":"Pushing Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"jCEl3lIz7FBJMAMa","name":"Vigilant Sentinel","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -600,9 +658,13 @@ {"_id":"jKYj9wLY1UMLTvYG","name":"Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, while your droid can see you, it has advantage on all saving throws.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"jXtDOdvSBQHnodmF","name":"Ferocious Charger","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"jepI5WREQw8jlEtg","name":"Form Basics (Soresu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Soresu lightsaber form, detailed in Chapter 6. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"jjkfkR3y4ZzLvhRc","name":"Stroke of Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 20th level, you have an uncanny knack for succeeding when you need to. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores increases by 2. Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"jjkfkR3y4ZzLvhRc","name":"Stroke of Luck","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 20th level

\n

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.

\n

Additionally, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"Hp9omhWONvTkCX1X","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Stroke of Luck","tint":"","transfer":true}]} {"_id":"jkV1oThkNziwTd9W","name":"Mark of the Hunter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Exploit Weakness (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend a superiority die and deal additional damage equal to the number rolled. This damage cannot be reduced in any way.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you hit a creature with a weapon attack"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"jp9D18rp1sPIyKGu"} {"_id":"jxi95vkiR5gUWgGj","name":"Aura of Warding","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have resistance to damage from force powers.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"name":"Rally (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"cha","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","temphp"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Bonus.webp","effects":[],"_id":"k3MfZwrPDLVZMO52"} +{"name":"Measured Action (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As a reaction when you make a roll for a contested skill check, you can expend a superiority die to add to the roll. You can use this maneuver before or after making the contested skill check roll, but before any effects of the contested skill check are determined.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"when you make a roll for a contested skill check"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"k3OEbXbPzyXEddIy"} +{"name":"Running on Fumes (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You only need 3 hours of sleep during a long rest to gain its benefits, instead of 6. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it to gain its benefits.

\n

Lastly, you have advantage on saving throws against exhaustion.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"k6JSg50GeXtxxLp2"} {"_id":"k6PmkEsEbxKy6xAs","name":"Focus","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 2nd and 11th level

\n

Your training allows you to harness the mystic energy of focus. Your access to this energy is represented by a number of focus points. Your monk level determines the number of points you have, as shown in the Focus Points column of the monk table.

\n

You can spend these points to fuel various focus features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more focus features as you gain levels in this class.

\n

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.

\n

You use your choice of Wisdom or Charisma for your focus ability. You use the chosen ability modifier whenever a feature refers to your focus ability. Additionally, you use the chosen ability modifier when making an attack with a focus feature or setting the saving throw DC for one.

\n
\n

Focus save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n

Focus attack modifier = your proficiency bonus + your Wisdom or Charisma modifier (your choice)

\n
\n
\n

FLURRY OF BLOWS

\n

When you make your Martial Arts bonus action unarmed strike, you can spend 1 focus point to make an additional unarmed strike (no action required). At 11th level, you can instead spend 2 focus points to make two additional unarmed strikes.

\n
\n

PATIENT DEFENSE

\n

When you use your bonus action to Disengage, you can spend 1 focus point to also Dodge (no action required). At 11th level, you can instead spend 2 focus points to Dodge and gain an additional reaction until the start of your next turn. You can only take one reaction per turn.

\n
\n

STEP OF THE WIND

\n

When you use your bonus action to Dash, you can spend 1 focus point to double your jump distance for the turn. At 11th level, you can instead spend 2 focus points to gain a flying speed equal to your walking speed until the end of your turn, though you fall if you end your speed in the air and nothing else is holding you aloft.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 1"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"kDILnXslDQTvng3W","name":"Field Advantage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, you learn to quickly convey spatial information in the midst of combat about the area you analyzed, giving them an edge at maneuvering in the area. While moving through your Surveyed Area, you and friendly creatures of your choice ignore unenhanced difficult terrain, and opportunity attacks against them are made with disadvantage.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"kHgHQIqjp3X6v93c","name":"Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -615,17 +677,20 @@ {"_id":"kzwSN9SabKgWZZvU","name":"Danger Sense","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 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. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"l3bRL5jI8j8tZ2OP","name":"Precision Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}]} {"_id":"lHfSIS1I14hKp6wO","name":"Discoveries (Doctor)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ADVANCED REMOTE HEALER

\n

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

\n
\n

EXPERIMENTAL TREATMENTS

\n

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

\n

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

\n

Side Effects

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

FROM THE BRINK

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

\n
\n

HEALTH ADVISOR

\n

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

\n
\n

PATIENT PROTECTOR

\n

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

\n
\n

SURGICAL PRECISION

\n

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

\n
\n

TEND THE WOUNDED

\n

If you or any friendly creatures you can touch regain hit points by spending one or more Hit Dice at the end of a short rest, each of those creatures regain 1d4 extra hit points.

\n

This die increases when you reach certain levels in this class: 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and to 1d12 at 17th level.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Deliberate Movement (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can expend one superiority die to take the Disengage action as a bonus action and ignore the effects of standard difficult terrain until the end of your turn.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[],"_id":"lKVeusPvt7cp1VaG"} {"_id":"lKdZc6xD5FCHns3V","name":"Ability Score Improvement (Fighter)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 4th, 6th, 8th, 12th, 14th, 16th, and 19th level
You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"lLNBqCC6iexP68We","name":"Trick Shooter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n
\n

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

\n
\n
\n

BLINDING SHOT

\n

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

\n
\n

BRUTAL SHOT

\n

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

\n
\n

HAMPERING SHOT

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Clever Applications (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with improvised weapons, and they gain the finesse property for you. Additionally, when you make an attack with an improvised weapon, it deals 1d6 damage.

\n

You can use your Sage Advice feature to give friendly creatures improvised weapon proficiency if they don’t already have it, following the same rules of that feature as if it were a skill or tool. The friendly creatures retain this proficiency for the entire duration instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[{"_id":"eI84bFiOL4R3yNwV","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.weaponProf.custom","value":"Improvised","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","label":"Clever Applications","tint":"","transfer":true}],"_id":"lg3aDHgiFHKx9jCy"} {"_id":"li76QMuqAHqTfSTJ","name":"Tool of the Trade","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Pugnacity Practice: 3rd level

\n

You've learned to move swiftly while wielding larger armaments. You gain proficiency with medium armor and martial vibroweapons. If you are already proficient in medium armor, you instead gain proficiency in heavy armor. Additionally, you can deal Sneak Attack damage with any weapon, as long as it does not have the heavy or special properties.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Pugnacity 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-ARCH-Passive.webp","effects":[]} {"_id":"liI3fHP0qjCq0N5X","name":"Combat Superiority","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

\n

MANEUVERS

\n

You learn two maneuvers of your choice, which are detailed under “Maneuvers” below, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

\n

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

\n

SUPERIORITY DICE

\n

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Superiority Dice column of the fighter table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

\n
\n
\n
\n

To ensure that manuevers consume dice properly, the number of dice are stored in this feature, (which is technically an item) and when the individual maneuvers are pulled into this character's sheet, the GM should do or instruct their players to do the following:

\n\n

As the character's Fighter levels increase someone will have to upgrade the die rolls in each individual maneuver's details tab.

\n
\n
\n

 

\n

MANEUVERS

\n

The maneuvers are presented in alphabetical order.

\n
\n
\n

COMMANDER’S STRIKE

\n

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

\n
\n

DISARMING ATTACK

\n

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

\n
\n

DISTRACTING STRIKE

\n

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

\n
\n

EVASIVE FOOTWORK

\n

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

\n
\n

FEINTING ATTACK

\n

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

\n
\n

GOADING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n

LUNGING ATTACK

\n

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n
\n

MANEUVERING ATTACK

\n

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

\n

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

\n
\n

MENACING ATTACK

\n

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

PARRY

\n

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

\n
\n

PRECISION ATTACK

\n

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

\n
\n

PUSHING ATTACK

\n

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

\n
\n

RALLY

\n

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

\n
\n

RIPOSTE

\n

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

\n
\n

SWEEPING ATTACK

\n

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

\n
\n

TRIP ATTACK

\n

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

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"none","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":"2","per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"lmeny3CW1A6YZ9KH","name":"Mastery of Death","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 11th level, when you are reduced to 0 hit points, you can expend 1 focus point (no action required) to have 1 hit point instead.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"lodf5wG7aGu4dWW0","name":"Improved Suppression","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, when you cast a force power that requires you to make an ability check as a part of casting that power, such as sever force or force suppression, you add your proficiency bonus to that ability check.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Precision Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

\n
\n

If using roll automation, you should use this feature before the attack roll, as the automation will apply effects nearly immediately.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"PJXRpKEsWlADopeN","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.weapon.attack","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Precision Attack","tint":"","transfer":false}],"_id":"looGlBdx8eDYmu8p"} {"_id":"lzXBF7Q18AkcWwlh","name":"Parry","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"dex","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Reaction.webp","effects":[]} {"_id":"lzjIEK50kr1cwqUt","name":"Rock Steady","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this specialty at 3rd level, you have learned to use the heft of your weapon to root yourself in place. At the end of each of your turns, if you move less than half your speed while wielding a weapon with the heavy or strength properties, you have advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of your next turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Fighter: Heavy 3"},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"m15815dwhOhsvV9M","name":"Greater Inspiring Surge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you can choose two allies within 60 feet of you, rather than one, when you using your Inspiring Surge feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"m1wUOAShOy5PFr5Q","name":"Adaptive Techie","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"m9xP23xolpC7YrUy"} +{"_id":"m9xP23xolpC7YrUy","name":"Vow of The Versatile","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike as part of your Martial Arts bonus action attack or your Flurry of Blows, you can instead make a melee weapon attack with a monk weapon you are wielding.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"mBAKzGlZCTBHXE9K","name":"Totemic Might","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":2,"max":2,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"mDSHVC94xrWmXqoE","name":"Bendu","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can add both your Wisdom and Charisma modifier to your maximum number of force points, instead of just one.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"mL3FpyONz4Ota9J8","name":"One With Darkness","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":null,"type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -642,12 +707,16 @@ {"_id":"n2T7oiP0MfoQ0Sds","name":"Bonus Proficiencies (Consular: Tutelage)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in your choice of Intimidation or Persuasion.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"n32TLwX2tC7qslPD","name":"Extra Attack (Guardian)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Guardian: 5th level
You can attack twice, instead of once, whenever you take the Attack action on your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} {"_id":"n6vcm8JRdZFZCA2t","name":"Head Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 9th level, you are at your deadliest when your enemies are unaware of the danger they are in. You have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet.

\n

Additionally, any hit you score against a creature that is surprised is a critical hit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Targeted Strike (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When an ally makes an attack against a creature, you can use your reaction to expend a superiority die. You add the superiority die to the attack roll, and the damage roll if it hits. You can use this maneuver before or after the attack roll, but before the GM determines whether or not the attack hits.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":"When an ally makes an attack against a creature"},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[],"_id":"n8bbH8JyuPrwvjUj"} {"_id":"nAhvOtXjT3qlVXzp","name":"Bulwark","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"nHlZUlntOwCITETq","name":"Refocused Power","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

FORCE-EMPOWERED CASTING

\n

When you are forced to make a Constitution saving throw to maintain concentration on a power you can use your reaction and spend 2 force points to automatically succeed on the saving throw.

\n

You can use Refocused Power even if you have already used a different Force-Empowered Casting option during the casting of the power.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":2},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/CSLR-Passive.webp","effects":[]} {"_id":"nJptqQFdwgm0KG76","name":"Emergency Supplies","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you are prepared to assist allies with specially prepared, instantly effective supplements. When an ally is the target of your Critical Analysis feature and within 5 feet of you, you may expend a superiority die and give that ally the benefits of any maneuver exclusive to the Chef Pursuit, regardless of whether or not you’ve chosen it.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nLR7pu7fwxPc8VAZ","name":"Fighter's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You adopt a particular style of fighting as your specialty. Choose one of the fighting Style options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"nM3c4otxIdL30PoV","name":"Channel the Force (Juyo/Vapaad)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n

SNAP AGGRESSION

\n

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

\n
\n

ASSERTIVE DEFENSE

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"nNITVa94FwfSXpef","name":"Technologist's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn and can cast one 1st-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for this power.

\n

You can select this exploit multiple times. Each time you do so, you must choose a different power.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"nQap8Befe2Snu9JE","name":"Personal Teleporter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this technique at 3rd level, you can use portable teleporters as a bonus action, instead of an action.

\n

Additionally, while you are wielding a tech focus, you can use your bonus action to create a pair of linked portals: one portal appears in a space within 5 feet of you, and the other portal appears in an unoccupied space you can see up to 30 feet away. These portals last until the start of your next turn, and they are large enough to accommodate Medium and smaller creatures and objects. Portals take the appearance of an elongated, shimmering mirror, and looking through a portal, a creature can see through the linked portal as if looking through a window. A creature or object who passes through a portal immediately appears in a space within 5 feet of the linked portal. You can use your reaction to end your portals early. If a creature is partially within your portals, it is shunted back to the space it previously occupied and it must make a Dexterity saving throw against your a tech save DC. On a failed save, it takes energy damage equal to your scout level + your Intelligence modifier.

\n

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you complete a short or long rest. At the beginning of each of your turns while you have a pair of portals active, you can expend a use of this feature to extend the duration of the portals until the start of your next turn (no action required).

\n

The distance at which you can create portals increases at higher levels. It increases to 60 feet at 5th level, 90 feet at 9th level, 150 feet at 13th level, 300 feet at 17th level, and 1,000 feet at 20th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"nT6AfpQXSZ4IeChO","name":"Freedom Through Slavery","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Goading Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}],"_id":"nUrnFkPhRJaNKgoE"} {"_id":"nal6YefqnoMzxubD","name":"Returning Attacks","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, any weapon you throw can ricochet back to you at your command. When you make a thrown weapon attack, you may have the weapon fly back to your hand immediately after the attack.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ne50wp4wQ8CIDccd","name":"Manipulate Life Force","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"neI83QoBohA6gEqz","name":"Stalker's Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -658,15 +727,17 @@ {"_id":"oSSRYaeVsdcZQ5KW","name":"Intimidating Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

If the creature succeeds on its saving throw, it becomes immune to this feature for 24 hours.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"oVrxpyekQy3Wnito","name":"Experimental Overrides","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"oYss1VOh4MUYVx09","name":"Superior Droid Defense","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 18th level, whenever an attacker that your droid can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Administer Aid (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

As an action, you can expend a superiority die to tend to a creature you can touch. The creature regains a number of hit points equal to the number rolled + your Intelligence modifier.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"int","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+@mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Action.webp","effects":[],"_id":"oarnhBQLiGoWAaWq"} {"_id":"oiT3TJxzRWPKAX9E","name":"Bantha's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 7th level
Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"oj5YJYw3sN0iB3An","name":"Panacea","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"ojtZlS89GEGWXnwP","name":"Ricochet Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"orh1WLvpakTpsitA","name":"Expertise (Scholar)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 3rd level, choose two of your skill proficiencies, or one of skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. You gain expertise in those skills or tools.

\n

At 10th level, you can choose another two proficiencies (in skills or tools) to gain this benefit.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[]} {"_id":"ow8lboCU7nSy3dyd","name":"Supreme Healing","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"oy6mPgNs04nLTbmN","name":"Maneuvering Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"oyj6hBqv5Qk4rJVQ","name":"Entropic Rush","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"p1EP6FF3RmWNr44d","name":"Calm Within the Storm","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, the precision with which you act during your rage causes you to become a storm of reactive lethality. When you use your Reckless Attack feature, you can make a number of opportunity attacks equal to your proficiency bonus without using your reaction, and when a creature within 5 feet of you misses you with an attack, you can use your reaction to make a melee weapon attack using Dexterity against that creature. You can only take one reaction per turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"p3pkLOyrjIOHwMQS","name":"Distracting Shot","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 13th level, you are able to defend your compatriots from afar. When a friendly creature you can see within your weapon’s normal range is the target of a ranged attack, or forced to make a saving throw, and the source of the effect is within your weapon’s normal range, you can use your reaction to make a ranged weapon attack against the source. On a hit, instead of dealing damage, the target of your attack has disadvantage on the attack roll against your ally, or your ally has advantage on the saving throw to resist the effect.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Ambassador (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You learn three additional languages of your choice.

\n

You may choose this discovery multiple times.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"p6PyROX3D7H53Q9D"} {"_id":"pMEmIt3NWThbee8k","name":"Feral Impulse","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 7th level
Your instincts are so honed that you have advantage on initiative rolls.

\n

Additionally, if you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"pNxTO7UhVKYIbDkz","name":"Stop Hitting Eachother","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 10th level, you can grapple creatures two sizes larger than you, instead of one.

\n

Additionally, you can use creatures you have grappled that are at least one size smaller than you as improvised weapons. When you do so, when you hit with an attack using a creature as a weapon, it takes damage equal to your Strength modifier. While raging, you can instead use creatures your size or smaller as improvised weapons.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"pPKLvM4RC2l1oLQi","name":"Dazzling Steps","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to conduct impressive displays of grace and speed in combat. While you aren’t wearing medium or heavy armor or wielding a medium or heavy shield, and you take the Attack action on your turn and attack with a weapon with either the light or finesse properties, your walking speed increases by 10 feet until the end of the turn, and if you deal Sneak Attack damage, you may choose to forgo two of your Sneak Attack dice to make the attack a dazzling step.

\n

Some of your dazzling steps require your target to make a saving throw to resist the dazzling step’s effects. The saving throw DC is calculated as follows:

\n
\n

Dazzling Step save DC = 8 + your proficiency bonus + your Charisma modifier

\n
\n
\n

DEFENSIVE STEP

\n

You defend yourself from further attack. Roll two Sneak Attack dice. You gain temporary hit points that last until the start of your next turn equal to the amount rolled.

\n
\n

MOBILE STEP

\n

You twist and twirl around the target. The target must make a Strength saving throw. A Huge or larger creature automatically succeeds. On a failed save, it is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.

\n
\n

OFFENSIVE STEP

\n

Choose another creature that you can see within your reach. The creature must make a Dexterity saving throw. On a failed save, roll two Sneak Attack dice. The creature takes damage equal to the amount rolled. This damage is of the same as your weapon’s damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -699,13 +770,13 @@ {"_id":"quoqL3EKsr7gMDCP","name":"Tactical Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"r2ZOqWzZzhkUmSoV","name":"Slayer's Pride","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"r3JUIhug7HSPicod","name":"Mystical Erudition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Beginning when you choose this order at 3rd level, you’ve undergone extensive training in lore from the Jal Shey’s collected knowledge. You learn one language of your choice, and you gain proficiency in your choice of Lore, Medicine, Nature, or Technology. You learn an additional language and an additional skill proficiency from the above list at 11th level.

\n
\n

Additionally, you can strike multiple pressure points to extract crucial details about your foe. Whenever you hit a creature with an unarmed strike, you can learn learn certain information about its capabilities. The GM tells you if the creature has one of the following characteristics of your choice:

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of Restoration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you would make an unarmed strike"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+max(max(@abilities.wis.mod,@abilities.cha.mod),1)","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"rAlFvS5hFQJG3c74"} +{"_id":"rAlFvS5hFQJG3c74","name":"Vow of Restoration","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you would make an unarmed strike, you can spend 1 focus point to instead touch a willing creature within your reach. Roll your Martial Arts die. The target gains hit points equal to the amount rolled + your Wisdom or Charisma modifier (your choice, minimum of +1).

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":"When you would make an unarmed strike"},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"ally"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"attribute","target":"","amount":1},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4+max(max(@abilities.wis.mod,@abilities.cha.mod),1)","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Vow"},"flags":{"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"rFN0AQJq70DP6qpS","name":"Focused Flow","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"rIVFUzh21M87bRkp","name":"Beastwarden","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 13th level, your bond with your beast companion strengthens, granting the following benefits while your beast companion is within 20 feet of you:

\n\n

This radius increases to 30 feet at 18th level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} +{"_id":"rPOLy96fW96N2UPg","name":"Rage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Berserker: 1st level

\n

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, if you aren't wearing heavy armor.

\n

While raging, you gain the following benefits:

\n\n

If you are able to cast powers, you can't cast them or concentrate on them while raging.

\n

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, you don heavy armor, or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage on your turn as a bonus action.

\n

You 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"recharge":{"value":null,"charged":false},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[{"_id":"E7ZFEHBny7NjHcFj","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"2","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"kinetic","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"energy","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","label":"Rage","tint":"","transfer":false}]} {"_id":"rPzGmFEFzwxKLmyh","name":"Discoveries (Occultist)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

Arcane Membrane

\n

You can add half your Wisdom or Charisma modifier (your choice, rounded up, minimum of+1) to any Intelligence (Lore) or Intelligence (Nature) checks you make.

\n
\n

Evil Eye

\n

Prerequisite: 5th level

\n

You can cast the bestow curse and remove curse force powers without spending force points. Wisdom or Charisma (your choice) is your forcecasting modifier for these powers.

\n

Once you've cast a power using this feature, you must complete a long rest before you can cast it again.

\n
\n

Exsanguination

\n

Prerequisite: 9th level

\n

When a creature marked by your Curse of Objurgation is reduced to 0 hit points, you can use a reaction and expend a Hit Die to immediately regain a use of your Curse of Objurgation.

\n
\n

Hexes and Superstitions

\n

When you roll a 13 on an ability check, you treat it as if you rolled a 20.

\n
\n

Natural Karma

\n

Before you use a maneuver or power to set a curse on a target you can see, you can make a contested Dexterity (Sleight of Hand) check against the target's Wisdom (Insight) check. On a success, the target is unaware you set the curse on them.

\n
\n

Savage Sortilege

\n

Prerequisite: 13th level

\n

You ignore resistance to psychic damage, and you have resistance to psychic damage.

\n
\n

Supernatural Vigor

\n

At the end of a long rest, you can choose one creature you can see within 30 feet (this includes you) to imbue with unnatural power. The creature's hit point maximum and current hit points increase by an amount equal to your scholar level, and it has advantage on Constitution saving throws made to avoid exhaustion. Both effects end after 8 hours.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Occultist 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-ARCH-Passive.webp","effects":[]} {"_id":"ra5ZfIpyUpOuRd3A","name":"Mindless Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 5th level, you can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"raPAMeGzpxc3NrXj","name":"Multitasker","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 5th level

\n

You can take a second reaction each round. You can only take one reaction per turn.

\n

Additionally, when a friendly creature you can see that can hear you is forced to make a saving throw, you can use your reaction to target them with your Critical Analysis feature.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Reaction.webp","effects":[]} {"_id":"rcdavmTFmTdnKHww","name":"Guardian Spirit","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"rg7zEbgvpGalvpQC","name":"Fury","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 7th level, you gain one of the following features.

\n

Choose Relentless for Juyo or Punishing Charge for Vapaad.

\n
\n

RELENTLESS

\n

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

\n
\n

PUNISHING CHARGE

\n

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

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"riPd6LYH9XCBUPbI","name":"Force-Empowered Tech","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to fully blend your technological aptitude with your use of the Force. You have three such effects: Disruption Pulse, Force Override, and Techcasting Insight. When you use your Force-Empowered Tech, you choose which effect to create.

\n

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

\n
\n
\n

DISRUPTION PULSE

\n

As an action, you can send out a 30 foot cone of electromagnetically-charged energy to overload enemy weapons. Each creature within the cone that is wearing or carrying a weapon with electric components must make an Intelligence saving throw. If the weapon is being worn, this save is made with disadvantage. On a failed save, the first attack they attempt to make with that weapon has disadvantage. A creature with multiple weapons must make a separate save for each weapon.

\n
\n

FORCED OVERRIDE

\n

When you cast a tech power that requires a saving throw, you can impose disadvantage on the save (no action required).

\n
\n

TECHCASTING INSIGHT

\n

As an action, you can attempt to determine another creature’s experience with techcasting. When you do so, you make an Intelligence (Technology) check contested by the target’s Intelligence (Technology) check. If you succeed, you immediately learn the target’s techcasting Max Power Level, as well as any tech powers currently affecting the target.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -730,29 +801,37 @@ {"_id":"sfEr8ZBFVddlfLeF","name":"Varactyl's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"sgJdISZMtwv08WPJ","name":"Katarn's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

You gain a climbing speed equal to your movement speed.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} {"_id":"shHFJ7KWhcnoOrQF","name":"Retaliatory Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 1st level, you are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"snqkp9af24pxhQcv","name":"Critical Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Scholar: 1st level

\n

You are able to analyze a target, develop a plan on how to best overcome any potential obstacle, and execute that plan with ruthless efficiency. As a bonus action on your turn, you can analyze a target you can see within 60 feet of you. For the next minute, or until you analyze another target, you gain the following benefits:

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":null,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Bonus.webp","effects":[]} +{"name":"Menacing Attack (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply half damage as well as the effect.

\n
\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"5dNmPaJ4YCKRu667","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Menaced","tint":"","transfer":false}],"_id":"spOzjJdS7AGR2LX7"} {"_id":"squXPxLSakcrSOBA","name":"Discoveries (Archaeologist)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

ARCHIVE RESEARCH 

\n

Your expeditions have turned up a bevy of knowledge on the force. You learn three at-will powers of your choice, which don't count against your number of force powers known.

\n
\n

FORCE COMBAT KNOWLEDGE 

\n

Your 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 tuse the same modifier for both rolls.

\n

Additionally, you gain knowledge of one lightsaber form of your choice.

\n
\n

IT BELONGS IN A MUSEUM 

\n

Your knowledge of antquities 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.

\n
\n

LOCALIZED SURVEY 

\n

Prerequisite: 13th level

\n

Your 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 immediated 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 learn about one signifiant event, beginning with the most recent.

\n

You can investigate in this way for a number minutes equal to your scholar level and must maintain concentration during that time, as if you were concentrating on a power.

\n

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

\n
\n

MAKING THIS UP AS YOU GO 

\n

Prerequisite: 17th level

\n

You may now cast force powers at 4th-level twice between rests.

\n
\n

TELEKINETIC MINISTRATIONS 

\n

Prerequisite: 9th level

\n

You can cast the telekineses force power at 5th level without spending force points.

\n

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

\n
\n

THE YEARS AND THE MILEAGE 

\n

Your 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 Survivial checks.

\n
\n

TOMB OF THE ANCIENTS 

\n

Prerequisite: 5th level

\n

As 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.

\n

Once you use this feature, you can't use it again until you complete a short or long rest.

\n
\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"srUX8ZuR0r6d8Kob","name":"Perception's Exploit - Angle","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"swx8BTQy2S1WGFSj","name":"Evasive Footwork","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}]} -{"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 5th level, when an attacker that you can see deals damage to you with an attack, you can use your reaction to halve the attack’s damage against you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"szBvqoou8yziMCmN","name":"Uncanny Dodge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Operative: 5th level

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Reaction.webp","effects":[]} {"_id":"t55c7OyiSdmENJIM","name":"Double Tap (Operative: Scrapper)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"tOo3ExbyW5uQdHJk","name":"Charged Illusions","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"tZiE3SNBeoRftTYD","name":"Modified Self","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you’ve learned to make modifications to your body, cybernetically augmenting yourself. Over the course of a long rest, you can modify yourself with cybernetic augmentations. You must have biotech's tools in order to perform this modification.

\n

While you have at least one cybernetic augmentation installed, your body counts as a tech focus for your tech powers. Additionally, you have 4 modification slots, and you gain more at higher levels, as shown in the Modification Slots column of the engineer class table. For each modification installed in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can replace or remove a number of modifications up to your Intelligence modifier (minimum of one).

\n

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

\n

Biotech Modifications

\n

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

\n
\n
\n

Active Camouflage Core

\n

Prerequisite: 13th level

\n

As an action, you can activate this augmentation to cast the infiltrate tech power targeting yourself. Intelligence is your tech casting ability for this power, and if you cast it using this augmentation, it does not require concentration.

\n
\n

Anti-Dazzle Ocular Implant

\n

This augmentation replaces your eyes.

\n

You are immune to the blinded condition, and you can enable or disable your ability to see anytime. Additionally, your eyes are equipped with a holorecorder device. You can perfectly recall anything you've sees in the last 7 days.

\n
\n

Auto-Defibrillator

\n

Prerequisite: 5th level

\n

Prerequisite: Hardy Torso Prothesis

\n

The Constitution score of your Hardy Torso Prosthesis increases by 2. Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. <h3

\n

This augmentation replaces an arm.

\n

When you make an ability check, attack roll, or saving throw using Strength using only this arm, your Strength score is treated as 15. When you make an ability check, attack roll, or saving throw using Strength using more than just this arm, you take the average of the arm's Strength score and your own.

\n

You can choose this modification multiple times.

\n
\n

Celerity Leg Prosthesis

\n

This augmentation replaces both legs.

\n

When determining your bonus to AC and saving throws from Dexterity, your Dexterity score is treated as 15. Additionally, you can substitute this score for your own whenever you make an ability check or attack roll that uses your legs. If your Dexterity score is already equal to or greater than 15, it has no effect on you.

\n
\n

Detachable Eye

\n

This augmentation replaces an eye.

\n

As an action, you can remove or replace this eye. While removed, the eye sprouts eight small legs, has a speed of 15 feet, an AC of 10, and 1 hit point As an action on each of your turns, you can move the eye up to its speed as long as it is within 30 feet of you. You can see through both the detached eye and your remaining eye at the same time, or you can use your action to see through only one eye or the other.

\n

You can choose this modification multiple times.

\n
\n

Detachable Hand

\n

This augmentation replaces a hand.

\n

As an action, you can attach or detach this hand. While detached, the hand has a speed of 15 feet, an AC of 10, and 1 hit point. As an action on each of your turns, you can control the hand as long as it is within 30 feet of you. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a container. You can move the hand up to its speed each time you use it

\n

You can choose this modification multiple times.

\n
\n

Frailcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Strength or Constitution saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Hardy Torso Prosthesis

\n

This augmentation replaces your torso.

\n

Your Constitution score becomes 13. If your Constitution score is already equal to or greater than 13, it has no effect on you. Additionally, you have advantage on saving throws against poison.

\n
\n

Harpoon Hand

\n

This augmentation replaces a hand.

\n

You modify your hand, granting it the ability to transform into a harpoon. With this hand, you can make a ranged weapon attack with a range of 30/60. On a hit, it deals 1d6 kinetic damage. This attack can target a surface, object, or creature.

\n

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

\n

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

\n

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

\n

You can choose this modification multiple times.

\n
\n

Integrated Subdermal Armor

\n

Prerequisite: 5th level

\n

When you aren't wearing armor, your AC becomes 13 + your Dexterity modifier.

\n
\n

Iridonian Grav-Lev Hand

\n

This augmentation replaces a hand.

\n

Your unarmed strikes with this arm deal 1 d4 ion damage, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift Additionally, you deal double damage to energy-based structures with your unarmed strikes.

\n

You can choose this modification multiple times.

\n
\n

Magnetic Forearm Enhancement

\n

This augmentation replaces a forearm.

\n

Unarmed strikes with this hand have the reach property.

\n

You can choose this modification multiple times.

\n
\n

Mighty Prowess Enabler

\n

Prerequisite: 5th level

\n

Prerequisite: Brawny Arm Prothesis

\n

The Strength score of your Brawny Arm Prosthesis increases by 2. Additionally, you are considered proficient with any weapon you wield with this arm. If the weapon requires two hands to use, and you are not already proficient with it, you only add half your proficiency bonus to attack rolls you make with it, unless you wield it in two of these hands.

\n

You can choose this modification multiple times.

\n
\n

Nighthawk Ocular Implant

\n

This augmentation replaces your eyes.

\n

You can activate or deactivate this implant as a bonus action. While active, you gain darkvision to a range of 120 feet.

\n
\n

Powered Harpoon Hand

\n

Prerequisite: 9th level

\n

Prerequisite: Harpoon Hand

\n

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

\n
\n

Rendcasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Dexterity or Intelligence saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Skills Enhancement Package

\n

Prerequisite: 13th level

\n

When you make an ability check using a skill you are proficient in, you can roll a d4 and add the result to your total.

\n
\n

Sound Dampeners

\n

This augmentation replaces your ears.

\n

You are immune to the deafened condition, and you can enable or disable your ability to hear anytime. Additionally, your ears are equipped with a person translator that allows you to understand up to 15 languages different, however, you cannot speak them. The languages can be changed out while interfaced with a protocol droid or appropriate computer.

\n
\n

Surveillance Implant

\n

This augmentation replaces your face.

\n

This implant includes a headcomm with a scrambler that automatically encodes messages sent to a specified recipient commlink or receiver.

\n
\n

Survival And Surveillance Implant

\n

Prerequisite: 9th level

\n

This augmentation replaces your eyes and face.

\n

This implant contains several tools for long-term survival and reconnaissance. As a bonus action, you can activate one of the below modes that enable you to use several of these tools at once. Activating a different mode deactivates any currently active mode.

\n\n
\n

Swift Gait Attuner

\n

Prerequisite: 5th level

\n

Prerequisite: Celerity Leg Prothesis

\n

The Dexterity score of your Celerity Leg Prosthesis increases by 2. Additionally, you gain proficiency in Dexterity saving throws.

\n

You can choose this modification multiple times.

\n
\n

Vector Amplifier

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to melee tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Vector Rangefinder

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to ranged tech attack rolls. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
\n

Voice Synthesizer

\n

Prerequisite: 5th level

\n

This augmentation replaces your throat.

\n

This augmentation allows you to synthesize and perfectly mimic any voice that you have heard in the last month, and the synthesizer can translate verbal communications between up to 5 languages. The languages can be changed out while interfaced with a protocol droid or appropriate computer. Additionally, you can add your Intelligence modifier to any Charisma (Deception) check made to lie to another creature.

\n
\n

Weapon Integration

\n

This augmentation replaces a forearm.

\n

You can integrate a single weapon that weighs no more than 8 lb. into your forearm. While integrated, you can use a bonus action to hide or reveal the weapon, which can only be used while revealed. While hidden, the weapon has the hidden property. While revealed, the weapon has the fixed property.

\n

You can choose this modification multiple times.

\n
\n

Withercasting Inhibitor

\n

Prerequisite: 5th level

\n

While using your body as a tech focus, you gain a +1 bonus to the tech save DC of powers you cast that requires a Wisdom or Charisma saving throw. This bonus increases to +2 at 9th level and +3 at 13th level.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"tbHaX0KFQ8awqRGN","name":"Evasion (Operative)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Operative: 7th level

\n

When you are subjected to an effect 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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[{"_id":"f8r9A0g0wgAVGRnr","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"flags.midi-qol.superSaver.dex","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","label":"Evasion","tint":"","transfer":true}]} +{"_id":"tk7nQSyaZa5kneO6","name":"Piloting's Exploit - Spin","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"u07a2ZXQlokyBClQ","name":"Shadow Strike","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"u6LYZxy7ZKsD0LY5","name":"Modified Tinkercannon","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to enhance your tinker’s implements with unstable science, modifying them into a harness with a cannon. Over the course of a long rest, you can modify your tinker’s implements to create a tinkercannon. You must have tinker’s implements in order to perform this modification.

\n

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

\n

Additionally, your tinkercannon come equipped with 4 overrides, and they gain more at higher levels, as shown in the Modification Slots column of the engineer table. Each time you trigger an Unstable 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 each time you do so in excess of your proficiency bonus (resetting on a long rest) your maximum tech points is reduced by 1 until you complete a long rest. You regain all expended overrides when you complete a long rest.

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

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"u7MxfRLGGRYAy04z","name":"Vigilant Defender","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"uAE6iG36liBaddaO","name":"Force Resistance","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"uGPz2W0KIQ4Xk6xv","name":"Aura of Conviction","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You and friendly creatures within 5 feet of you have advantage on saving throws against effects that would cause you to be charmed or frightened.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"_id":"uIOP1xHouOlyDym1","name":"Mentor's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level

\n

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"uITFuPS25GwkJnV6","name":"Lunging Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"3ofwicyA3h1jv28F","flags":{"dae":{"stackable":false,"specialDuration":["1Attack"],"transfer":false}},"changes":[{"key":"data.bonuses.mwak.damage","value":"+@damage","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Lunging Attack","tint":"","transfer":false}]} +{"_id":"uQxumZPsh5sK9v2Q","name":"Nature's Exploit - Emulate Predator","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

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.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"uVj65irpjyXXnU6M","name":"Special Ammunition","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn ammunition enhancements that are fueled by amplified shots to unleash special enhanced effects.

\n

AMMUNITION ENHANCEMENTS

\n

You know two ammunition enhancements of your choice, which are detailed under “Ammunition Enhancements” below, and you earn more at higher levels. Many ammunition enhancements boost an attack in some way. Once per turn when you fire a shot from a blaster as part of the Attack action, you can apply one of your Ammunition Enhancement options to that shot,

\n

You gain an additional Ammunition Enhancement option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

\n

Each time you learn new ammunition enhancements, you can also replace one ammunition enhancement you know with a different one.

\n

AMPLIFIED SHOTS

\n

You have two amplified shots, which you use to activate your ammunition enhancements. An amplified shot is expended when you use it. When you fire an amplified shot, your weapon is treated as enhanced for overcoming resistance and immunity to unenhanced attacks and damage. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You regain all of your amplified shots when you finish a short or long rest.

\n

SAVING THROWS

\n

Some of your ammunition enhancements require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

\n
\n

Ammunition save DC = 8 + your proficiency bonus + your Dexterity modifier

\n
\n

AMMUNITION ENHANCEMENTS

\n

The ammunition enhancements are presented in alphabetical order.

\n
\n
\n

CARBONITE SHOT

\n

When this shot strikes its target, shards of carbonite wrap around the target. The creature hit by the shot takes an extra 2d6 cold damage, it gains 1 slowed level, and it takes 2d6 kinetic damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the carbonite with a successful Strength (Athletics) check against your Special Ammunition save DC. Otherwise, the carbonite lasts for 1 minute or until you use this option again.

\n

The cold damage and kinetic damage both increase to 4d6 when you reach 18th level in this class.

\n
\n

COERCING SHOT

\n

You enhance your shot with chemicals that confuse the target. The creature hit by the shot takes an extra 2d6 poison damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

EXPLOSIVE SHOT

\n

You fire a shot set to explode on impact. The shot detonates after your attack. Immediately after the shot hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage each.

\n

The fire damage increases to 4d6 when you reach 18th level in this class.

\n
\n

HALLUCINOGEN SHOT

\n

You enhance your shot with hallucinogenic chemicals. The creature hit by the shot takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

\n

The psychic damage increases to 4d6 when you reach 18th level in this class.

\n
\n

PIERCING SHOT

\n

You enhance your shot with armor-piercing properties. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The shot passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus an extra 1d6 damage of the weapon’s type. On a successful save, a target takes half as much damage.

\n

The extra damage increases to 2d6 when you reach 18th level in this class.

\n
\n

QUELL SHOT

\n

You fire a shot enhanced with a debilitating poison. The creature hit by the shot takes an extra 2d6 poison damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

\n

The poison damage increases to 4d6 when you reach 18th level in this class.

\n
\n

SEEKING SHOT

\n

You apply a tracing signal to your shot. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the shot to travel to the target, the target must make a Dexterity saving throw. Otherwise, the shot disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the shot, plus an extra 1d6 kinetic damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

\n

The kinetic damage increases to 2d6 when you reach 18th level in this class.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"uXm28JTQwru6y0tj","name":"Explosive Charge","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you learn to create a number of small explosives known as charges. Over the course of a short or long rest, you can create a number of charges equal to your Intelligence modifier. You must have a demolitions kit in order to create these charges. Your charges can only be used by you, and they lose their potency at the end of your next short or long rest.

\n

Once per turn, when you would make a ranged weapon attack, you can instead throw one of your charges. Your charges have a range equal to 30 feet + your Strength modifier x 5. You can throw a charge at a point you can see within range. Each creature within 5 feet must make a Dexterity sav-ing throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d4 + your Intelligence modifier kinetic damage on a failed save, or half as much on a successful one.

\n

The damage of your charges increases to 3d4 at 7th level and 4d4 at 15th level.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"ubfF7LaQ2HdTQKx9","name":"Learner's Exploit","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in a skill and a tool, or two tools.

\n

You can select this exploit multiple times, each time choosing a new skill and a tool, or two new tools.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/OPRT-Passive.webp","effects":[]} {"_id":"ueVZJoMfvAMrL0xc","name":"Goading Attack","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

\n
\n
\n

To support full damage on save in midi-qoi set Check Spell Text to true, otherwise the save will apply to the damage as well as the effect.

\n
\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4",""]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"str"},"className":"","recharge":{"value":null,"charged":false},"requirements":"Maneuver"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"JZVM9WpHdibWdv42","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":1,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Goaded","tint":"","transfer":false}]} {"_id":"uiG3g9c7gdpYNrD0","name":"Redirect","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

By 15th level, when you would be affected by a weapon or force power that requires a Dexterity saving throw or attack roll and would affect only you, you can use your reaction to redirect that power to another target within 30 feet. If the weapon or power required a melee or ranged attack, make a melee or ranged force attack against the new target, as appropriate. If it required a Dexterity saving throw, the new target must make a Dexterity saving throw against your universal force save DC.

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Techcasting Secrets (Guardian: Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 3rd level

\n

You have learned to blend your technological aptitude with the Force. Choose two tech powers of no higher level than your Max Power Level, as shown in the guardian table. The chosen powers count as both universal force powers and tech powers for you, but are not included in the number in the Powers Known column of the guardian table.

\n

You learn two additional powers at 5th, 9th, 13th, and 17th level. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power of no higher level than your Max Power Level.

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"umCqTGZ1GTQAmX3S"} {"_id":"utG47h4qqKWblu3A","name":"Adaptive Barrier (Engineer: Gadgeteer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"v1GPZX7JZ4lh2Bhy","name":"Improved Decoys","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"v4CZJ8LBMl5PYZCO","name":"Fyrnock's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":7.5,"width":null,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":"1","per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["@mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":"","recharge":{"value":null,"charged":false}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Bonus.webp","effects":[]} {"_id":"vABtgK0Jau0b6cTl","name":"Tell Me the Odds","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting at 9th level, if the target of your Critical Analysis hits you with a weapon attack roll, you can use your reaction to roll a d8. On a 4 or higher, you impose disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once (your choice).

\n

This die increases to d10 at 13th level and d12 at 17th level.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"vIBCNYhk5Z7GWVyL","name":"Fire As One","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"_id":"vLTVWcYw3cnW56OW","name":"Ability Score Improvement (Monk, Operative)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} +{"name":"Channel the Force (Aqinos)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Aqinos Form: 7th level

\n

You learn your choice of the Cause Harm or Lend Aid Channel the Force options, and when you use either of these options, you gain additional benefits.

\n
\n
\n

Cause Harm

\n

You can choose to deal ion damage instead of necrotic.

\n
\n

Lend Aid

\n

Droids and constructs are now valid targets.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-ARCH-Passive.webp","effects":[],"_id":"vPTkjP0U9muCFQkf"} {"_id":"vd1BMUHvQoWbo2j6","name":"Form Basics (Vonil/Ishu)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

When you choose this form as your focus at 3rd level, you learn the basics of the chosen form. You gain the Vonil/Ishu lightsaber form, detailed in the Lightsaber Forms section of the Customization Options document for Expanded Content. If you already know this form, you can instead choose another lightsaber form. You can’t take a lightsaber form option more than once, even if you later get to choose again.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"vh8gpSCT41sZMONL","name":"Kinetic Bastion","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"vjAOfKzmrVFcwYTh","name":"Adaptive Barrier","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -769,6 +848,7 @@ {"_id":"wAKt9PO3BZLziVzj","name":"Disruptive Shock","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"wBdYcwBoZm5KFnSn","name":"Purity of Body","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 13th level

\n

Your are immune to disease and poison and resistant to poison damage.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 13"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"N98ZOr9Yj3gJNiNJ","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.traits.ci.value","value":"diseased","mode":2,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":2,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Purity of Body","tint":"","transfer":true}]} {"_id":"wIHplALcnef15uBd","name":"Bonus Proficiencies (Fighter: Tactical)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency with one type of artisan’s implements of your choice.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} +{"_id":"wJqNvAh5jroqKZWd","name":"New Item","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"wR9uAGEnSdKoVvYo","name":"Epicenter","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 14th level, as a reaction when you take damage from a creature within 15 feet of you that you can see, you can use one of your mixtures. The effects of the mixture release in a 15-foot-radius sphere centered on you, and if the mixture requires a saving throw, you automatically succeed on it. Additionally, the affected area is difficult terrain to creatures other than you until the end of your next turn.

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"reaction","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"wfigLmIQg03vIbxP","name":"Dynamic Attachment","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"wgEc1fPVzUOOLiY7","name":"Creative Destruction","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -781,7 +861,7 @@ {"_id":"xFgXRg2qF3SlvNfF","name":"Sentinel Ideals","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 2nd level, you adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailedbelow. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.

\n

You can manifest your ideals twice. You gain an additional use at 9th and 17th level. You regain all expended uses when you finish a long rest.

\n
\n

SENTINEL IDEALS

\n

The ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.

\n
\n
\n

IDEAL OF THE AGILE

\n

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.

\n
\n

IDEAL OF THE ARTISAN

\n

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one) to any check you make that doesn’t already include that modifier.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.

\n
\n

IDEAL OF THE CONTENDER

\n

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.

\n
\n

IDEAL OF THE FIGHTER

\n

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

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.

\n
\n

IDEAL OF THE HUNTER

\n

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.

\n
\n

IDEAL OF THE STEADFAST

\n

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your 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.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.

\n
\n

IDEAL OF THE TITAN

\n

You gain proficiency in medium armor.

\n

Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.

\n
\n

IDEAL OF THE TRANQUIL

\n

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (rounded up, your choice, minimum of one).

\n
\n

IDEAL OF THE VIGOROUS

\n

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.

\n

Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xLWuR3Z2WROW7Ggm","name":"Placed Shots","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you perfect the art of placing distant shots for maximum effectiveness in debilitating and controlling your enemies. When you deal Sneak Attack damage to a creature, you may choose to forgo two of your Sneak Attack dice to make the attack a placed shot.

\n

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

\n
\n

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

\n
\n
\n

DISARMING SHOT

\n

You attempt to disarm a creature with your attack. The target must succeed on a Strength saving throw or be forced to drop one item of your choice that it’s holding. The object lands at its feet.

\n
\n

PENETRATING SHOT

\n

You attempt to damage another target with the same attack. Choose a second target within 15 feet of and directly behind your initial target. If the original attack roll would hit the second target, it takes two dice worth of Sneak Attack damage.

\n

The damage is of the same type dealt by the original attack.

\n
\n

SUPPRESSIVE SHOT

\n

You attempt to pin the target to its location. The target must succeed on a Wisdom saving throw or be frightened of you until the end of its next turn.

\n
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xLmHLKF5gZn3nX0n","name":"Living Current","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} -{"name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[],"_id":"xMszYyTbAZkoKBY1"} +{"_id":"xMszYyTbAZkoKBY1","name":"Vow of The Mortal","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can use Constitution instead of Wisdom or Charisma when determining your Unarmored Defense.

\n

 

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Vow"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[]} {"_id":"xWOwi6l4lIQ33Qi0","name":"Fighting Mastery","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Fighter: 3rd level
You’ve mastered a particular style of fighting. Choose one of the Fighting Mastery options, detailed in Chapter 6.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[]} {"_id":"xdWQ4OuCVA0ZPS3U","name":"Discoveries (Explorer)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n
\n
\n

COVER ADEPT

\n

Prerequisite: 12th level
You treat one-quarter cover as half cover, half cover as three-quarters cover, and three-quarters cover as full cover. Additionally, while you are in cover, Dexterity (Stealth) checks you make gain a bonus equal to your Intelligence modifier (minimum of +1).

\n
\n

DUNGEON EXPLORER

\n

You have advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks to locate any secret doors or traps, and you have resistance to damage dealt by traps.

\n

In addition, you can use your Sage Advice feature to teach friendly creatures about various types of traps, following the same rules of that feature. When you do so, the chosen creatures have resistance to damage dealt by traps.

\n
\n

GALACTIC EXPLORER

\n

Prerequisite: 9th level
When you make a Piloting (Intelligence) skill check and may add your proficiency bonus to the check, treat any roll of 9 or lower as if you had rolled a 10.

\n
\n

GRAPPLING HUNTER

\n

Prerequisite: 5th level
Attack rolls that you make against creatures that you are grappling have advantage.

\n
\n

HIGH GROUND

\n

Prerequisite: 5th level
Once per turn, when you or a friendly creature hits a creature that is a target of your Critical Analysis feature, it takes additional damage equal to your half Intelligence modifier (minimum of +1).

\n
\n

NO STONE LEFT UNTURNED

\n

When you make a Wisdom (Perception) or Investigation (Intelligence) check to find a hidden creature that is inside the area that is targeted by your Critical Analysis feature, you do so with advantage.

\n
\n

VERSATILE EXPLORER

\n

You can hold your breath twice as long as you are normally able to, and take half as much damage from fall damage.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xkGpjUxmL8wQYEW9","name":"Master Duelist","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -790,6 +870,7 @@ {"_id":"xyLkSZxNcvNJ2Wxm","name":"Back Blast","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"xzRNHB2M2HdOZzr7","name":"Fuel the Rampage","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"y4La6YmQxB9QOoQQ","name":"Unarmored Defense (Fighter: Blademaster)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"icons/svg/mystery-man.svg","effects":[]} +{"name":"Evasive Footwork (Maneuver)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"special","cost":null,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","midi-none"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{"dae":{"activeEquipped":false,"alwaysActive":false},"midi-qol":{"onUseMacroName":""}},"img":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","effects":[{"_id":"aXAuv80xH4fyilcx","flags":{"dae":{"stackable":false,"specialDuration":["None"],"transfer":false}},"changes":[{"key":"data.attributes.ac.value","value":"@damage","mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":1,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/FGTR-Passive.webp","label":"Evasive Footwork","tint":"","transfer":false}],"_id":"y6H4SiGEZcbILwzs"} {"_id":"y6sNfiGJFAddwfcb","name":"Mutagenic Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, while you are the target of your Critical Analysis feature, you can add half your Intelligence modifier (rounded down, minimum of one) to any saving throw you make that doesn’t already include that modifier.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"yDmXVFAILTKe2ET5","name":"Psychometric Analysis","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Starting 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.

\n

Additionally, 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.

\n

You 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.

","chat":"","unidentified":""},"source":"EC","activation":{"type":"special","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":4,"max":4,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"yGC9VzT840qQWxca","name":"Rancor's Instinct","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"classfeature","data":{"description":{"value":"

Prerequisite: 13th level
While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"requirements":""},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Class%20Features/BSKR-Passive.webp","effects":[]} @@ -808,6 +889,7 @@ {"_id":"zNvb5e1XZ8ItSe75","name":"Bonus Proficiencies (Scout: Bulwark)","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

You gain proficiency in heavy armor.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zRddQYFsypuRfneH","name":"Elemental Attunement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: Kro Var Order: 3rd, 11th, and 17th level

\n

You gain the ability to bend the elements to your will. As an action, you can manipulate these forces to create one of the following effects of your choice at a space within 10 feet of you:

\n\n

This range increases to 30 feet at 11th level and 60 feet at 17th level.

\n

Additionally, as a bonus action on your turn, you can spend 1 focus point to conjure a weapon made of one of the four elements—air, earth, fire, or water—which lasts for 1 minute. Your weapon takes an appearance of your choice, it can only be used by you, and you can't be disarmed of it while you are conscious. You are proficient in this weapon, which counts as a monk weapon for you and uses your Martial Arts die for its damage rolls. You can only have one of these weapons at a time, and if you summon a new one the old one immediately disappears.

\n
\n
\n

Air

\n

Your whistling weapon has the thrown property with a range of 20/60 and deals sonic damage on a hit. Additionally, when you hit a creature with the weapon, it is deafened until the end of its next turn.

\n
\n

Earth

\n

Your earthen weapon takes the form of stone and deals kinetic damage on a hit. Additionally, when you hit a creature with it, you can force the target to make a Strength saving throw. On a failed save, the target is pushed back 5 feet. Lastly, while active, you can use Strength instead of Dexterity when determining your AC, as long as it doesn't already include that modifier.

\n
\n

Fire

\n

Your flaming weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet, deals fire damage, and when you hit a creature with it, the creature takes additional damage equal to half your Wisdom or Charisma modifier (your choice, rounded up, minimum of one).

\n
\n

Water

\n

Your watery weapon has the reach property, deals cold damage on a hit, and you can use your Wisdom or Charisma modifier (your choice) instead of Dexterity or Strength for its attack and damage rolls. You must use the same modifier for both rolls. Additionally, when you would make a melee weapon attack, you can instead use your weapon to wet a 5-foot square within your weapon's reach. The affected area is difficult terrain. Each creature who starts its turn in the square or enters it for the first time must make a Dexterity saving throw, falling prone on a failed save.

\n
","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false},"requirements":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zU1hee9wvzwxhE2m","name":"Aura of Protection","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

Whenever a creature within 5 feet of you takes damage, you can use your reaction to take that damage instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

\n

The range of your auras increases to 15 feet at 9th level and 30 feet at 17th level

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/GRDN-Passive.webp","effects":[]} +{"name":"Universal Language (Discovery)","permission":{"default":0,"s2rjv4MJWWDF4RjH":3},"type":"classfeature","data":{"description":{"value":"

You can communicate simple ideas with any creature with an Intelligence score of 6 or higher through basic expressions and gestures.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/SCLR-Passive.webp","effects":[],"_id":"zYYxytoaE8BMNUlg"} {"_id":"zZz07JN0gA6nsAPa","name":"Focused Rage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Also at 3rd level, you hone your rage to a razor sharp focus. While raging, when you make a melee weapon attack using Dexterity, you add your rage damage to the damage roll. Additionally, you can use your Reckless Attack feature to give you advantage on melee weapon attacks using Dexterity during your turn.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zb4QnZTseq74tpHT","name":"Protector","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":""},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zbCDtd1DzA3bhJwV","name":"Nature's Vigor","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, you’ve learned to attune your senses with nature. If you spend at least 1 minute meditating while in nature, you gain the following benefits for 1 hour:

\n\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"sr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} @@ -817,3 +899,4 @@ {"_id":"zxw8tBx6Z30RKyLr","name":"Rampage","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 6th level, while raging, when you deal damage with a blaster with which you are proficient, and you added your Strength modifier to the damage roll, you can use a bonus action to move up to half your speed towards your target. You must end this movement closer to your target than you started. If you end this movement within 5 feet of your target, you can make one melee weapon attack with your blaster as a part of this bonus action.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} {"_id":"zzbwoqUNCb6U0lRK","name":"Unarmored Movement","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

Monk: 3rd and 9th level

\n

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Unarmored Movement column of the monk table.

\n

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelUnarmored Movement
1st-
2nd-
3rd+10 ft.
4th+10 ft.
5th+15 ft.
6th+15 ft.
7th+15 ft.
8th+15 ft.
9th+20 ft.
10th+20 ft.
11th+20 ft.
12th+20 ft.
13th+25 ft.
14th+25 ft.
15th+25 ft.
16th+25 ft.
17th+30 ft.
18th+30 ft.
19th+30 ft.
20th+30 ft.
","chat":"","unidentified":""},"source":"PHB","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","requirements":"Monk 3"},"flags":{},"img":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","effects":[{"_id":"vumU4CBYhXcV5ZZH","flags":{"dae":{"stackable":false,"specialDuration":[],"macroRepeat":"none","transfer":true}},"changes":[{"key":"data.attributes.movement.walk","value":10,"mode":2,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Class%20Features/MNK-Passive.webp","label":"Unarmored Movement","tint":"","transfer":true}]} {"_id":"zztRtikqjZ4bFjV0","name":"Invasive Presence","permission":{"default":0,"lwoKvFakziGOHjXS":3},"type":"classfeature","data":{"description":{"value":"

At 7th level, your spirit can invade another creature’s being. As an action, your spirit can touch a creature within 5 feet of it, forcing it to make a Wisdom saving throw against your universal force save DC. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

\n

On a failed save, your spirit moves into that creatures space, inhabiting its body, for 1 minute. The affected creature has disadvantage on the first attack roll, ability check, or saving throw it makes each turn. At the end of each its turns, the creature repeats this save. On a success, it repels the spirit from its body, and it becomes immune to this feature for 24 hours.

\n

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

\n

 

","chat":"","unidentified":""},"source":"EC","activation":{"type":"action","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"lr"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"className":"","recharge":{"value":null,"charged":false}},"flags":{},"img":"icons/svg/mystery-man.svg","effects":[]} + diff --git a/packs/packs/conditions.db b/packs/packs/conditions.db new file mode 100644 index 00000000..4e36da57 --- /dev/null +++ b/packs/packs/conditions.db @@ -0,0 +1,19 @@ +{"_id":"4P3Bqv1A4gl4nmjT","name":"Grappled","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.P6qwaMJpP29U6R0V"}},"content":"

GRAPPLED

\n","img":"icons/svg/anchor.svg"} +{"_id":"AgzA2uBZT6wm3xIY","name":"Petrified","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.rKuhg6DcmwogFTOw"}},"content":"

PETRIFIED

\n","img":"icons/svg/statue.svg"} +{"_id":"BTRaEXUjZCg0r8x0","name":"Charmed","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.lu8f1Mo6SD5PsGGp"}},"content":"

CHARMED

\n","img":"icons/svg/daze.svg"} +{"_id":"CEu7a0W2CutOwG60","name":"Blinded","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.G5kR7stEvV7YNsu9"}},"content":"

BLINDED

\n","img":"icons/svg/blind.svg"} +{"_id":"HA54CRhrX8Mesf0u","name":"Paralysed","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.FYKG10YlJtUjpmO0"}},"content":"

PARALYZED

\n","img":"icons/svg/paralysis.svg"} +{"_id":"LdQcXlpeHBUhrszL","name":"Exhaustion","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.H2ghFvne6x16M05l"}},"content":"

EXHAUSTION

\n

Some special abilities and environmental hazards, and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

\n

 

\n
Exhaustion Level
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelEffect
1Disadvantage on ability checks
21 slowed level
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
54 slowed levels
6Death
\n

If an already exhausted creature suffers another effect that causes exhaustion, its current exhaustion level increases by the amount specified in the effect’s description.

\n

A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has 1 slowed level and has disadvantage on ability checks.

\n

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

\n

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

","img":"icons/svg/downgrade.svg"} +{"_id":"OoxezC42ZN84JIW9","name":"Poisoned","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.Xazl9wYHyWXzgYEs"}},"content":"

POISONED

\n","img":"icons/svg/poison.svg"} +{"_id":"QP60KPXDnCPckDY7","name":"Stunned","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.gd4IoCvxYy57uhfZ"}},"content":"

STUNNED

\n","img":"icons/svg/stoned.svg"} +{"_id":"SCQd5S60spYMfZe1","name":"Frightened","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.NG1JUHhKcNZX46h1"}},"content":"

FRIGHTENED

\n","img":"icons/svg/terror.svg"} +{"_id":"TySFmuqCpRebYtQX","name":"APPENDIX A: CONDITIONS","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.5DfgP7OHzTTRzxTD"}},"content":"

APPENDIX A: CONDITIONS

\n

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a power, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

\n

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

\n

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

\n

The following definitions specify what happens to a creature while it is subjected to a condition.

\n

BLINDED

\n\n

CHARMED

\n\n

DEAFENED

\n\n

DISEASED

\n\n

EXHAUSTION

\n

Some special abilities and environmental hazards, and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

\n
Exhaustion Level
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelEffect
1Disadvantage on ability checks
21 slowed level
3Disadvantage on attack rolls and saving throws
4Hit point maximum halved
54 slowed levels
6Death
\n

If an already exhausted creature suffers another effect that causes exhaustion, its current exhaustion level increases by the amount specified in the effect’s description.

\n

A creature suffers the effect of its current exhaustion level as well as all lower levels. For example, a creature suffering level 2 exhaustion has 1 slowed level and has disadvantage on ability checks.

\n

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

\n

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

\n

FRIGHTENED

\n\n

GRAPPLED

\n\n

INCAPACITATED

\n\n

INVISIBLE

\n\n

PARALYZED

\n\n

PETRIFIED

\n\n

POISONED

\n\n

PRONE

\n\n

RESTRAINED

\n\n

SHOCKED

\n\n

SLOWED

\n

Some abilities, effects, and hazards can lead to a special condition called slowed. Slowed is measured in four levels. An effect can give a creature one or more levels of slowed, as specified in the effect’s description.

\n
Slowed Level
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelEffect
1Speed reduced by 15 feet
2Speed reduced by 25 feet
3Speed reduced by 30 feet
4Speed reduced to 0, and can’t benefit from any bonus to speed
\n

If an already slowed creature suffers another effect that causes it to be slowed, its current slowed level increases by the amount specified in the effect’s description.

\n

An effect that removes slowed reduces its level as specified in the effect’s description, with all slowed effects ending if a creature’s slowed level is reduced below 1.

\n

STUNNED

\n\n

UNCONSCIOUS

\n"} +{"_id":"a3oFYC4bVAc0BLM0","name":"Shocked","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.sFyY7URJkJDCoEwk"}},"content":"

SHOCKED

\n","img":"icons/svg/lightning.svg"} +{"_id":"cHEmUrSy7mBt71yb","name":"Prone","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.5d7Wf6BEYnGIDdXG"}},"content":"

PRONE

\n","img":"icons/svg/falling.svg"} +{"_id":"doeSC6jHd4M9v87s","name":"Slowed","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.oNZuDAsxOmECnaLq"}},"content":"

SLOWED

\n

Some abilities, effects, and hazards can lead to a special condition called slowed. Slowed is measured in four levels. An effect can give a creature one or more levels of slowed, as specified in the effect’s description.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LevelEffect
1Speed reduced by 15 feet
2Speed reduced by 25 feet
3Speed reduced by 30 feet
4Speed reduced to 0, and can’t benefit from any bonus to speed
\n

If an already slowed creature suffers another effect that causes it to be slowed, its current slowed level increases by the amount specified in the effect’s description.

\n

An effect that removes slowed reduces its level as specified in the effect’s description, with all slowed effects ending if a creature’s slowed level is reduced below 1.

","img":"icons/svg/down.svg"} +{"_id":"hnigIBLIkBPKAEXT","name":"Invisible","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.VYOyccqWTEnlr3wE"}},"content":"

INVISIBLE

\n","img":"icons/svg/eye.svg"} +{"_id":"mhD8N0E0ls0ipOxp","name":"Unconscious","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.mKBQ2hMAScOyTEls"}},"content":"

UNCONSCIOUS

\n","img":"icons/svg/unconscious.svg"} +{"_id":"qtizXJBk2pj1Inus","name":"Restrained","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.vblN947mHwycV7Nk"}},"content":"

RESTRAINED

\n","img":"icons/svg/net.svg"} +{"_id":"rv9oCb4kMLGEz9GW","name":"Incapacited","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.jjPZLTwt4VaqEMq3"}},"content":"

INCAPACITATED

\n","img":"icons/svg/trap.svg"} +{"_id":"xCaURmZKRSmkWsWb","name":"Deafened","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.MCcM06SUijj3OIwn"}},"content":"

DEAFENED

\n","img":"icons/svg/deaf.svg"} +{"_id":"ym1AmtadiULv8DrK","name":"Diseased","permission":{"default":0,"nmw6aXa7fQJXHYmz":3},"folder":"","flags":{"core":{"sourceId":"JournalEntry.AeEM4G7EhVNJ62A8"}},"content":"

DISEASED

\n","img":"icons/svg/biohazard.svg"} diff --git a/packs/packs/species.db b/packs/packs/species.db index 9c096ddc..22f37c48 100644 --- a/packs/packs/species.db +++ b/packs/packs/species.db @@ -19,6 +19,7 @@ {"_id":"CHsAcIeCOOtMpf3X","name":"Droid, Class IV","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"
\n

Players as Droids

\n

Work with your GM to determine if playing as a droid is appropriate for your campaign. Droids are impervious to many effects and vulnerable to others. If your GM approves this choice of species, work with them to determine your droids designation, name, and appearance. If you want to play a different type of droid, work with your GM to find traits to realize your character.

\n
\n

Appearance

\n

Class IV droids are typically human-like in both shape and size, though there are many advanced models (such as droidekas) that forgo this standardization. They are usually colored to match their affiliation, though personally owned class IV droids might not be. Certain models of class IV droids, such as the HK-series, are made to look like class III droids to disguise their martial nature.

\n

Utility

\n

Class IV droids are programmed for military and security purposes. Such droids tend to perform tasks of violence or combat might be expected. Almost all class IV droids carry weapons. Armed combat droids are among the first droids ever created. Security, gladiator, battle, and assassin droids are all class IV droids.

\n

Names

\n

Droids are typically called by their designation, given to them when they are created, or some affectation given to them by their owner. Often this affectation is a play on their designation.

\n

Occasionally, noteworthy droids will earn monikers based on their accomplishments.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Dexterity score increases by 1.

\n

Age. Droids don’t age, though they require maintenance to retain functionality.

\n

Alignment. Droids tend toward no particular alignment. The best and worst are found among them.

\n

Size. Class IV droids typically stand between 5 and 7 feet and weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Type. Your creature type is droid.

\n

Armor Integration. You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.

\n

Droid Resistances. You are resistant to necrotic, poison, and psychic damage, and are immune to poison and disease.

\n

Droid Systems. You do not need to eat or drink. Additionally, you no longer require a tech focus to cast tech powers.

\n

Droid Vulnerabilities. You are vulnerable to ion damage. Additionally, you have disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Force Insensitive. While droids can be manipulated by many force powers, they can not sense the Force. You can not use force powers or take levels in forcecasting classes.

\n

Maintenance Mode. Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.

\n

Martial Protocol. You have proficiency with light and medium armor as well as two simple or martial blasters or vibroweapons of your choice.

\n

Rapid Reconstruction. You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.

\n

Languages. You can speak, read, and write Galactic Basic and one language of your choice. You can understand spoken and written Binary, but you cannot speak it.

"},"skinColorOptions":{"value":""},"hairColorOptions":{"value":""},"eyeColorOptions":{"value":""},"distinctions":{"value":""},"colorScheme":{"value":"Varies"},"droidDistinctions":{"value":"Variable size, combat-designed nature, often humanoid"},"heightAverage":{"value":"5'2\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":""},"slanguage":{"value":""},"manufacturer":{"value":"Holowan Mechanicals, Uxiol Droid Manufacturing"},"droidLanguage":{"value":"Galactic Basic"},"source":"PHB"},"flags":{"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","effects":[{"_id":"yyg9z15jh6tMBTrg","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":20},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"poison","mode":0,"priority":20},{"key":"data.traits.dr.value","value":"psychic","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"diseased","mode":0,"priority":20},{"key":"data.traits.ci.value","value":"poisoned","mode":0,"priority":20},{"key":"data.traits.dv.value","value":"ion","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"lgt","mode":0,"priority":20},{"key":"data.traits.armorProf.value","value":"med","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"binary","mode":0,"priority":20},{"key":"data.details.species","value":"Droid, Class IV","mode":5,"priority":20},{"key":"flags.sw5e.forceInsensitive","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maintenanceMode","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.rapidReconstruction","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Droid%20Class%20IV.webp","label":"Droid, Class IV","tint":"","transfer":true}]} {"_id":"CZUVxgj9fFo6Gx2j","name":"Squib","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Squibs are small, sentient, humanoid mammals with both rodent and canine characteristics. Their pink skin is covered in fur that offers some protection from cold weather, but, more importantly, it serves as an olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as penetrating through a disguise or identifying a forgery—when rubbed against. The species has both male and female sexes, although non-Squibs often have difficulty determining the sex of a Squib based on appearance alone. Their mouths are full of forbidding, sharp, white teeth, and their flexible cheeks were capable of storing items.

\n

Society and Culture

\n

Squibs are friendly and cheerful to such an extent that, over time, they are considered quite annoying. Squibs are inherently curious, handling items with literal regard to care. They are unabashed pack rats, and they wear clothing for the excess storage rather than necessity. The Squibs' overconfidence is a defining trait. The typical Squib response to a threat is not to fight or flee, but to bluff and bluster, especially when not face-to-face. In person, their sharp teeth are their favored means of intimidation. Squibs believe that bargaining is the highest form of communication, and they believe haggling is more important than the goods themselves. A deal is a binding oath to Squibs, and they are incredibly loyal to their business partners.

\n

Names

\n

Squibs combine their first and last names, which are familial, into one long, hyphenated name. They often go by nicknames derived from their full names. Male and female names do not significantly deviate.

\n

  Full Names. Galaneever-marmalios, Meelawin-demort, Sleerinwilpher-remalior

\n

  Nicknames. Galan, Meela, Wilpher

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Squibs reach adulthood at nine years of age and live an average of sixty-five years.

Alignment. Squibs' cheerful nature causes them to tend toward the light side, though there are exceptions.

Size. Squibs typically stand 3 to 3 and a half feet tall and weigh around 50 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Bite. Your sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal kinetic damage equal to 1d4 + your Strength modifier.

Business Savvy. A common trait of all Squibs is their desire and love of haggling. Squibs believe a deal is done when both sides believe they got the better of the other. Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.

Flexible Cheeks. Squibs have flexible cheeks in which they can store small goods. You can store up to two items that weigh a combined total of no more than 2 lb. in your cheeks, and you have advantage on Dexterity (Sleight of Hand) checks made to conceal them.

Hide. Your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Sensitive Fur. Squibs' fur is exceptionally sensitive to physical details. You have advantage on Intelligence (Investigation) checks that rely on touch.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Squibbian. The Squibbian language originated as a secret form of communication for Squibs to convey information without being understood.

"},"skinColorOptions":{"value":"Pink"},"hairColorOptions":{"value":"White, gray, black, brown, blue, violet, or red"},"eyeColorOptions":{"value":"Blue, yellow, red, or brown"},"distinctions":{"value":"Curious, overconfident, hagglers"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"45 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Skor II"},"slanguage":{"value":"Squibbian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Squib","mode":"=","targetSpecific":false,"id":1,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"squibbian","mode":"+","targetSpecific":false,"id":7,"itemId":"rEdpmBrVX96rCH12","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Squib.webp","effects":[{"_id":"JyXU6gNsxf6u3HUH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Squib","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"squibbian","mode":0,"priority":0},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.businessSavvy","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Squib.webp","label":"Squib","tint":"","transfer":true}]} {"_id":"Cz5JMLKTAIcmZIfu","name":"Miraluka","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Miraluka are a near-human species that differs from Humans in that they lack eyes, only retaining vestigial eye sockets, and perceive the environment around them through Force sight instead of regular vision. This vision is so strong that if a Miraluka looks upon a Jedi or Sith, they can \"see\" Force radiating off them. The strength of a Miraluka's connection to the Force varies by individual.

\n

Society and Culture

\n

Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. For social reasons, Miraluka hide their appearance by wearing a headband, a mask, or similar concealing headwear. In addition all Miraluka are very united by species. They call themselves \"brothers\" and are considered as members of a great family. As a Force-using species, Miraluka are often quite shocked if 'shown' life not connected to the Force. Many Miraluka worship two gods, Ashla and Bogan, through the philosophy of the Greater Force. They do not believe in good or evil, but were taught to accept both life and death. Miraluka Force-sensitives are an order of their own called the Luka Sene. Academic in atmosphere and culture, the Luka Sene focus primarily on developing the sense-related powers of their members. However, unlike the Jedi, Sith and other traditions, the Luka Sene does not dictate a member's personal life.

\n

Names

\n

Miraluka names are generally two syllables. Miraluka don't use surnames, as they believe they are one family.

\n

  Male Names. Aakih, Pafil, Rikhor, Vociif, Xuwuth

\n

  Female Names. Auchaod, Favom, Mucem, Wilierth

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Wisdom score increases by 2, and your Charisma score increases by 1.

\n

Age. Miraluka reach adulthood in their late teens and live less than a century.

\n

Alignment. Miraluka believe in balance and thus tend toward no particular alignment. The best and worst are found among them.

\n

Size. Miraluka typically stand 5 to 6 feet tall and generally weigh about 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Force Sensitive. You know the mind trick at-will Force power. When you reach 3rd level, you can cast the sanctuary Force power once per day. When you reach 5th level, you can also cast the Force confusion power once per day. Wisdom or Charisma (your choice) is your forcecasting ability for these powers.

\n

Force Sight. Miraluka perceive the environment around them through use of the Force. You are constantly under the effects of the force power Force sight, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Miralukese.

"},"skinColorOptions":{"value":"Pale to brown"},"hairColorOptions":{"value":"Black, brown, grey, or white"},"eyeColorOptions":{"value":"None"},"distinctions":{"value":"Lack of physical eyes, inherent Force sight"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Alpheridies"},"slanguage":{"value":"Miralukese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Miraluka","mode":"=","targetSpecific":false,"id":1,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.wis.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"miralukese","mode":"+","targetSpecific":false,"id":7,"itemId":"O3WefM3k3ZgfhQoe","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Miraluka.webp","effects":[{"_id":"8u9KvszXamdVwo8Y","flags":{"dae":{"transfer":true}},"changes":[{"key":"data.details.species","value":"Miraluka","mode":5,"priority":5},{"key":"data.abilities.wis.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"miralukese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Miraluka.webp","label":"Miraluka","tint":"","transfer":true}]} +{"_id":"Drv6Og0BoIcbLv4Z","name":"Baragwin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A hunchbacked species of sentient reptilians, the bipedal baragwin are easily recognized across the galaxy. Noted for their thick, wrinkled skin which can resist most physical attacks and their shuffling gait, the large-headed race have no obvious differences between male and female baragwin. An acute sense of smell gives the species enough sensitivity to detect another being's mood and feelings. This leads some of them into careers as big-game hunters, or even as bounty hunters. Due to their ponderous movement, many non-baragwin believe the race to be a dull-witted people while, in fact, they are quite intelligent. Despite this fact, the baragwin frequently keep this intelligence hidden, using the misconceptions of others to their own advantage.

\n

Society and Culture

\n

Baragwin culture, since it does not derive from a single homeworld, is highly dependent on a baragwin's planet of origin, with Tatooinian baragwin behaving quite differently from those from Denuhi-Eight. Baragwin generally have little prejudice, treating all other beings equally regardless of species, culture, or planetary origins; though criminal baragwin will exploit all beings equally instead. Baragwin settlements are generally small and anarchic, with short-term leaders selected by informal democratic processes. Baragwin are famous as skilled weapon-smiths and have introduced many different weapons to different worlds. Baragwin-made blasters and vibroblades are among the most powerful personal weapons in the galaxy.

\n

Names

\n

Baragwin have names with wide tones, spoken using the entire mouth, that don't differentiate by gender. Baragwin have familial surnames.

\n

  First Names. Dagel, Eskaul, Idalli, Migo

\n

  Surnames. Fadani, Igara, Kodrue, Wylbas

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

\n

Age. Baragwin reach adulthood in their late teens and live less than a century.

\n

Alignment. Baragwin tend toward no particular alignment. The best and worst are found among them.

\n

Size. Baragwin typically stand 5 to 7 feet tall and generally weigh about 200 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 25 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Hide. You have a thick hide. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier.

\n

Keen Smell. You have advantage on Wisdom (Perception) checks that involve smell.

\n

Natural Empathy. Baragwin's powerful sense of smell allows them to sense the emotions in those around them. You have advantage on Wisdom (Insight) checks to determine emotions against humanoids and beasts within 10 feet of you.

\n

Travelers. You have proficiency in the Survival skill.

\n

Weapon Developers. Baragwin are famous throughout the galaxy for their quality arms manufacturing. You have proficiency in two vibroweapons or blasters of your choice. Additionally, you have proficiency with armstech's implements or munitions kits.

\n

Languages. You can speak, read, and write Galactic Basic and Baragwinian. Baragwinian is a deep language with low rumbling vocalizations. The baragwin themselves, however, were not especially fond of this language. Most of them learned the languages used on whatever planet they were born, so Baragwinian was not very common. Baragwinian was still considered useful as a trade language, however.

"},"skinColorOptions":{"value":"Dark green to dark olive"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow or red"},"distinctions":{"value":"Hunchback, large heads, strong sense of smell"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Old Barag"},"slanguage":{"value":"Baragwinian"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.ZRDB9sYSPdGzZ6lP"}},"img":"systems/sw5e/packs/Icons/Species/Baragwin.webp","effects":[{"_id":"C7M9etD11dPHPBAr","flags":{"dae":{"stackable":false,"specialDuration":[],"transfer":true}},"changes":[{"key":"data.details.species","value":"Baragwin","mode":5,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":20},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":20},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Baragwinian","mode":0,"priority":20},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/HGTTG/Baragwin.webp","label":"Baragwin","tint":"","transfer":true}]} {"_id":"DvgR9Gq3sGjEsXKf","name":"Kaleesh","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Tusks protrud from a Kaleesh's upper jaw, and shorter ones jut from their chins. Kaleesh have large pointed ears and long nostrils that stretched close to their eyes. They have very keen olfactory sense and were able to produce pheromones. Most of their facial features are obscured behind the traditional masks they wear, and outsiders rarely see Kaleesh unmasked. They are known to practice polygyny, a form of polygamy, where a male courts multiple wives.

Society and Culture

Kaleesh society is divided into numerous autonomous tribes. War is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.\r\n\r\nThe Kaleesh are a spiritual people, believing that those who perform great deeds in life became gods in death; therefore, burial places are sacred to them. A large number of temples are devoted to their ancestor gods, the holiest of which was called Shrupak. \r\n\r\nAbesmi, a great monolith of stone in the Jenuwaa Sea, is the place the Kaleesh believed the gods ascended to the heavens. Pilgrims take the perilous voyage to Abesmi to beseech the gods.

Names

Male Kaleesh names are typically one syllable while female are two. Kaleesh surnames are tribal and often use two words.

  Male Names. Bir, Grost, Jick, Xygh, Yles

  Female Names. Dduzu, Glaglo, Runda, Yugdo, Zodey

  Surnames. Jal Greennath, Lij Jum, San Syrro,","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Kaleesh reach adulthood in their early teens and live to be about 80.

Alignment. Kaleesh tend toward no particular alignment. The best and worst are found among them.

Size. Kaleesh typically stand about five and a half feet tall and weigh about 140 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. The thermal pits under a Kaleesh's eyes grant darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Weapon Training. Kaleesh are adept hunters. You are proficient with the blaster carbine, vibroblade, vibropike, and, vibrospear.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Tracker. You have proficiency in the Survival skill. Additionally, you are considered to have expertise in Wisdom (Survival) checks made to track a creature if that creature has a scent.

Languages. You can speak, read, and write Galactic Basic and Kaleesh.

"},"skinColorOptions":{"value":"Orange, red, or yellow"},"hairColorOptions":{"value":"Black or brown"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bone masks, elongated ears, flat nose, tusks"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Kalee"},"slanguage":{"value":"Kaleesh"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kaleesh","mode":"=","targetSpecific":false,"id":1,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.traits.weaponProf.custom","value":"blaster carbine","mode":"+","targetSpecific":false,"id":7,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibroblade","mode":"+","targetSpecific":false,"id":8,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibropike","mode":"+","targetSpecific":false,"id":9,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibrospear","mode":"+","targetSpecific":false,"id":10,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":11,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":12,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kaleesh","mode":"+","targetSpecific":false,"id":13,"itemId":"LzYVLbkRHK1B3Bwt","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","effects":[{"_id":"uRB8h6A9A9SrsbWe","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Kaleesh","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.weaponProf.custom","value":"blaster carbine","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibroblade","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibropike","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibrospear","mode":0,"priority":0},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kaleesh","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kaleesh.webp","label":"Kaleesh","tint":"","transfer":true}]} {"_id":"EdqGPstDdQBKi178","name":"Ithorian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Ithorians have two mouths and four throats, allowing them to speak in stereo. Female Ithorians have two humps on the back of their head, while males have only one. They have glossy, usually brown flesh. Their reflexes and coordination are somewhat slower than that of average humanoids.\r\n\r\nIn addition to allowing them to speak their unique stereophonic language, the Ithorians' four throats also have the ability to violently expel air, resulting in a deafening and potentially concussive scream. Despite this fact, most Ithorians go their entire lives without ever resorting to violence, and so the ability remained relatively ambiguous.

Society and Culture

Ithorians worship the \"Mother Jungle,\" a spiritual entity embodying the lush, tropical ecology of their world, Ithor. They are generally devoted environmentalists, staunch herbivores, and complete pacifists, devoting much time to contemplating their ecology, studying plants and their uses and the overall respecting of all living things. Most Ithorians never set foot on their own planet, instead living in floating cities above their world called herdships. Only three of their continents have been explored and harvested, the other two never having been touched by Ithorian hands. They demonstrate extreme belief in the protection and sustaining of their environment as dictated by their \"Law of Life.\"

Names

Ithorian names are quite varied in length but most names are soft and melodic. They are often difficult to prounounce by other species, so many Ithorians adopt nicknames.

  Male Names. Del, Gizorthej, Pexxocl, Steorthibs

  Female Names. Binshe, Dhu'sha, Mul, Slosh, Vlo

  Surnames. Afleehl, Crukid, Tondand, Wamunn","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Ithorians reach adulthood in their late teens and live an average of 85 years.

Alignment. Ithorians tend toward the light side, though there are exceptions.

Size. Shorter Ithorians stand around 6 feet while taller reach over 7 and a half. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hold Breath. Ithorians have a great lung capacity and can hold their breath for up to 15 minutes at a time.

Sonic Resistance. Ithorians have resistance to sonic damage.

Sonic Scream. You can use your action to violently expell air in a 15-foot cone. When you do so, each creature in the area of the exhalation must make a Wisdom saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. A creature takes 2d6 sonic damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 5th level, 6d6 at 11th level, and 8d6 at 17th level. This ability has no effect on constructs.

Languages. You can speak, read, and Ithorese . You can understand spoken and written Galactic Basic, but your vocal cords do not allow you to speak it.

"},"skinColorOptions":{"value":"Brown, dark red or green"},"hairColorOptions":{"value":"Brown, gray, or white"},"eyeColorOptions":{"value":"Black or blue"},"distinctions":{"value":"Curved neck, two mouths, aural flaps, locomotion tubes, throat sack"},"heightAverage":{"value":"5'9\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"135 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ithor"},"slanguage":{"value":"Ithorese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Ithorian","mode":"=","targetSpecific":false,"id":1,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.dr.value","value":"Sonic","mode":"+","targetSpecific":false,"id":6,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"ithorese","mode":"+","targetSpecific":false,"id":8,"itemId":"WGW34NsYMSPzzQiU","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Ithorian.webp","effects":[{"_id":"JaGRpRTJPdMx0P4C","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Ithorian","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.traits.dr.value","value":"sonic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"ithorese","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Ithorian.webp","label":"Ithorian","tint":"","transfer":true}]} {"_id":"FNtH32TCapVTCDGZ","name":"Rodian","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The rodians are green-skinned humanoids from the planet Rodia. They possess distinctive faces: large, round, multifaceted eyes; tapir-like snouts; and a pair of saucer-shaped antennae on their heads, which served to detect vibrations. The flexible snouts augmented the rodians' finely tuned olfactory senses, collecting and filtering the air. Their characteristically large eyes indicated a primarily nocturnal ancestry and were capable of seeing into the infrared part of the spectrum. Due to their love of fighting and active lifestyles, most rodians kept in good condition, normally lean and wiry; however, some wealthy rodians became complacent and obese.

\n

Society and Culture

\n

Rodian culture is obsessed with violence and death, due to behaviors and practices that are ingrained since their earliest ancestry. Their densely packed jungle homeworld is ill-suited for agriculture, requiring rodians to compete with vicious predators for most of their food, some of which can wipe out entire rodian villages. As the rodians developed cunning hunting tactics to survive, the hunt became central to their culture. Eventually, having driven most of the other predators on the planet to near extinction, they began to hunt each other in various wars and gladiatorial contests.

\n

Names

\n

Female names tend to be longer than male names. Surnames are familial.

\n

  Male Names. Dagon, Dwedd, Gweym, Steech, Xeep

\n

  Female Names. Heebmu, Iissi, Teezle, Whunam

\n

  Surnames. Bluchosso, Encekserr, Gieeseaagg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

\n

Age. Rodians reach adulthood in their late teens and live less than a century.

\n

Alignment. Rodian culture's violent focus causes them to tend toward the dark side, though there are exceptions.

\n

Size. Rodians typically stand 5 to 6 feet tall and weigh 160 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Adept Climbers. You have a climbing speed of 30 feet.

\n

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Hunter. You are proficient in Survival and Stealth.

\n

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

\n

Languages. You can speak, read, and write Galactic Basic and Rodese. Rodians can communicate with each other using pheromones. Force-sensitives can detect this communication, though they can't understand it.

"},"skinColorOptions":{"value":"Blue, green, purple, turquoise, or yellow"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Blue, black, green, purple, or red"},"distinctions":{"value":"Large and round pupil-less eyes, snouts, pointed ears, antennae, scaled and usually green skin"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Rodia"},"slanguage":{"value":"Rodese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Rodian","mode":"=","targetSpecific":false,"id":1,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.climb","value":"30","mode":"=","targetSpecific":false,"id":6,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":7,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":9,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"rodese","mode":"+","targetSpecific":false,"id":11,"itemId":"GhiozA8Buw9TdeDD","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Rodian.webp","effects":[{"_id":"FUiWLoJwaDtoE4pp","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Rodian","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.movement.climb","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"rodese","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Rodian.webp","label":"Rodian","tint":"","transfer":true}]} @@ -86,6 +87,7 @@ {"_id":"mvwsQmcKyovWx7PA","name":"Duros","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The duros are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes are responsible for their sense of smell. Both females and males are bald, though both genders are easily distinguished. Their large red goggle-like eyes have slit pupils. Duros females lay eggs as they are descended from ancient reptiles, and they are born in a larval grub stage. Unlike similar species, the duros take care of their offspring from birth.

Society and Culture

Their home planet Duro is primarily uninhabited due to massive pollution on the world over time. Instead, it is covered with automated farms for food production. The duros live in twenty orbital space cities above the planet.

The duros also established a vast, grand starship construction industry in the Duro system. The duros set up their government around a consortium of starship construction corporations, with all important political decisions made by the stockholders of the corporations. This meant that any duros that held stock in a company could participate in the administration of the system.

With their strong memories, some duros also choose to become extraordinary storytellers, renowned galaxy-wide for their ability to learn a wide range of narratives by heart, and perform them all with stunning accuracy.

Names

Duros names are generally melodic, with female names having softer intonations. Surnames are familial.

  Male Names. Cir, Fod, Mom, Rur, Zim

  Female Names. Chochi, Fumsu, Kaleshef, Raada

  Surnames. Dektuks, Jimoks, Silt, Tuzig, Zhoks

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Duros reach adulthood in their 20s and live an average of 150 years.

Alignment. Duros tend toward no particular alignment. The best and worst are found among them.

Size. Duros stand around 6 feet tall and weigh around 160 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Galactic Traveler. You have proficiency in Lore.

Pilot. You have proficiency in Piloting.

Tech Resistance. Growing up around technology leaves an impact on duros. You have advantage on Dexterity and Intelligence saving throws against tech powers.

Languages. You can speak, read, and write Galactic Basic and Durese. Durese is a common interstellar tongue used by prominent spacers and traders.

"},"skinColorOptions":{"value":"Blue, green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red"},"distinctions":{"value":"Noseless, large red eyes, affinity for space travel"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"115 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Duro"},"slanguage":{"value":"Durese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Duros","mode":"=","targetSpecific":false,"id":1,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.dex.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.abilities.int.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"=","targetSpecific":false,"id":5,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.lor.value","value":"1","mode":"=","targetSpecific":false,"id":6,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Lore"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"=","targetSpecific":false,"id":7,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"durese","mode":"+","targetSpecific":false,"id":9,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":10,"itemId":"gMVVHc3sU9JU4i5I","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Duros.webp","effects":[{"_id":"sz5oR4T4w3PXpQR9","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Duros","mode":5,"priority":5},{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.int.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":5},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":5},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"durese","mode":0,"priority":0},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"flags.sw5e.techResistance","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Duros.webp","label":"Duros","tint":"","transfer":true}]} {"_id":"n2XpEBLlt24OcL4s","name":"Tusken","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

While Tuskens, also known as Tusken Raiders or Sand People, are easily recognizable by their full-body clothing, goggles, and mouth filters, little of their true physical appearance can be discerned. From birth, Tuskens are covered in wraps, and, barring very rare occasions, will not bare any part of their skin in sight of another person. This, combined with their hostility to outsiders and Tatooine's remote and arid nature, makes even study of Tusken corpses difficult.

Society and Culture

Tuskens are a primative, tribal race, mostly living in small clans scattered throughout Tatooine's deserts. Due to the harsh and unforgiving desert environment, Tusken clans are often xenophobic and territorial, but it is not unknown for them to adopt members of other species into the clan. They believe that all water is sacred and promised to them alone, and are infamous among the other residents of Tatooine for raiding and pillaging settlements and farms.\n\nTusken clans are usually very stratified, with males as hunters and warriors, while females and children maintain the camp. Tusken warriors hold their bond with their gaderffii weapons and Bantha mounts as sacred, and will choose death before relinquishing either.

Names

Tusken naming traditions vary between clans, but most are made up of harsh, guttural sounds. Tuskens do not use surnames.

  Male Names. Ur Ur, A'Koba, Qeruru'rr, Gr'Karr

  Female Names. K'Yark, Reirin, K'Orou, Ursarr'u","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Strength or Charisma score increases by 1.

\n

Age. Tuskens are considered adults when they turn 15. Because of the harsh and unforgiving climate of their home world, they rarely live longer than half a century.

\n

Alignment. Tusken culture's violent focus and disregard of those outside the tribe causes them to tend towards chaotic dark side, though there are exceptions.

\n

Size. Tusken stand between 5 and 6 feet tall and weigh around 155 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Animal Handler. You are proficient in Animal Handling.

\n

Intimidating Roar. Once per day, you can cast the fear Force power. Charisma is your forcecasting ability for this power.

\n

Survivors of the Sands. You are proficient in Survival. Additionally, you don't treat desert terrain as difficult terrain. Lastly, you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

\n

Tusken Weaponry. You have proficiency with the slugthrower and vibromace.

\n

Languages. You can speak, read, and write Galactic Basic and Tusken. Tusken is a guttural language characterized by its barks, growls, and roars. While Tuskens typically understand Galactic Basic, it is rare to hear them speak anything but Tusken.

"},"skinColorOptions":{"value":"Brown, gray, or tan"},"hairColorOptions":{"value":"Black"},"eyeColorOptions":{"value":"Pale gray or black"},"distinctions":{"value":"Full-body wrappings, goggles, mouth filter"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Tatooine"},"slanguage":{"value":"Tusken"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"PHB"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tusken","mode":"=","targetSpecific":false,"id":1,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ani.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Animal Handling"},{"modSpecKey":"data.skills.sur.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Skills Survival"},{"modSpecKey":"data.traits.weaponProf.custom","value":"slugthrower","mode":"+","targetSpecific":false,"id":8,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.weaponProf.custom","value":"vibromace","mode":"+","targetSpecific":false,"id":9,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[],"label":"Traits Weapon Prof. Custom"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"tusken","mode":"+","targetSpecific":false,"id":11,"itemId":"LuotAfzq9MwApi8u","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Tusken.webp","effects":[{"_id":"bwSDTAnMbEikuqSv","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Tusken","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ani.value","value":1,"mode":4,"priority":20},{"key":"data.skills.sur.value","value":1,"mode":4,"priority":20},{"key":"data.traits.weaponProf.custom","value":"slugthrower","mode":0,"priority":0},{"key":"data.traits.weaponProf.custom","value":"vibromace","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"tusken","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tusken.webp","label":"Tusken","tint":"","transfer":true}]} {"_id":"nE757Ni2nOiRShTz","name":"Givin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

The Givin are a species of white-skinned, hairless humanoids who are quite frequently likened to animated skeletons. Their facial features include many sharp downward angles, large triangular eye sockets, and sloped-up brows that meet together in the middle, lending them an appearance of permanent anguish. Because of the harsh environment of their homeworld, the Givins' organs are sealed against atmospheric exposure; thanks to this complex system, they can survive for about a day in a vacuum.

Society and Culture

In order to survive their homeworld's lunar tides, the Givin became extremely adept at calculating the trajectory of their celestial bodies. Over the ages, Givin have become so skilled at celestial navigation that they are able to calculate hyperspace jumps in their heads. As such, mathematics have become a cornerstone of Givin society. Two Givin will often greet each other by exchanging complex equations for the other to solve.\r\n\r\nDue to their profound mathematical ability, Givin are skilled starship builders and astrogators. They create some of the most impressive, complex, and sleek ships in the galaxy. However, they frequently build their ships without the presence of a navcomputer or pressurization system, and so their buyers have to add these system in the starship aftermarket.

Names

Givin names are often derived by parents from favored mathematical equations. Male and female names do not significantly differ. Surnames are familial.

  First Names. Daggibus, Lersia, Na-Soth, Nisil, Sladru

  Surnames. Alarin, Nalas, Narth, Larr, Scoritoles","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. Givin reach adulthood in their early teens and live about 80 years.

Alignment. Givins believe power and respect are earned rather than expected, causing them to tend towards balanced alignments, though there are exceptions.

Size. Givin typically stand around 6 feet tall and weigh 150 lb. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Hardened Exterior. You have a tough, bony exterior. While you are unarmored or wearing light armor, your AC is 13 + your Dexterity modifier.

Mathematical Savants. Whenever you make an Intelligence (Technology) check involving mathematics, you are considered to have expertise in the Technology skill.

Stargazer. You have proficiency in Piloting and Technology.

Vacuum Sealed. You can survive for one day within the vacuum of space. You still require oxygen to breathe. You have resistance to cold damage.

Languages. You can speak, read, and write Galactic Basic and Givin. Givin is characterized by its use of mathematical jargon and symbols, making it nigh incomprehensible to the less mathematically inclined.

"},"skinColorOptions":{"value":"White"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black"},"distinctions":{"value":"Skeletal appearance, able to survive in a vacuum for short periods"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"105 lb."},"weightRollMod":{"value":"x2d4 lb."},"homeworld":{"value":"Yag'Dhul"},"slanguage":{"value":"Givin"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Givin","mode":"=","targetSpecific":false,"id":1,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"13","mode":"=","targetSpecific":false,"id":6,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.skills.tec.value","value":"1","mode":"+","targetSpecific":false,"id":8,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Skills Technology"},{"modSpecKey":"data.traits.dr.value","value":"cold","mode":"+","targetSpecific":false,"id":9,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":10,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"givin","mode":"+","targetSpecific":false,"id":11,"itemId":"CKYzmmTnEKzVSTaB","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Givin.webp","effects":[{"_id":"Pn6vsO24HRDLSnOH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Givin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"13+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.skills.tec.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"cold","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"givin","mode":0,"priority":0}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Givin.webp","label":"Givin","tint":"","transfer":true}]} +{"_id":"nI0tHcVv5Li9BRiV","name":"Nothoiin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Near-humans possessing golden, flaky skin, nothoiins feature fair to brown hair with brown eyes and typically have physical heights and builds common to humans. Nothoiins' appearance has earned their species the nickname of \"Goldskins.\"

\n

Society and Culture

\n

Although nothoiins hail from their eponymous homeworld and star system in the Anoat Sector, they are ubiquitous throughout the Greater Javin Region and Corporate Sectors. Their history of interstellar exploration and colonization was facilitated by their species' natural spacefaring abilities in both piloting and navigation and necessitated by their home planet's periodically harsh, dry climate. Droughts on Nothoiin can last for decades, and the wildfires they foster have served as one of the primary factors behind the limited development of the planet's economy beyond the ur-diamond mining industry, which produces the system's chief export.

\n

Large-scale emigration from Nothoiin has led members of its native species to seek careers as pilots, navigators, and operatives in numerous criminal enterprises. Various nothoiin colonies have given rise to a number of different governmental systems running the gamut from representative democracies to autocracies.

\n

Names

\n

Nothoiin typically receive a gendered given name and a familial surname.

\n

  Male Names. Amrosio, Jado, Kosimas, Troov

\n

  Female Names. Elayah, Giranti, Lorinah, Sil

\n

  Surnames. Caban, Mordu, Plintus, Starstrider

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Nothoiins reach adulthood in their late teens and live less than a century.

\n

Alignment. Nothoiins tend toward no particular alignment. The best and worst are found among them.

\n

Size. Nothoiins typically stand between 5 and 6 feet tall and weigh 150 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Born Pilots. Nothoiins demonstrate seemingly innate piloting abilities from a very young age. You have proficiency in the Piloting skill.

\n

Expert Navigators. You are considered to have expertise in Wisdom (Survival) checks made to navigate.

\n

Galactic Traveler. You have proficiency in the Lore skill.

\n

Heightened Reflexes. Whenever you make a Dexterity ability check, attack roll, or saving throw, you can choose to add 1d4 to the result. You can choose to do this after the check is rolled but before the GM determines if you've passed or failed the check. You cannot do so again until you complete a short or long rest.

\n

Major Miners. Nothoiins have intimate knowledge of ur-diamond mining and refinement practices. You gain proficiency in your choice of jeweler's tools or scavenging kit.

\n

Starship Specialists. Whenever you make an Intelligence (Technology) check related to starships, you are considered to have expertise in the Technology skill.

\n

Languages. You can speak, read, and write Galactic Basic. You can also communicate via Notho, a native hand language developed by hunters living in the Nothoiin plains. Usage of Notho is exceedingly rare outside Nothoiin culture.

"},"skinColorOptions":{"value":"Golden"},"hairColorOptions":{"value":"Blond, brown, light brown"},"eyeColorOptions":{"value":"Brown"},"colorScheme":{"value":""},"distinctions":{"value":"Near-human, flaky golden skin, skilled pilots"},"heightAverage":{"value":"4'8\""},"heightRollMod":{"value":"2d10\""},"weightAverage":{"value":"110 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Nothoiin"},"slanguage":{"value":"Notho"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Abyssin","mode":"=","targetSpecific":false,"id":1,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.str.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"+","targetSpecific":false,"id":5,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Abyssin","mode":"+","targetSpecific":false,"id":7,"itemId":"tuTnGLudeHCJpQUq","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true},"core":{"sourceId":"Item.cqqyMxNE95F81Y3J"}},"img":"systems/sw5e/packs/Icons/Species/Nothoiin.webp","effects":[{"_id":"JhHAOQyteRjEJhyC","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":["None"]}},"changes":[{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.details.species","value":"Nothoiin","mode":5,"priority":50},{"key":"data.traits.size","value":"med","mode":5,"priority":50},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":50},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":40},{"key":"data.traits.languages.value","value":"basic","mode":2,"priority":20},{"key":"data.traits.languages.custom","value":"Notho","mode":0,"priority":20},{"key":"data.skills.lor.value","value":1,"mode":4,"priority":50}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Nothoiin.webp","label":"Nothoiin","tint":"","transfer":true}]} {"_id":"nUblPlFglCORgze6","name":"Lurmen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Lurmen's bodies are covered entirely in fur, which range in color from a dark brown to a white-gray, though they do wear garments. They can walk either upright on their two legs, and can also use their arms and legs for faster movement Many lurmen have the ability to roll themselves into a wheeled shape; this allows them to cover distances at great speed. They may have learned this ability from the native amani on Maridun.

\n

Society and Culture

\n

The lurmen use fallen seedpods from the giant trees as shelter and home. Living near the trees proves too dangerous, as the falling pods can be deadly. Instead, the lurmen drag the pods into a clearing and use them as huts. They also extract essential oils from the pods for nutrition and healing medicines. Most lurmen are pacifistic by nature and refuse to fight or run even in the face of death. They often will hide instead of using violence. As pacifists, they carry no weapons but carry farming tools or ropes. The greatest native threat to the lurmen are the amani and the mastiff phalones, raptor-headed quadrupeds that hunted in groups. However, even in defeating these beasts the lurmen attempt to remain true to their pacifist ideals, and not inflict any injury to the creatures. Instead, when cornered by a mastiff phalone, an agile lurmen will try to unbalance the creature by tying a rope around its stout legs.

\n

Names

\n

Lurmen names are sharp and made up of a single syllable. Instead of surnames, lurmen are granted additional names based on their importance to the village. Common lurmen possess one name, with leaders having as many as four.

\n

  Male Names. Fee, Gatt, Nub, Shoo, Yup

\n

  Female Names. Kal, Laa, Shal, Vook, Yiit

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

\n

Age. Lurmen reach adulthood in their late teens and live less than 80 years.

\n

Alignment. The pacifistic nature of the lurmen causes them to be neutral light side, though there are exceptions.

\n

Size. Lurmen typically stand around 3 feet tall and generally weigh about 45 lbs. Regardless of your position in that range, your size is Small.

\n

Speed. Your base walking speed is 25 feet.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Natural Healer. You have proficiency in the Medicine and Nature skills, and the bioanalysis kit.

\n

Prehensile Tail and Feet. You have supreme control over your tail and feet and can use them to manipulate objects as well as your hands.

\n

Rolling Agility. As a lurmen, you can run on all fours, or curl into a ball, to move quickly along the ground. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

\n

Treeclimber. You have a climbing speed of 25 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

\n

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

\n

Languages. You can speak, read, and write Galactic Basic and Lurmese. Lurmese is a name collectively given to the various tribal languages spoken by the lurmen people. While each language is distinct, shared phrases allow translation between dialects.

"},"skinColorOptions":{"value":"Black or gray"},"hairColorOptions":{"value":"Brown to gray"},"eyeColorOptions":{"value":"Yellow or orange"},"distinctions":{"value":"Prehensile tail and feet, furred body"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"40 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Mygeeto, Maridun"},"slanguage":{"value":"Lurmese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Lurmen.webp","effects":[{"_id":"gzV1BSf7YoTCOLpN","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":5,"priority":20},{"key":"data.attributes.movement.walk","value":25,"mode":5,"priority":20},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.med.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.toolProf.value","value":"bioa","mode":0,"priority":20},{"key":"data.attributes.movement.climb","value":25,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"lurmese","mode":0,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":20},{"key":"data.details.species","value":"Lurmen","mode":5,"priority":20},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Lurmen.webp","label":"Lurmen","tint":"","transfer":true}]} {"_id":"nVOqOtFPeaUDlp5I","name":"Kushiban","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Kushibans are four-limbed lagomorphs native to the planet Kushibah. They are diminutive, unimposing, and typically weaker than most humanoids, but they are also quite difficult to track due to their natural speed and stealth.\r\n\r\nWhile Kushibans are quadrupeds, their forepaws are as manipulative as traditional hands. While Kushibans can walk on two legs, they typically run around on four feet since they can move significantly faster that way. \r\n\r\nKushibans are inherently cute and fuzzy, and more nefarious species often attempt to take them as slaves. Kushibans are social and do not take well to slavery, and they typically don't live long in solitude or captivity.

Society and Culture

Kushibans live in a simple, peacful society on the non-industrialized, lush green planet of Kushibah in the Outer Rim. Kushibans are typically kind a generous, with a playful sense of humor and a penchant for practical jokes. However, if betrayed or angered, Kushibans can be cruel or vindictive, and they have little patience for bullies, simpletons, and misanthropes.

Names

Kushiban names are a single word combining both their first and familial names.

  Male Names. Cerlyk, Etyk, Mabbik, Tieko, Widdimur

  Female Names. Asani, Pritsi, Sibble, Mirax","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kushibans reach adulthood at 13 and live less than a century.

Alignment. Kushibans' playful nature causes them to tend toward chaotic light side, though there are exceptions.

Size. Kushibans typically stand 3 and a half to 4 feet tall and weigh around 40 lbs. Regardless of your position in that range, your size is Small.

Speed. Your base walking speed is 25 feet.

Grovel, Cower, and Beg. As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Hide. You have a thick hide. While you are unarmored or wearing light armor, your AC is 12 + your Dexterity modifier. Additionally, your thick hide is naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Nimble Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Stealthy. You are proficient in the Stealth skill.

Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields. Additionally, you can't use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.

Languages. You can speak, read, and write Galactic Basic and Kushiban. Kushiban has a bubbly, joyful tone to it.

"},"skinColorOptions":{"value":"White to light gray"},"hairColorOptions":{"value":"Typically white but varies based on mood"},"eyeColorOptions":{"value":"Typically blue, brown, or green"},"distinctions":{"value":"Lagomorph, nimble, resilient"},"heightAverage":{"value":"2'11\""},"heightRollMod":{"value":"+2d4\""},"weightAverage":{"value":"35 lb."},"weightRollMod":{"value":"x1 lb."},"homeworld":{"value":"Kushibah"},"slanguage":{"value":"Kushiban"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Kushiban","mode":"=","targetSpecific":false,"id":1,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.cha.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"sm","mode":"=","targetSpecific":false,"id":4,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"25","mode":"=","targetSpecific":false,"id":5,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.ac.min","value":"12","mode":"=","targetSpecific":false,"id":6,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[],"label":"Attributes Armor Class Min"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"kushiban","mode":"+","targetSpecific":false,"id":9,"itemId":"23FrxvnBFq4x2wF6","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Kushiban.webp","effects":[{"_id":"rcIMsotffEEZpwXR","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Kushiban","mode":5,"priority":5},{"key":"data.abilities.cha.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"sm","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"25","mode":5,"priority":5},{"key":"data.attributes.ac.value","value":"12+@abilities.dex.mod","mode":5,"priority":1},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"kushiban","mode":0,"priority":0},{"key":"flags.sw5e.grovelCowerAndBeg","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.nimbleAgility","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.undersized","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Kushiban.webp","label":"Kushiban","tint":"","transfer":true}]} {"_id":"nik0YqAo2FAHFejK","name":"Shistavanen","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

Shistavanen have pronounced muzzles, sharp claws, long pointed teeth, and pointed ears set on top of their heads. Shistavanen also possess large glowing eyes, and can also run at high speeds for long periods without getting tired, alternately using two or four limbs. As predators, they possess keen hearing and smell and excellent night vision.

Society and Culture

As a species, the Shistavanen are isolationists. The species colonized all the unpopulated worlds in the Uvena system to prevent them from being settled by non-Shistavanen, and their restrictive trade laws (which are unapologetic in how they favor their own kind over off-world traders). Most of their society uses technology similar to the rest of the galaxy, though some parts of Uvena Prime use slightly less sophisticated technology.\r\n\r\nA minority of Shistavanen are more outgoing, and travel the galaxy's hyperlanes. Even these Shistavanen usually remain by themselves or with other Shistavanen. Due to their natural predatory instincts, Shistavanen commonly find employment as scouts, mercenaries and bounty hunters. Many other species react badly to Shistavanen, since their isolationist culture makes them an unfamiliar sight, and their predatory appearance put other species on edge.

Names

Shistavanen first names typically sound graceful, while their surnames are more gutteral. Surnames are familial.

  Male Names. Bustuc, Hulvav, Kembol, Nemdav, Sirul

  Female Names. Gaeft, Laer, Recloz, Shaalir, Thovnim

  Surnames. Ghirat, Lakrevl, Meq, Nukroft, Rosk","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Shistavanen reach adulthood in their late teens and live less than a century.

Alignment. Shistavanen are private and tend toward no particular alignment. The best and worst are found among them.

Size. Shistavanen typically stand around 6 feet tall and weigh between 140 and 190 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fang and Claw. You are proficient with your fangs and claws, which deal 1d4 kinetic damage on a hit.

Forced March. Shistavanen are able to maintain a fast pace longer than other species. Shistavanen have advantage on Constitution saving throws made to avoid Exhaustion due to prolongued travel, as described in Chapter 8.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that involve hearing or smell.

Regenerative. When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.

Languages. You can speak, read, and write Galactic Basic and Shistavanen. The Shistavanen language is characterized by its barks and growls.

"},"skinColorOptions":{"value":"Black or light to dark brown"},"hairColorOptions":{"value":"Black, light to dark brown, grey (usually with age)"},"eyeColorOptions":{"value":"Black or gray"},"distinctions":{"value":"Lupine appearance, enhanced senses, increased speed, increased strength, healing ability"},"heightAverage":{"value":"5'7\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Uvena Prime"},"slanguage":{"value":"Shistavanen"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Shistavanen","mode":"=","targetSpecific":false,"id":1,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.con.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"shistavanen","mode":"+","targetSpecific":false,"id":8,"itemId":"NFnjQJd20k0SzLj2","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","effects":[{"_id":"uIcJ7M92lT53GK8n","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Shistavanen","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.con.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"shistavanen","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20},{"key":"flags.sw5e.regenerative","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Shistavanen.webp","label":"Shistavanen","tint":"","transfer":true}]} @@ -101,7 +103,7 @@ {"_id":"sObT8nqENrxcrl07","name":"Tarasin","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Tarasins are tall reptilians covered in translucent scales that allows the species' color-changing skin below to show through. Tarasins also have a colorful fan of flesh and scales—known as a kampo—that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is difficult for a tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Some examples of colors they take on include being brown when calm and in a comfortable environment, or becoming red after extended exertion or when excited. Tarasins also have short spines that protrude from their forearms—known as a sa'tosin—which give the creatures the ability to sense the use of the Force. Tarasins are naturally curious and protective but also slow to anger. What they lack in sheer physical strength they make up for with a brilliant intellect.

\n

Society and Culture

\n

Tarasins live in a tribal system in the jungle underbrush of Cularin, grouping together in clans called irstat. The tarasin believe they have a symbiotic relationship with Cularin, and their religion is based around the appreciation of the natural world. This closeness with their homeworld is what makes the tarasin reluctant to leave it for an extended time. The tarasin have a strong connection with the Force, and their spiritual leaders are often able to call upon the Force in small ways. The tarasin believe that the ch'hala tree is sacred. This may have been influenced by the trees having a similar ability to shift their colors as the tarasin, but it is also the most unique tree on Cularin.

\n

Names

\n

Tarasin names are generally very soft and melodic. Names are agendered, and surnames are not used.

\n

  Names. Feliosa, Misona, Nissira, Vylana, Ziransa

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

\n

Age. Tarasins reach adulthood at 10 and live less than 80 years.

\n

Alignment. Tarasins' curious yet composed nature causes them to tend toward balanced alignments, though there are exceptions.

\n

Size. Tarasins typically stand 5 to 6 feet tall and generally weigh about 130 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Chameleon Skin. Your scales are translucent, allowing your color-shifting skin to help you blend into your surroundings. You have proficiency in the Stealth skill. Additionally, you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

\n

Jungle Dweller. Growing up in the jungles of Cularin has left an impact. You don't treat jungle terrain as difficult terrain.

\n

Naturalist. You have proficiency in the Nature skill.

\n

Sa'tosin Sense. Tarasins have short spines called sa'tosin that allow them to sense the use of the Force. You are constantly under the effects of the force power sense force, though the power does not require concentration for you.

\n

Languages. You can speak, read, and write Galactic Basic and Tarasinese. You can communicate non-verbally with other tarasins through use of a complex system of skin color changes.

"},"skinColorOptions":{"value":"Translucent; varies with emotion"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Red, orange, yellow, or black"},"distinctions":{"value":"Reptillian, sa'tosin spines"},"heightAverage":{"value":"4'9\""},"heightRollMod":{"value":"+2d6\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Cularin"},"slanguage":{"value":"Tarasinese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Tarasin","mode":"=","targetSpecific":false,"id":1,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.ste.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Stealth"},{"modSpecKey":"data.skills.nat.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Skills Nature"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.custom","value":"Tarasinese","mode":"+","targetSpecific":false,"id":9,"itemId":"1qlCRCYyNlP13wOz","active":false,"_targets":[],"label":"Traits Language Custom"}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Tarasin.webp","effects":[{"_id":"uKYIAfObGqCfU8TK","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Tarasin","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.ste.value","value":1,"mode":4,"priority":20},{"key":"data.skills.nat.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.custom","value":"Tarasinese","mode":0,"priority":0},{"key":"flags.sw5e.maskOfTheWild","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Tarasin.webp","label":"Tarasin","tint":"","transfer":true}]} {"_id":"sXKp23xNd8ULIeCT","name":"Besalisk","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. The addition of the extra appendages required a hearty metabolism, and these bulky beings were able to store food and water for many days, and if the need arose, they could survive for long periods without either. Scruffy sensory whiskers lined the area below their noses, just above the robust wattle most adult Besalisks possessed.

\n

Society and Culture

\n

Because of Ojom's harsh environment, large cities were never developed on the world; instead small communes of about a thousand families claim territories around the world and are each led by an elected leader. The communes have a strict policy of keeping the size of their groupings equal to avoid conflict. When too many families grow in one area, the leader would ask certain families to break away and start a new community on another glacier. While not involved in galactic politics and because they do not produce any of their own technology, the Besalisks established large orbital space stations where offworlders could come to do business. Any violence on these stations is committed by offworlders as Besalisks avoid confrontation and focus on trading and making deals.

\n

Names

\n

Besalisk names are generally words that embody them, with a surname attached to their commune.

\n

  Male Names. Darius, Dexter, Plun, Pong

\n

  Female Names. Delia, Mora, Ren, Teen

\n

  Surnames. Jettster, Kil, Krell, Ugg

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.

Age. Besalisks reach adulthood in their early teens and generally live to be about 70.

Alignment. Besalisks tend toward no particular alignment. The best and worst are found among them.

Size. Besalisks tower over almost all other species, with the smallest standing at 6 feet tall and weighing 200 lbs., and the largest approaching 8 feet tall and 400 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Four-Armed. Besalisks have four arms which they can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Galactic Basic and Besalisk.

"},"skinColorOptions":{"value":"Brown or green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Yellow"},"distinctions":{"value":"Bony headcrest, four arms, inflatable wattle"},"heightAverage":{"value":"6'0\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"175 lb."},"weightRollMod":{"value":"x(2d6) lb."},"homeworld":{"value":"Ojom"},"slanguage":{"value":"Besalisk"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Besalisk","mode":"=","targetSpecific":false,"id":1,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.wis.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Abilities Wisdom"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":6,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"besalisk","mode":"+","targetSpecific":false,"id":7,"itemId":"OfqpLI0sAuyY7h9Q","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Besalisk.webp","effects":[{"_id":"Z2nTY93aynxgDvrZ","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Besalisk","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.wis.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"besalisk","mode":0,"priority":0},{"key":"flags.sw5e.powerfulBuild","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.longlimbed","value":"1","mode":5,"priority":20},{"key":"flags.sw5e.extraArms","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Besalisk.webp","label":"Besalisk","tint":"","transfer":true}]} {"_id":"t1aMJMaz8tdOAVkE","name":"Aqualish","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

An amphibious species native to the planet Ando, the Aqualish people have two facial tusks which curve down over their mouths; a trait which added to their appearance as arachnids. These facial tusks are highly sensitive to heat and cold and are used for cracking open the hard shells of shellfish or burrowing through the swampy loam of their homeworld. Having finned hands and two bulbous black eyes, Aqualish are unable to manipulate most machinery or equipment developed by the galaxy's many species which designed these tools for beings with digits. As a result, Aqualish tend to remain on their homeworld. Aqualish are well known for their hair-trigger tempers that flare without reason. While Force-sensitive Aqualish are rare, members of the species have trained as both Sith and Jedi, though they typically gravitate toward the former.

\n

Society and Culture

\n

The Aqualish hate the image they have in the galaxy as thugs, regardless of its veracity, and blame it on any- and everyone else. Because of this, the species are considered pariahs on Ando, which has a lower population of Aqualish than the galaxy itself. All Aqualish speak mutually intelligible dialects of the same language. Quarrelsome and thug-like, the Aqualish culture revolved around aggression and toughness, with diplomacy being one of their weakest attributes.

\n

Names

\n

Aqualish names are intended to sound strong. Surnames are not familial, but are chosen by each individual Aqualish.

\n

  Male Names. Bung, Gu, Opege, Soni, Tubop

\n

  Female Names. Cestirki, Duni, Iftu, Sifre, Umi

\n

  Surnames. Dogomurra, Julo, Kronem, Nidoal, Utix

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

\n

Age. Aqualish reach adulthood in their late teens and live less than a century.

\n

Alignment. Aqualish's aggressive personalities cause them to tend toward the dark side, though there are exceptions.

\n

Size. Aqualish stand between 6 and 7 feet tall and weigh around 190 lbs. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Arms Dealers. Whenever you make a Charisma (Persuasion) check related to buying or selling weapons, you are considered to have expertise in the Persuasion skill.

\n

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

\n

Darkvision. You have a keen eyesight, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

\n

Menacing. You have proficiency in the Intimidation skill.

\n

Swim. You have a swimming speed of 30 feet.

\n

Languages. You can speak, read, and write Galactic Basic and Aqualish. Aqualish is a harsh, guttural language. It's rare that other species bother to learn it unless they regularly interact with Aqualish.

","source":"Expanded Content"},"skinColorOptions":{"value":"Black, blue, green, or red"},"hairColorOptions":{"value":"Black, brown, or gray"},"eyeColorOptions":{"value":"Black, blue, red, or brown"},"distinctions":{"value":"Tusks, belligerent personalities, brawny stature"},"heightAverage":{"value":"5'5\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"140 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Ando"},"slanguage":{"value":"Aqualish"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"effects":[{"modSpecKey":"data.details.species","value":"Aqualish","mode":"=","targetSpecific":false,"id":1,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.str.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Strength"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"=","targetSpecific":false,"id":8,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[],"label":"Attributes Speed Special"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":9,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"aqualish","mode":"+","targetSpecific":false,"id":10,"itemId":"CY6pZnKGXLueLZK0","active":false,"_targets":[]}],"alwaysActive":false},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Aqualish.webp","effects":[{"_id":"dNaQxsBLhXGxw47t","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Aqualish","mode":5,"priority":5},{"key":"data.abilities.str.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.attributes.movement.swim","value":30,"mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"aqualish","mode":0,"priority":0},{"key":"flags.sw5e.aggressive","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Aqualish.webp","label":"Aqualish","tint":"","transfer":true}]} -{"_id":"utEW7d7iBsVm3SI3","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArdennianDarkvision
BarabelDarkvision
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
EwokMask of the Wild
FalleenClosed Mind
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} +{"_id":"utEW7d7iBsVm3SI3","name":"Half-Human","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The appearance and biological features of half-humans vary drastically by each species, but tend to fall somewhere in the middle. A common side-effect of a species interbreeding with humans is the loss of darkvision and tails.

\n

Society and Culture

\n

Half-humans are subjects of two separate cultures, but belong in neither. A half-human might be raised amongst humans or their other half, or might be fully ostracized, instead growing up in a remote, isolated place, removed from both species.

\n\n\n\n\n\n\n
\n

Traits

\nHalf-humans gain the Defiant special trait from their human half. They also gain the special traits from their non-human half, except for those trait(s) mentioned in the Half-Human table above.
\n

Names

\n

Half-human names might follow human conventions, or that of the other half. Often, they blend the two in some fashion, perhaps taking a human surname, with a special name.

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Half-humans gain the ability score increases of their non-human half, but they can choose any ability score for one of the options, instead of the given option.

\n

Age. Half-humans live around the average of the two species' lifespans.

\n

Alignment. Half-humans tend towards their non-human half's alignment.

\n

Size. Half-humans stand and weigh around the average of the two species' height and weight. Regardless of your position in that range, your size is the size of your non-human half.

\n

Speed. Your base walking speed is that of your non-human half.

\n

Defiant. Half-humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll's outcome. Once you've used this feature, you must complete a short or long rest before you can use it again.

\n

Languages. You can speak, read, and write Galactic Basic, regardless of whether or not the non-human half can speak it, and the language(s) associated with your non-human half.

\n
\n

Inherited Traits

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AbyssinSavage Attacks
Aing-TiiArmored Plates
AleenaRacer's Reflexes
AqualishDarkvision
ArconaKeen Smell
ArdennianDarkvision
ArkanianDarkvision, Infrared Sight, Sunlight Sensitivity
BarabelDarkvision
BaragwinKeen Smell
BesaliskPowerful Build
BithDetail Oriented
BothanNaturally Stealthy
CatharFeline Agility
CereanKeen Mind
Chadra-FanSecond Heart
ChagrianDarkvision
ChevinKeen Hearing
ChissDarkvision
ClawditeUnsettling Visage
Codru-JiKeen Hearing
DashadeForce Contention
DefelHidden Step
DevaronianTwo Livered
DraethosDarkvision
DugFury of the Small
DurosDarkvision
EchaniCombative Culture
Esh-KhaDarkvision
EwokMask of the Wild
FalleenClosed Mind
Flesh RaiderDarkvision
GamorreanSavage Attacks
GandLungless
GeonosianGeonosian Weaponry
GivinVacuum Sealed
GotalNatural Empathy
GranKeen Sight
GunganMartial Proficiency
HarchVenomous Fangs
HerglicToughness
Ho'DinSecond Heart
IktotchiPrecognition
IthorianHold Breath
JawaGrovel, Cower, and Beg
KageSuperior Darkvision
KaleeshDarkvision
KaminoanGeneticist, Ultraviolet Sight
KarkarodonAggressive
Kel DorDarkvision
KillikCarapace
KlatooinianWisdom of the Elders
KubazDarkvision
KushibanGrovel, Cower, and Beg
KyuzoDarkvision
LannikForce Attunement
LasatPowerful Build
MiralukaForce Sight
MirialanSpiritual
Mon CalamariDarkvision
MustafarianDarkvision
MuunSecond Heart
NautolanDarkvision
NeimoidianDarkvision
NoghriKeen Smell
OrtolanGrovel, Cower, and Beg
QuarrenKeen Hearing
Pa'lowickHold Breath, Snout
PatrolianDarkvision
Pau'anDarkvision
PykeMercantile, Notorious Slavers
RakataDarkvision
RattatakiSurprise Attack
RishiiKeen Hearing and Sight
RodianDarkvision
RynDarkvision
SelkathVenomous Claws
ShistavanenDarkvision, Forced March
Ssi RuuKeen Smell, Sunlight Sensitivity, Tooth and Nail
SithDarkvision
SquibKeen Smell
SullustanDarkvision
TalzDarkvision
ThisspiasianPrehensile Tail
TogorianToughness
TogrutaDarkvision
ToydarianClosed Mind
TrandoshanSaving Face
TuskenAggressive
Twi'lekDarkvision
UgnaughtDarkvision
UmbaranDarkvision
VerpineHardened Carapace
VossDarkvision
VurkDarkvision
WeequayDarkvision
WookieeDarkvision
YevethaAggressive
ZabrakDarkvision
ZeltronTwo Livered
ZygerrianDarkvision
\n
\n
"},"skinColorOptions":{"value":"Varies"},"hairColorOptions":{"value":"Varies"},"eyeColorOptions":{"value":"Varies"},"distinctions":{"value":"Varies"},"heightAverage":{"value":"Varies"},"heightRollMod":{"value":"Varies"},"weightAverage":{"value":"Varies"},"weightRollMod":{"value":"Varies"},"homeworld":{"value":"Varies"},"slanguage":{"value":"Galactic Basic"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Half-Human","mode":"=","targetSpecific":false,"id":1,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":2,"itemId":"7v1QY9ZeAn1zRk7K","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Half-Human.webp","effects":[{"_id":"ijcI8bBJYOzbQxAH","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Half-Human","mode":5,"priority":5},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"flags.sw5e.defiant","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Half-Human.webp","label":"Half-Human","tint":"","transfer":true}]} {"_id":"wIIapzhrv6g3m3OK","name":"Selkath","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

The Selkath are an aquatic species, known for being skilled swimmers and diplomats. Their heads resemble sting rays and they have a blue, pink, or green skin naturally patterned as an underwater camouflage. Their mouths are bracketed by cephalic lobes. Female Selkath differed from males due to the presence of tendrils on the back of their heads.

\n

All members of the Selkath race have rectractable, venom-tipped claws. The use of these claws in any form of combat or attack was considered dishonorable and a sign of madness; to do this was to give in to animal instincts unbecoming of a sentient species. Because of the Selkath's water-dwelling nature, their chest armors were fitted with misting vents in order to keep their skin moist.

\n

Society and Culture

\n

Selkath are native to the planet Manaan, the only naturally occurring source of the medical liquid referred to as kolto. The Selkath have leveraged this monopoly on maintain their neutrality, peddling their invaluable healing supplies to all comers.

\n

Manaan is an ocean planet is home to only one above-surface settlement, the floating Ahto City, built directly above Hrakert Rift, the most abundant source of kolto on Manaan. As bacta began to replace the inferior kolto on the galactic stage, Manaan fell from their previously respected position, shirking away their previous prestige and causing many Selkath to disappear from the galactic eye into isolationism and tribalism.

\n

Names

\n

Selkath names tend to have a flowing quality to it, like a stream of water. They rarely use surnames.

\n

  Male Names. Chata, Galas, Qual, Morgo, Shaelas

\n

  Female Names. Halsuna, Dolmas, Shasa, Ulsuru

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

\n

Age. Selkath reach adulthood in their late teens and live up to 100 years.

\n

Alignment. Selkath have been renowned for countless millenia for their careful preservation of neutrality. As such individuals tend towards the neutral balanced alignment, though there are exceptions.

\n

Size. Selkath typically stand between 4 and a half to 5 and a half feet tall and average 130 pounds. Regardless of your position in that range, your size is Medium.

\n

Speed. Your base walking speed is 30 feet.

\n

Amphibious. You can breathe air and water.

\n

Gift of the Progenitor. You know the temporary boost at-will tech power. When you reach 3rd level, you can cast the kolto pack tech power once per day. When you reach 5th level, you can also cast the kolto cloud tech power once per day. Intelligence is your techcasting ability for these powers. You do not require use of a wristpad for these powers.

\n

Swim. You have a swimming speed of 30 feet.

\n

Venomous Claws. Selkath have a set of retractable, venom-tipped claws. These claws are a natural weapon which can be used to make unarmed strikes. They deal 1d4 poison damage. You can use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

\n

Languages. You can speak, read, and write Galactic Basic and Selkatha. Selkatha has a very moist and gurgling tone to it.

"},"skinColorOptions":{"value":"Blue, gray, green, pink"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, blue, green"},"distinctions":{"value":"Venom-tipped claws, artificial misting vents, cephalic lobes, three-digit hands, two-toed feet"},"heightAverage":{"value":"4'0\""},"heightRollMod":{"value":"+2d8\""},"weightAverage":{"value":"100 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Manaan"},"slanguage":{"value":"Selkatha"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Selkath","mode":"=","targetSpecific":false,"id":1,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.attributes.movement.swim","value":"30","mode":"+","targetSpecific":false,"id":6,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":7,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]},{"modSpecKey":"data.traits.languages.value","value":"selkatha","mode":"+","targetSpecific":false,"id":8,"itemId":"WfZiItaYQarl0Zn1","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Selkath.webp","effects":[{"_id":"fJnrLKeafCg903Bd","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Selkath","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.attributes.movement.swim","value":"30","mode":2,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"selkatha","mode":0,"priority":0},{"key":"flags.sw5e.amphibious","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Selkath.webp","label":"Selkath","tint":"","transfer":true}]} {"_id":"x4Bj1rQIuPTHMuXu","name":"Sullustan","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

A diminutive species of near-humans, Sullustans bear round, tapered skulls. Sullustans are distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provide excellent hearing, and their large eyes provide exceptional low-light vision. Due to their relative lack of exposure to natural light, Sullustans begin to suffer from corneal defects after 30 standard years. Many choose to wear special visors to prevent further damage. Some Sullustans tattoo their heads as a form of individual expression.

\n

Society and Culture

\n

Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference to learn and discover whenever possible through personal experience. Sullustans organize themselves into familial units known as Warren-clans. Each clan consists of one polyandrous female, several husbands, and their young. Unmated females, known as \"Fems,\" are active members of their communities until they reach breeding status, called \"Ready,\" when they choose their mates.

\n

Names

\n

Male names are typically longer than female names. Surnames are based on Warren-clan.

\n

  Male Names. Duedt, Oshror, Partheen, Throthinnitz
  Female Names. Asulu, Eldo, Tri, Vo, We
  Surnames. Frovarr, Jeard, Plonr, Tsah, Vhiibb

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Sullustan reach adulthood in their late teens and live less than a century.

Alignment. Sullustans' outgoing and friendly nature cause them to tend toward the light side, though there are exceptions.

Size. Sullustans typically stand 4 and a half to 5 feet tall and weigh around 120 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Mercantile. Whenever you make a Charisma (Persuasion) check related to conducting business, you are considered to have expertise in the Persuasion skill.

Pilot. You have proficiency in Piloting.

Languages. You can speak, read, and write Galactic Basic, Sullustese, and one more language of your choice. Sullustese is characterized as a robust language in business, and as such is commonly learned by professional merchants.

"},"skinColorOptions":{"value":"Gray, pink, or light green"},"hairColorOptions":{"value":"Brown"},"eyeColorOptions":{"value":"Black or brown"},"distinctions":{"value":"Large ears, scarns, ultra-sensitive hearing, jet-black eyes, two flaps of jowls around their cheeks"},"heightAverage":{"value":"3'11\""},"heightRollMod":{"value":"+2d12\""},"weightAverage":{"value":"60 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Sullust"},"slanguage":{"value":"Sullustese"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Sullustan","mode":"=","targetSpecific":false,"id":1,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.int.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Intelligence"},{"modSpecKey":"data.abilities.dex.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Abilities Dexterity"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.traits.senses","value":"Darkvision (60 ft.)","mode":"+","targetSpecific":false,"id":6,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Senses"},{"modSpecKey":"data.skills.pil.value","value":"1","mode":"+","targetSpecific":false,"id":7,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Skills Piloting"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"sullustese","mode":"+","targetSpecific":false,"id":9,"itemId":"CSKY84utdaJQqeWK","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Sullustan.webp","effects":[{"_id":"NSowTSCKpURLCCPz","flags":{"dae":{"transfer":true,"stackable":false,"specialDuration":[]}},"changes":[{"key":"data.details.species","value":"Sullustan","mode":5,"priority":5},{"key":"data.abilities.int.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.dex.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":5,"priority":5},{"key":"data.attributes.movement.walk","value":30,"mode":5,"priority":5},{"key":"data.attributes.senses.darkvision","value":60,"mode":2,"priority":20},{"key":"data.skills.pil.value","value":1,"mode":4,"priority":20},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"sullustese","mode":0,"priority":0},{"key":"flags.sw5e.keenSenses","value":"1","mode":0,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Sullustan.webp","label":"Sullustan","tint":"","transfer":true}]} {"_id":"xUWex26hdDUxsIVi","name":"Dashade","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"species","data":{"data":"$characteristics-table","description":{"value":"

Biology and Appearance

\n

Dashade are a hulking reptillian species known for their strength and aggression. They have three fingers on each hand, each tipped with a long, curving claw. Their most notable feature is their natural resistance to the power of the Force. Along with their resistance to the Force, Dashade possess a high tolerance for radioactive energy, able to withstand contact with radioactive materials much longer than other species. Despite the thick skin Dashade possess, they have the uncanny ability to control the rate that heat dissipates from their skin. This allows them to regulate their body temperature at will.

\n

Society and Culture

\n

Dashade's brute strength and Force resistance makes them prime candidates for mercenary and assassin work. Dashade society is clan-based. Theses clan's often feud over honor and reputation, a trait that the dashade as a species exhibit.

\n

Names

\n

Many dashade names are short, dominated by harsher sounds, while others are longer and seperated by an apostrophe. Dashade names are gender neutral. Surnames are clan-based, but most dashade don't share or use them.

\n

  First Names. Anarin, Rak'vhul, Set, Vattix, Vos

\n

  Surnames. Ferrex, Gusar, Kruyel, Orath, Xeng, Zath

","chat":"","unidentified":""},"traits":{"value":"

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Dashade reach adulthood in their late teens and live less than a century.

Alignment. Dashade's aggressive yet loyal nature causes them to tend toward lawful dark side, though there are exceptions.

Size. Dashade typically stand 5 and a half to 6 and a half feet tall and generally weigh around 200 lbs. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal kinetic damage equal to 1d6 + your Strength modifier.

Force Contention. Due to their unique physiology, dashade hardiness allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.

Heat Dissipation. Whenever you make a Dexterity (Stealth) check to avoid detection by electronic sensors and cameras, you are considered to have expertise in the Stealth skill.

Menacing. You gain proficiency in the Intimidation skill.

Radiation Resistant. Dashade are naturally able to resist radiation. You have resistance to necrotic damage.

Languages. You can speak, read, and write Galactic Basic and Dashadi. Dashadi is characterized by its low pitch and elongated growls.

"},"skinColorOptions":{"value":"Black, dark gray, or Olive green"},"hairColorOptions":{"value":"None"},"eyeColorOptions":{"value":"Black, orange, or red"},"distinctions":{"value":"Heat dissipation, Force-resistance, radiation resistance"},"heightAverage":{"value":"5'1\""},"heightRollMod":{"value":"+2d10\""},"weightAverage":{"value":"145 lb."},"weightRollMod":{"value":"x(2d4) lb."},"homeworld":{"value":"Urkupp"},"slanguage":{"value":"Dashadi"},"damage":{"parts":[]},"armorproperties":{"parts":[]},"weaponproperties":{"parts":[]},"source":"EC"},"flags":{"dynamiceffects":{"equipActive":true,"alwaysActive":false,"effects":[{"modSpecKey":"data.details.species","value":"Dashade","mode":"=","targetSpecific":false,"id":1,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Details Species"},{"modSpecKey":"data.abilities.con.value","value":"2","mode":"+","targetSpecific":false,"id":2,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Constitution"},{"modSpecKey":"data.abilities.cha.value","value":"1","mode":"+","targetSpecific":false,"id":3,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Abilities Charisma"},{"modSpecKey":"data.traits.size","value":"med","mode":"=","targetSpecific":false,"id":4,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Size"},{"modSpecKey":"data.attributes.movement.walk","value":"30","mode":"=","targetSpecific":false,"id":5,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Attributes Speed"},{"modSpecKey":"data.skills.itm.value","value":"1","mode":"+","targetSpecific":false,"id":6,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Skills Intimidation"},{"modSpecKey":"data.traits.dr.value","value":"necrotic","mode":"+","targetSpecific":false,"id":7,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Damage Resistance"},{"modSpecKey":"data.traits.languages.value","value":"basic","mode":"+","targetSpecific":false,"id":8,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[],"label":"Traits Language"},{"modSpecKey":"data.traits.languages.value","value":"dashadi","mode":"+","targetSpecific":false,"id":9,"itemId":"mQcKkOrpgH0eTK1k","active":false,"_targets":[]}]},"dae":{"activeEquipped":false,"alwaysActive":true}},"img":"systems/sw5e/packs/Icons/Species/Dashade.webp","effects":[{"_id":"G99sEwcJAyta31Wz","flags":{"dae":{"transfer":true,"stackable":false}},"changes":[{"key":"data.details.species","value":"Dashade","mode":5,"priority":5},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":20},{"key":"data.abilities.cha.value","value":1,"mode":2,"priority":20},{"key":"data.traits.size","value":"med","mode":0,"priority":5},{"key":"data.attributes.movement.walk","value":"30","mode":5,"priority":5},{"key":"data.skills.itm.value","value":1,"mode":4,"priority":20},{"key":"data.traits.dr.value","value":"necrotic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"basic","mode":0,"priority":0},{"key":"data.traits.languages.value","value":"dashadi","mode":0,"priority":0},{"key":"flags.sw5e.forceContention","value":"1","mode":5,"priority":20}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Species/Dashade.webp","label":"Dashade","tint":"","transfer":true}]} diff --git a/packs/packs/techpowers.db b/packs/packs/techpowers.db index 64dd9b98..bc93a4d2 100644 --- a/packs/packs/techpowers.db +++ b/packs/packs/techpowers.db @@ -1,200 +1,200 @@ -{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} -{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} -{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} -{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} -{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} -{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} -{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} +{"_id":"0L0UcVhV3azFXFTm","name":"Predictive AI","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature, granting them a limited AI companion that can predict the world around them. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

\n

This power immediately ends if you cast it again before its duration ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PredictiveAI.webp"} +{"_id":"0kjpOmlXlauqnZf2","name":"Haywire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You momentarily surround a creature you can see within range with electronic interference and holographic illusions. The target must succeed on an Intelligence saving throw, or it takes 1d6 lightning damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

\n

The power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"1d4","save":{"ability":"int","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Haywire.webp"} +{"_id":"0p4YthIRvLrxE1qx","name":"Neurotoxin","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a series of darts filled with neurotoxin. Choose any number of creatures you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature suffers an effect based on its current hit points:

\n\n

This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Neurotoxin.webp"} +{"_id":"1IaNYJjpFj6tGXpD","name":"Fabricate Trap","permission":{"default":0},"type":"power","data":{"description":{"value":"

When you cast this power, you create a trap that will later trigger in response to a certain condition. You must attach it either to a surface (such as a table or a section of floor or wall) or within an object that can be closed or turned on (such as a book, door, or computer terminal) to conceal the trap. The trap can cover an area no larger than 10 feet in diameter. At the GM's discretion, certain actions may cause the trap to break or be rendered inoperative.

\n

The trap is well disguised, and generally and requires a successful Intelligence (Investigation) check against your tech save DC to be found.

\n

You decide what triggers the trap when you cast the power, such as entering a certain area or powering on the object. You can further refine the trigger so the trap activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the trap could be set to go off only droids or gungans). You can also set conditions for creatures that don't trigger the trap, such as those who say a certain password.

\n

You may only have one instance of this trap active at a time. If you cast another trap before the previous one is triggered, the other trap becomes inert.

\n

When you create the trap, choose an explosive trap or a power trap:

\n

Explosive Trap. When triggered, the trap erupts in a 20-foot-radius sphere centered on the trap. The explosion spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or sonic damage on a failed saving throw (your choice when you create the trap), or half as much damage on a successful one.

\n

Power Trap. You can store a prepared tech power of 3rd level or lower in the trap by casting it as part of creating the trap. The trap must target a single creature or an area. The power being stored has no immediate effect when cast in this way. When the trap is triggered, the stored power is cast. If the trap has a target, it targets the creature that triggered the trap. If the power affects an area, the area is centered on that creature. If the power requires concentration, it lasts until the end of its full duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage of an explosive trap increases by 1d8 for each slot level above 3rd. If you create a power trap, you can store any power of up to the same level as the slot you use for this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FabricateTrap.webp"} +{"_id":"1yKxIAEkqLdo8DDy","name":"Targeting Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a small target only visible to you marks it. The next attack roll you make against the creature before the end of your next turn can't suffer from disadvantage.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetingShot.webp"} +{"_id":"1zfQEQMJqirKT6tR","name":"Overload","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of power. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 ion damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overload.webp"} +{"_id":"3L7XVAEHR87CYNzH","name":"Protection from Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or sonic.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Protectionfrom%20Energy.webp"} {"_id":"3SB9A7cFFRezxu8Q","name":"Cloaking Screen","permission":{"default":0},"type":"power","data":{"description":{"value":"

You or a creature you touch becomes invisible until the power ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CloakingScreen.webp"} {"_id":"3xMy4RLHPoRmZGjz","name":"Detect Enhancement","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you sense the presence of any enhancements within 30 feet of you. If you sense an enhancement in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears an enhancement.

\n

The power is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectEnhancement.webp"} -{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} -{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} -{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} -{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} +{"_id":"3xsY1jAc9qw4t308","name":"Firestorm","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a point on the ground within range, incinerating everything in a 15-foot radius. All creatures must make a Dexterity saving throw, taking 8d8 fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the power's radius. You may choose one creature to be at the very center of the firestorm, if you do so that creature has disadvantage on its saving throw and is knocked prone on a failure.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Firestorm.webp"} +{"_id":"4koE44WAkEHVTwET","name":"Tactical Advantage","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

\n

When the power ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalAdvantage.webp"} +{"_id":"4s47Qk7bfWOdgDW4","name":"Superior Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You grant up to four willing creatures the ability to understand any registered language they read or hear. Additionally, they gain the ability to speak that language, if they are physically capable of speaking it normally.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, you can affect one additional creature for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":7,"units":"day"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SuperiorTranslation%20Program.webp"} +{"_id":"50NdsRKVmM3FMPH0","name":"Acidic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in a thick acidic slime until the start of your next turn. Until the start of your next turn, if the target becomes grappled, or succeeds in grappling or maintaining a grapple, the slime is pressed into its body, causing it to immediately take 1d8 acid damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 acid damage to the target, and the damage the target takes for taking grappling or maintaining a grapple increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","acid"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidicStrike.webp"} {"_id":"50ViBtuEBJ70CUA1","name":"Expeditious Retreat","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power gives you a burst of adrenaline that allows you to move at an incredible pace. When you cast this power, and then as a bonus action on each of your turns until the power ends, you can take the Dash action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExpeditiousRetreat.webp"} -{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"2","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} +{"_id":"53NK4D990c4WsZa5","name":"Ionic Bond","permission":{"default":0},"type":"power","data":{"description":{"value":"

A beam of ion energy lances out toward a creature within range, forming a sustained line between you and the target. Make a ranged tech attack against that creature. On a hit, the target takes 1d8 ion damage, and on each of your turns for the duration, you can use a bonus action to deal 1d8 ion damage to the target automatically. The power ends if you use your bonus action to do anything else. The power also ends if the target is ever outside the power's range or if it has total cover from you.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicBond.webp"} {"_id":"5cvgy3gaZJ0wVt9R","name":"Countermeasures","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you gain the following benefits:

\n\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Countermeasures.webp"} {"_id":"5jYdyvYl4yY7BwbX","name":"Decryption Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain insight into an encrypted message you are holding when you cast this power, granting you advantage on ability checks you make to decipher the document.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DecryptionProgram.webp"} -{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} -{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} +{"_id":"5yJQ10UhYzm0bCcy","name":"Pyrotechnics","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an area of unenhanced flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

\n

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

\n

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Pyrotechnics.webp"} +{"_id":"6aZ0FG6HwrUO28WF","name":"Flame Sweep","permission":{"default":0},"type":"power","data":{"description":{"value":"

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlameSweep.webp"} {"_id":"6iIYMjmyWE2wqgzf","name":"Carbonite","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to freeze one creature that you can see within range into carbonite. The creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

\n

A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

\n

If the creature is physically broken while frozen in carbonite, it suffers from similar deformities if it reverts to its original state.

\n

If you maintain your concentration on this power for the entire possible duration, the creature is frozen in carbonite until the effect is removed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Carbonite.webp"} -{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} +{"_id":"6oJ07fhBJLXJ7zv1","name":"Scramble Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and scramble its ability to differentiate targets. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScrambleInterface.webp"} {"_id":"73W8rKPEbN60y7L2","name":"Defibrillate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature that has died within the last minute and administer a shock to restore it to life. That creature returns to life with 1 hit point. This power can't return to life a creature that has died of old age, nor can it restore any missing body parts. If the creature is lacking body parts or organs integral for its survival�its head, for instance�the power automatically fails. Once this power has restored a creature to life, it cannot benefit from this power again until it finishes a short or long rest.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Defibrillate.webp"} {"_id":"7Twjeo1X2oUP9IZo","name":"Elemental Accelerant","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature you can see and one damage type: acid, cold, fire, lightning, or sonic. The target must make a Constitution saving throw. If it fails, the first time on each turn when it takes damage of the chosen type, it takes an extra 2d6 damage of it. The target also loses resistance to the type until the power ends.

\n

Overcharge Tech. You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6",""]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElementalAccelerant.webp"} {"_id":"7khirDTQvs7rtLbW","name":"Copy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power creates a perfect duplicate of any written, drawn, or digital visual, audio or text-based data that you touch onto a datapad or datacard you supply. You can copy up to 10 pages of text or 10 minutes of visual or audio data with one casting of this power. Enhanced documents, such as datacrons, blueprints, or encrypted documents, can't be copied with this power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Copy.webp"} -{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} -{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} +{"_id":"7o2xvsn9AVML11ME","name":"Storming Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As a part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects and becomes shocked until the end of your next turn. When this power hits a target, if there is a creature within 30 feet who is shocked, an arc of lightning courses between the two creatures, dealing 1d6 lightning damage to both of them. If there are multiple other creatures who are shocked, the lightning leaps to the closest creature.

\n

The power's damage increases when you reach higher levels. At 5th level, the effects of both the ranged weapon attack and discharge deal an extra 1d6 lightning damage. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StormingShot.webp"} +{"_id":"7uegZ2qAzqRiE1no","name":"Vertical Maneuvering","permission":{"default":0},"type":"power","data":{"description":{"value":"

If you cast this power as a reaction, your fall is stopped, and you remain aloft. For the duration, as long as you are within 30 feet of a solid surface, you have a flying speed of 40 feet. In addition, you can't be knocked prone, and you have advantage on saving throws made against effects that would push you or pull you. When the power ends, you are gently lowered to the ground, if you are within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":" which you take when you are falling and within 30 feet of a solid surface","type":"reaction"},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VerticalManeuvering.webp"} {"_id":"8591z42KNanjfP0p","name":"Antipathy/Sympathy","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as rancors, kath hounds, or twi'leks. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

\n

Antipathy. The power causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

\n

Sympathy. The power causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

\n

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

\n

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as unnatural. In addition, a creature affected by the power is allowed another Wisdom saving throw every 24 hours while the power persists.

\n

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AntipathySympathy.webp"} {"_id":"8iAgtDKUbONDnAjN","name":"Contingency","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a tech power of 5th-level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that power, called the contingent power, as part of casting contingency, expending tech points for both, but the contingent power doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two powers.

\n

The contingent power takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

\n

The contingent power takes effect only on you, even if it can normally target others. You can use only one contingency power at a time. If you cast this power again, the effect of another contingency power on you ends. Also, contingency ends on you if your tech focus is ever not on your person.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":10,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Contingency.webp"} {"_id":"8tB0qzRHPpaJKOJc","name":"Extinguish","permission":{"default":0},"type":"power","data":{"description":{"value":"

You spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage.

\n

When you reach 5th level, this power can instead target a 10-foot cube within range. You gain additional options of increasing size when you reach 11th level (15-foot cube), and 17th level (20-foot cube).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Extinguish.webp"} -{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} -{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} -{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} -{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} -{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} -{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} -{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} -{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} -{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} -{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} -{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} -{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} -{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} -{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} -{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} -{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} +{"_id":"95KxKlOqUOkpnotl","name":"Rime Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and gains 1 slowed level until the start of your next turn, as the cold energy seeps into its being. Additionally, if the target doesn't move at least 5 feet before the start of your next turn, it immediately takes 1d8 cold damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for not moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeStrike.webp"} +{"_id":"98p1OVwAvz2sbes5","name":"Poison Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonSpray.webp"} +{"_id":"9BkVQndzFGxtralV","name":"Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. If anything passes through it, it is revealed to be an illusion.

\n

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

\n

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

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Hologram.webp"} +{"_id":"9Vg5TEwWdVh3NVym","name":"Tech Override","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to interrupt a creature in the process of casting a tech power. If the creature is casting a power of 3rd level or lower, its power fails and has no effect. If it is casting a power of 4th level or higher, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the creature's power fails and has no effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the interrupted power has no effect if its level is less than or equal to the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TechOverride.webp"} +{"_id":"AANtnm5ZkutF0eMt","name":"Cryogenic Volley","permission":{"default":0},"type":"power","data":{"description":{"value":"

An explosion of cold energy erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 3d6 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","cold"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicVolley.webp"} +{"_id":"ANUI2G1QqL6Bxs5h","name":"Scrambling Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

\n

Any tech power of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the power is cast using a higher level tech slot. Such a power can target creatures and objects within the barrier, but the power has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such powers.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the barrier blocks powers of one level higher for each slot level above 6th.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingBarrier.webp"} +{"_id":"Aa2O05OQeMjizQXq","name":"Mending","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mending.webp"} +{"_id":"C3E2vGaCO5ZsN55m","name":"Spectrum Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You shoot a beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or sonic for the type of beam you create, and then make a ranged tech attack against the target. If the attack hits, the creature takes 1d8 damage of the type you chose.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumRay.webp"} +{"_id":"CdQSEvQtfFsxMiCn","name":"Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Translocate.webp"} +{"_id":"Cghjrf6rxNrmP1vq","name":"Project Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the power ends.

\n

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

\n

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":500,"long":null,"units":"mi"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProjectHologram.webp"} +{"_id":"DXdtjkn0Zg8JP8YT","name":"Truth Serum","permission":{"default":0},"type":"power","data":{"description":{"value":"

You administer a poison to a creature you touched that prevents it from telling lies. The creature touched must make a Constitution saving throw. On a success, nothing happens. On a failure, the creature can't speak a deliberate lie until the power ends.

\n

An affected creature is aware of the power and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TruthSerum.webp"} +{"_id":"DjrO5bCUnUHA71jA","name":"Ion Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a blast of ion energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 ion damage.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","ion"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonBlast.webp"} +{"_id":"E6OviwnCfEjRTx3X","name":"On/Off","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to activate or deactivate any electronic device within range, as long as the device is not being wielded by a creature, and has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OnOff.webp"} +{"_id":"F4Q7jJ2ssAKfNHw0","name":"Disintegrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of corrosive energy emits from you. Choose a target within range.

\n

A creature targeted by this power must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 acid damage. If this damage reduces the target to 0 hit points, it is disintegrated.

\n

A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

\n

This power automatically disintegrates a Large or smaller object. If the target is a Huge or larger object, this power disintegrates a 10-foot-cube portion of it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d6 + 40","acid"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"3d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Disintegrate.webp","effects":[]} +{"_id":"F9vT2fmmbLjQJcWv","name":"Magnetic Hold","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends, one willing creature you touch gains the ability affix itself to and move along any metallic surface. It can move up, down, and across vertical surfaces and upside down along ceilings, all while leaving its hands free, at its normal walking speed.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticHold.webp"} +{"_id":"Fb1sIhs7d6YWnF1J","name":"Infiltrate","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch becomes invisible. Anything the target is carrying is invisible as long as it is on the target. The power ends if the target attacks or casts a power.

\n

Overcharge Tech. You can target one additional creature for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Infiltrate.webp"} {"_id":"FsF2hPZPp4Vuo1BD","name":"Find the Path","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power calculates out the shortest, most direct physical route to a specific fixed location that you are familiar with on the same planet. If you name a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a Black Sun lair"), the power fails.

\n

For the duration, as long as you are on the same planet as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":1,"units":"day"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Findthe%20Path.webp"} -{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} -{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} -{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} +{"_id":"GqlEFPr0SNjeNnXY","name":"Security Protocols","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The secured area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the power.

\n

When you cast this power, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

\n

When commanded (no action required), security protocols creates the following effects within the secured area.

\n

Corridors. Fog fills all the secured corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

\n

Doors. All doors in the secured area are locked, as if sealed by the lock power. In addition, you can cover up to ten doors with an image (equivalent to the illusory object function of the minor hologram power) to make them appear as plain sections of wall.

\n

Stairs. Electromesh fills all stairs in the secured area from top to bottom, as the electromesh power. This mesh regrows in 10 minutes if it is burned or torn away while security protocols lasts.

\n

Other power effect. You can place your choice of one of the following enhanced effects within the secured area of the stronghold.

\n\n

The whole secured area radiates power. A dimish tech cast on a specific effect, if successful, removes only that effect.

\n

You can create a permanently guarded and secured structure by casting this power there every day for one year.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SecurityProtocols.webp"} +{"_id":"HTozWic37W9iKQSD","name":"Homing Rockets","permission":{"default":0},"type":"power","data":{"description":{"value":"

You lock on to one or more targets within range and expel a series of three small explosives. Each explosive hits a creature of your choice that you can see within range. An explosive deals 1d4 + 1 fire damage to its target. The explosives all strike simultaneously, and you can direct them to hit one creature or several.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the power creates one more explosive for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + 1","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HomingRockets.webp"} +{"_id":"HoshRCTHW8vntDCg","name":"Jet of Flame","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The power ends if you dismiss it as an action or if you cast it again.

\n

You can also attack with the flame, although doing so ends the power. When you cast this power, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged tech attack. On a hit, the target takes 1d8 fire damage. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Jetof%20Flame.webp"} {"_id":"ILn7Jzn6BVcDnS9i","name":"Friendly Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scramble the targeting protocols of nearby machines. Each droid or construct in a 30-foot-radius sphere centered on a point you choose within range must make an Intelligence saving throw. If a construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the power ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

\n

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FriendlyFire.webp"} -{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} -{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} -{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} +{"_id":"Il5IT5Y2FcEXO59O","name":"Invulnerability","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue aura shimmers into being around you. Until the power ends, you are immune to all damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invulnerability.webp"} +{"_id":"Iw1Hx4qsVyB1ewVR","name":"Mirror Image","permission":{"default":0},"type":"power","data":{"description":{"value":"

Three illusory duplicates of yourself appear in your space. Until the power ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

\n

Each time a creature targets you with an attack during the power's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

\n

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

\n

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power ends when all three duplicates are destroyed.

\n

A creature is unaffected by this power if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d20","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MirrorImage.webp"} +{"_id":"J5b5g5ZNNUcAZhJz","name":"Implant Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the power to deliver your message.

\n

When that circumstance occurs, the message is recited in your voice and at the same volume you spoke. When you cast this power, you can have the power end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

\n

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the message to play when any creature moves within 30 feet of the object or when a bell rings within 30 feet of it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ImplantMessage.webp"} {"_id":"JAKN9PXNLmCSL3Ag","name":"Concealed Caltrops","permission":{"default":0},"type":"power","data":{"description":{"value":"

You scatter a large number of caltrops across ground in a 20-foot radius centered on a point within range. These caltrops pierce deep into the feet and boots of anyone who walks upon them. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 kinetic damage for every 5 feet it travels.

\n

The caltrops are nearly invisible to the naked eye. Any creature that can't see the area at the time the power is cast must make a Wisdom (Perception) check against your tech save DC to notice the caltrops before entering the area.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","kinetic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ConcealedCaltrops.webp"} -{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} +{"_id":"JZnbV9hvp3DZ2x49","name":"Overheat","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

\n

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't - or can't - drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","fire"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Overheat.webp"} {"_id":"JixOzwaRnsdf1zKP","name":"Ballistic Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flickering blue shield surrounds your body. Until the power ends, you have resistance to kinetic, energy, and ion damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BallisticShield.webp"} {"_id":"Jp3f51H4VaRiMLvb","name":"Encrypted Message","permission":{"default":0},"type":"power","data":{"description":{"value":"

You point your finger toward a creature within range that possesses a commlink and whisper a message. The target (and only the target) hears the message and can send an encrypted reply that only you can hear. These messages cannot be intercepted or decrypted by unenhanced means.

\n

You can cast this power through solid objects if you are familiar with the target and know it is beyond the barrier. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the power. The power doesn't have to follow a straight line and can travel freely around corners or through openings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EncryptedMessage.webp"} -{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} -{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} -{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} -{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} +{"_id":"K5f18kJ5V2eMqLH7","name":"Smoke Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cause thick smoke to erupt from a point within range, filling a 20-foot-radius sphere. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the radius of the smoke cloud increases by 20 feet for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SmokeCloud.webp"} +{"_id":"KQXx0PfcNGX8uuIj","name":"Kolto Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoPack.webp"} +{"_id":"KQklmwaTncQHCZQ0","name":"Kolto Waves","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flood of kolto energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this power are also cured of all diseases and any effect making them blinded or deafened. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoWaves.webp"} +{"_id":"KSWB4H5niRz0MjpQ","name":"Acid Wind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce a breeze full of stinging acid droplets. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d4 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn't blinded.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cube"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidWind.webp"} {"_id":"LKTlPR7noRV7VzLN","name":"Autonomous Servant","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one Tiny, unenhanced object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and gains little arms and legs, becoming a creature under your control until the power ends or the creature drops to 0 hit points. See the stat block for its statistics.

\n

As a bonus action, you can nonverbally command the creature if it is within 120 feet of you. (If you control multiple creatures with this power, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a code cylinder, stand watch, or stack some small objects. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

\n

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

\n

The creature is considered a valid target for the tracker droid interface power.

\n
\n
\n

Servant

\n

Tiny construct, unaligned

\n
\n\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
STRDEXCONINTWISCHA
4 (-3)16 (+3)10 (+0)2 (-4)10 (+0)1 (-5)
\n
\n\n
\n

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

\n

Actions

\n

Slam. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit 5 (1d4 + 3) kinetic damage.

\n
\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AutonomousServant.webp"} {"_id":"M2G8hb5ubWzC2ofU","name":"Flaming Shots","permission":{"default":0},"type":"power","data":{"description":{"value":"

You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the number of shots you can take with this power increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":12,"max":12,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FlamingShots.webp"} -{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} -{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} -{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} -{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} -{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} -{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} +{"_id":"M4Y5qtO7lMrQbOhG","name":"Illusory Terrain","permission":{"default":0},"type":"power","data":{"description":{"value":"

You make terrain in a 150-foot cube in range look, sound, and smell like some other sort of terrain.

\n

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your tech save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":24,"units":"hour"},"target":{"value":150,"units":"ft","type":"cube"},"range":{"value":300,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryTerrain.webp"} +{"_id":"MBWJM5CWFyMJSHAY","name":"Slow-Release Medpac","permission":{"default":0},"type":"power","data":{"description":{"value":"

Kolto energy radiates from you in an aura with a 30-foot radius. Until the power ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Slow-ReleaseMedpac.webp"} +{"_id":"MNt1yDoEKf8eytDZ","name":"Cryogenic Wave","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wave of cold energy spreads out from you. Each creature in a 15-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and gains a level of slowed until the end of its next turn. On a success, it takes half as much damage, and suffers no additional effect.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. At 3rd level or above, the speed reduction increases to 20 feet. At 5th level or above, the speed reduction increases to 30 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicWave.webp"} +{"_id":"MQnk1dyfbYgXh2Ns","name":"Shutdown","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit an electromagnetic pulse, shutting down all electronic devices, with the exception of your tech focus, that are not held by or under the direct control of a creature. If it is, the creature must succeed on an Intelligence saving throw to stop the device from being shut down. While the power is active, no electronic device in range can be started or restarted.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shutdown.webp"} +{"_id":"N6ohW2LtSCM976xi","name":"Warding Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and a dim barrier surrounds it. The first time it would deal damage before the start of your next turn, that damage is reduced by 1d6.

\n

This power's damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WardingShot.webp"} +{"_id":"NBfknzmSaSJMH89w","name":"Cryogenic Spray","permission":{"default":0},"type":"power","data":{"description":{"value":"

A blast of cold air erupts from you. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 8d8 cold damage, and gains 1 slowed level until the start of your next turn. On a successful save, a creature takes half as much damage and isn't slowed.

\n

A creature killed by this power becomes frozen in carbonite.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"cone"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d8","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSpray.webp"} {"_id":"NCsr3aIyYdHsjmhe","name":"Bestow Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid, construct, or a creature with a tech focus, and it must succeed on an Intelligence saving throw or receive a tech-based curse for the duration of the power. When you cast this power, choose the nature of the curse from the following options:

\n\n

A remove virus power ends this effect. At the GM's discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.

\n

Overcharge Tech. If you cast this power using a tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a tech slot of 5th level or higher, the duration is 8 hours. If you use a tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level tech slot, the power lasts until it is dispelled. Using a tech slot of 5th level or higher grants a duration that doesn't require concentration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BestowVirus.webp"} -{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} +{"_id":"NKts41q32pX1bJ9O","name":"Toxic Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the power. Its area is heavily obscured.

\n

When a creature enters the power's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

\n

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":20,"units":"ft","type":"sphere"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxicCloud.webp"} {"_id":"NTJFd2LsJJJjXjgv","name":"Darkvision","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Darkvision.webp"} -{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} -{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} -{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} -{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} +{"_id":"NWjxsCnJIzNxIUzH","name":"Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an explosion at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Explosion.webp"} +{"_id":"NagD6z90jRyd7zOk","name":"Override Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one droid or construct you can see within range and attempt to remotely override its controls. The target must make an Intelligence saving throw. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, the creature is charmed by you for the duration.

\n

While the droid is charmed, you have a wireless link with it as long as the two of you are on the same planet. Via your tech focus, you can use this link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Move over there," or "Fetch that object." If the droid completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

\n

You can use your action to take total and precise control of the target. Until the end of your next turn, the droid takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

\n

Each time the target takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends.

\n

Overcharge Tech. When you cast this power using a 6th-level tech slot, the duration is 10 minutes. When you use a 7th-level tech slot, the duration is 1 hour. When you use a tech slot of 8th level or higher, the duration is 8 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OverrideInterface.webp"} +{"_id":"Nvftn7xKgbvyP7rT","name":"Reprogram Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You alter the protocols of a droid that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. The droid must succeed on a Wisdom saving throw or become charmed by you for the duration. While the droid is charmed by you, it takes 5d10 lightning damage each time it acts in a manner directly counter to your instructions, but it can only do so once each day.

\n

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the power ends. You can end the power early by using an action to dismiss it. The remove virus power also ends it.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th or 8th level, the duration is 1 year. When you cast this power using a tech slot of 9th level, the power lasts until it is ended by remove virus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":30,"units":"day"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReprogramDroid.webp"} +{"_id":"Nxt6KaBjs9rMal12","name":"Cryogenic Storm","permission":{"default":0},"type":"power","data":{"description":{"value":"

A storm of cryogenic energy encompasses the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 kinetic damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

\n

The storm's area of effect becomes difficult terrain until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the kinetic damage increases by 1d8 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"cylinder"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicStorm.webp"} {"_id":"ORazBSaHWGmGE8xs","name":"Cryogenic Suspension","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Dexterity saving throw or be affected by this power for the duration.

\n

An affected target gains 1 slowed level, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or items, it can't make more than one melee or ranged attack during its turn.

\n

If the creature attempts to cast a power with a casting time of 1 action, roll a d20. On an 11 or higher, the power doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the power. If it can't, the power is wasted.

\n

A creature affected by this power makes another Dexterity saving throw at the end of its turn. On a successful save, the effect ends for it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicSuspension.webp"} -{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} -{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} -{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} -{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} -{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} +{"_id":"OkLzEeGi9Gna7dOy","name":"Kolto Reserve","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature and grant it a small reserve of kolto. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the power ends. If the power is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the powers ends. This power has no effect on droids or constructs.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoReserve.webp"} +{"_id":"OqaQ4z628LjBYqnq","name":"Kolto Dispenser","permission":{"default":0},"type":"power","data":{"description":{"value":"

You establish a mobile first aid station that radiates kolto and performs minor repairs in a 5-foot cube you can see within range.

\n

Until the power ends, whenever you or a creature you can see moves into the station's space for the first time on a turn or starts its turn there, you can cause the station to restore 1d6 hit points to that creature (no action required). The station can heal a number of times equal to 1 + your techcasting ability modifier (minimum of twice). After healing that number of times, the station disintegrates.

\n

As a bonus action on your turn, you can move the station up to 30 feet to a space you can see.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":5,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoDispenser.webp"} +{"_id":"OtebMdVF2sD3y23n","name":"Programmed Illusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the power how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

\n

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

\n

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

\n

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your tech save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"cube"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ProgrammedIllusion.webp"} +{"_id":"P1V3IyTuobCwDV4u","name":"Tactical Superiority","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to two willing creatures that you can see within range. Until the power ends, each targets' speed is doubled, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or the Use an Object Action.

\n

When the power ends, each target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th-level or higher, you can target one additional creature for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalSuperiority.webp"} +{"_id":"P8cWLNsHqe3OVGO7","name":"Sensor Probe","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a small, temporary, invisible probe that hovers in the air for the duration. You mentally receive visual information from the probe. It has darkvision out to 30 feet. The eye can look in every direction.

\n

As an action, you can move the probe up to 30 feet in any direction. There's no limit on how far away from you it can be. A solid barrier blocks the probe's movement, but it can pass through an opening at least 1 inch in diameter.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SensorProbe.webp"} {"_id":"PBFbcYIh4DK2EOdq","name":"Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose one object that you must touch throughout the casting of the power. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.

\n

If you instead touch a creature throughout the casting, you learn what tech powers, if any, are currently affecting it.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Analyze.webp"} -{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":2,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} -{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} -{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} -{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} -{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} -{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} -{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} +{"_id":"PBnC5HGwf5K0j8nK","name":"Destroy Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On a hit, the target takes 4d8 ion damage. Additionally, if the target has tech points, it must make an Intelligence saving throw. On a failed save, it loses 5 tech points, as though it expended a tech slot.

\n

Overcharge Tech. When you cast this power with a tech slot of 4th level or higher, the ion damage increases by 1d8, and the amount of tech points lost increases by 1 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d8","ion"]],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DestroyTech.webp"} +{"_id":"PJxftyDxgenF6aj2","name":"Holding Cell","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sphere of shimmering energy springs into being and encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

\n

Nothing - not physical objects, energy, or other power effects - can pass through the barrier, in or out, though a creature in the sphere can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

\n

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

\n

A disintegrate power targeting the globe destroys it without harming anything inside it.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldingCell.webp"} +{"_id":"PUxPBzpy9TcUbVvh","name":"Tracer Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

A flash of light streaks toward a creature of your choice within range. Make a ranged tech attack against the target. On a hit, the target takes 4d6 energy damage, and the next attack roll made against this target before the end of your next turn has advantage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TracerBolt.webp"} +{"_id":"PmUEhPIaIf8Zva37","name":"Sonic Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in a sonic barrier until the start of your next turn. If the target willingly moves before then, it immediately takes sonic damage equal to your techcasting modifier, becomes deafened until the start of your next turn, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 sonic damage to the target, and the damage the target takes for moving increases to 1d6 + your techcasting ability modifier. Both damage rolls increase by an additional 1d6 at 11th and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicShot.webp"} +{"_id":"PopHJSVZq9t1FFf5","name":"Tracker Droid Interface","permission":{"default":0},"type":"power","data":{"description":{"value":"

You interface a tracker droid with your tech focus, creating a permanent link.

\n

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

\n

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid's vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

\n

You can't maintain an interface between more than one tracker droid and your tech focus at a time.

\n

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid's vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"hour","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TrackerDroid%20Interface.webp"} +{"_id":"PrQodh2dn2Q7jJz7","name":"Tranquilizer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tranquilizing dart that knocks a creature unconscious. Roll 5d8; if the creature's remaining hit points are less than the total, the creature falls unconscious until the power ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can target an additional creature for each slot level above 1st. For each target, roll 5d8 separately.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["5d8",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Tranquilizer.webp"} +{"_id":"PxJ4AbgjLgZJmXX7","name":"Cryogenic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of cold energy at a creature within range. Make a ranged tech attack against the target. On a hit, it takes 1d8 cold damage, and gains 1 slowed level until the start of your next turn.

\n

The power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","cold"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBurst.webp"} {"_id":"QIbRAvOjWgTFkX7r","name":"Electromesh","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a mass of thick, adhesive mesh at a point of your choice within range. The mesh fill a 20-foot cube from that point for the duration. The mesh is difficult terrain and lightly obscures their area.

\n

If the mesh isn't anchored between two solid masses (such as walls) or layered across a floor, wall, or ceiling, the electromesh collapses on itself, and the power ends at the start of your next turn. Mesh layered over a flat surface has a depth of 5 feet.

\n

Each creature that starts its turn in the mesh or that enters it during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the mesh or until it breaks free.

\n

A creature restrained by the mesh can use its action to make a Strength check against your tech save DC. If it succeeds, it is no longer restrained.

\n

The mesh is flammable. Any 5-foot cube of electromesh exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electromesh.webp"} -{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} -{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} -{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} -{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} -{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} -{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} -{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} +{"_id":"QKVor2AGtFgrOjox","name":"Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this power can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this power for 1 minute. Otherwise, it is impassable until it is broken or the power is dispelled or suppressed. Casting release on the object suppresses lock for 10 minutes.

\n

While affected by this power, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Lock.webp"} +{"_id":"QXBHocnHw8ErKZSK","name":"Scrambling Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 10-foot-radius shimmering sphere of power suppression surrounds you. Within the sphere, powers can't be cast and enhanced items become mundane. Until the power ends, the sphere moves with you, centered on you.

\n

Powers and other enhanced effects are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed power is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

\n

Targeted Effects. Powers and other enhanced effects that target a creature or an object in the sphere have no effect on that target.

\n

Enhanced Areas. The area of another power or enhanced effect, such as explosion, can't extend into the sphere. If the sphere overlaps an enhanced area, the part of the area that is covered by the sphere is suppressed.

\n

Powers. Any active power or other enhanced effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

\n

Enhanced Items. The properties and powers of enhanced items are suppressed in the sphere. For example, a +1 lightsaber in the sphere functions as an unenhanced lightsaber.

\n

An enhanced weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If an enhanced weapon or a piece of enhanced ammunition fully leaves the sphere (for example, if you fire an enhanced shot or throw an enhanced vibrospear at a target outside the sphere), the enhancement of the item ceases to be suppressed as soon as it exits.

\n

Enhanced Travel. Teleportation fails to work in the sphere, whether the sphere is the destination or the departure point for such enhanced travel. A portal to another location temporarily closes while in the sphere.

\n

Creatures and Objects. A creature or object summoned or created by powers temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

\n

Tech Override/Diminish Tech. Powers and enhanced effects such as tech override have no effect on the sphere. Likewise, the spheres created by different scrambling field powers don't nullify each other.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScramblingField.webp"} +{"_id":"Qv9sVYqBifg44aEZ","name":"Read Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You read the memory of an incapacitated droid or construct within range. The target must have its memory core (and/or other appropriate components) intact.

\n

Until the power ends, you can ask up to five questions. Depending on what it would know or has witnessed, the target provides visual, audio, or text-based data in response. The target can't provide new information, and can't speculate about future events.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ReadMemory.webp"} +{"_id":"RCV218zYuFFEyWUY","name":"Release","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of binders, a lock, or another object that contains a mundane or enhanced means that prevents access.

\n

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

\n

If you choose a target that is held shut with lock, that power is suppressed for 10 minutes, during which time the target can be opened and shut normally.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Release.webp"} +{"_id":"Rs9CicKafsOq5FCa","name":"Shocking Ray","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create three ionic rays and hurl them at targets within range. You can hurl them at one target or several. Make a ranged tech attack for each ray. On a hit, the target takes 2d4 ion damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d4","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShockingRay.webp"} +{"_id":"Rygvn8mB2NySWQ2s","name":"Element of Surprise","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a sabotage charge at the creature that attacked you. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take in response to being damaged by a creature within 60 feet of you that you can see"},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d10","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Elementof%20Surprise.webp"} +{"_id":"RzBnmCbTfv3atGv3","name":"Tactical Barrier","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TacticalBarrier.webp"} {"_id":"SCXAO2y6feVJJum3","name":"Execute Command","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dictate a one-word command to a droid or construct you can see within range. The target must succeed on an Intelligence saving throw or follow the command on its next turn. If the construct has the 'Piloted' trait, and has a pilot controlling it that is not incapacitated, it gains a bonus to the saving throw equal to the pilot's Intelligence modifier. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the power ends.

\n

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

\n

Deactivate. The target falls prone and then ends its turn.

\n

Drop. The target drops whatever it is holding and then ends its turn.

\n

Flee. The target spends its turn moving away from you by the fastest available means.

\n

Halt. The target doesn't move and takes no actions. A flying target stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you can affect one additional droid or construct for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ExecuteCommand.webp"} -{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} -{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} -{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} -{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} -{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} -{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} +{"_id":"SDGi4dYAvqZtkMRD","name":"Reboot","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a Medium or smaller droid or construct you can see. The target must make a Charisma saving throw. On a failed save, it is incapacitated until the start of your next turn. Each time the creature takes damage or is the target of a hostile power while incapacitated in this way, it can repeat this saving throw, ending the effect on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Reboot.webp"} +{"_id":"SE3mktWuG9wEE6R5","name":"Incendiary Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a swirling cloud of smoke shot through with white-hot embers in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

\n

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the power's area for the first time on a turn or ends its turn there.

\n

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d8","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IncendiaryCloud.webp"} +{"_id":"SFwBxNBEuVHbgxXi","name":"Cryogenic Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You release a shard of cryogenic energy at one creature within range. Make a ranged tech attack against the target. On a hit, the target takes 1d10 kinetic damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":"2d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CryogenicBlast.webp"} +{"_id":"SOpkOaf7xzF1UTYG","name":"Wire Bind","permission":{"default":0},"type":"power","data":{"description":{"value":"

You produce up to 4 wires, which bind creatures of your choice that you can see within range. A creature can be targeted by more than one wire.

\n

Each target must make a Dexterity saving throw for each wire that targets it. On a failed save, the creature is restrained and falls prone as it is wrapped securely by the wire.

\n

A creature restrained by a wire can use its action to make a Strength or Dexterity check (its choice) against your tech save DC. On a success, it is no longer restrained by that wire. A wire can also be destroyed; each one has AC 15 and 10 hit points, and has immunity to all damage not dealt by melee weapons.

\n

A wire that misses its target or is escaped falls slack and disintegrates, as do all remaining wires when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireBind.webp"} +{"_id":"SZHMFvx9mkPSwUli","name":"Mass Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose up to six droids or constructs in a 30-foot-radius sphere centered on a point. Each target regains hit points equal to 3d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MassRepair%20Droid.webp"} +{"_id":"T9yaDZKiKSX8zFud","name":"Temporary Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The power then ends.

\n

This power's die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TemporaryBoost.webp"} {"_id":"TpJV9QdBqbnL7aLQ","name":"Debilitating Gas","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a 20-foot-radius sphere of gas centered on a point. The cloud spreads around corners and its area is heavily obscured. It lingers in the air for the duration.

\n

Each creature completely in the cloud at the start of its turn must make a Constitution save against poison. On a failure, the creature does nothing that turn. Creatures that don't need to breathe or are immune to poison automatically succeed.

\n

A wind of 10mph disperses the cloud after 4 rounds. A wind of 20mph disperses it after 1 round.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DebilitatingGas.webp"} -{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} -{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} -{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} +{"_id":"UACmTGjhcYjQyLj3","name":"Electroshock","permission":{"default":0},"type":"power","data":{"description":{"value":"

Lightning springs from you to deliver a shock to a creature you try to touch. Make a melee tech attack against the target. You have advantage on the attack roll if the target is made of metal or wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and becomes shocked until the start of its next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Electroshock.webp","effects":[]} +{"_id":"UNgPNWRmkQUNpNny","name":"Pressure Crush","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to crush the body of a creature you touch. The target must make a Strength saving throw. If the creature is grappled or restrained by you or an effect you control, it makes the saving throw with disadvantage. On a failed save, the creature takes 1d12 kinetic damage.

\n

This power's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d12","kinetic"]],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d12"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PressureCrush.webp"} +{"_id":"USt5H36LIw7ma5gh","name":"Buffer","permission":{"default":0},"type":"power","data":{"description":{"value":"

You gain 1d4 + 4 temporary hit points for the duration.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Buffer.webp"} {"_id":"V0gdMfr4o2iV2AOb","name":"Echo Blast","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a reverberating pulse of sound at a target within range. The target must succeed on a Wisdom saving throw or take 1d8 sonic damage.

\n

This power can hit multiple targets in succession when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, and the last target must be no further than 30 feet away from you. You can not target the same creature twice in succession.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EchoBlast.webp","effects":[]} {"_id":"VPpaedIPR048RLKF","name":"Energizing Aura","permission":{"default":0},"type":"power","data":{"description":{"value":"

Energizing light radiates out from you in a 30-foot radius. Creatures of your choice in that radius when you cast this power have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergizingAura.webp"} -{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} -{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} -{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} -{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} -{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} -{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} +{"_id":"WOnLRapxYnS99uFT","name":"Corrosive Sphere","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a globule of acid and hurl it at a point within range, where it explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["10d4","acid"]],"versatile":"5d4"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CorrosiveSphere.webp"} +{"_id":"XERRPbogZO8ePUxp","name":"Synchronicity","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch isn't inconvenienced by mundane delays. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds and attacks of opportunity provoked by the target's movement are made with disadvantage.

\n

The power also grants advantage to stealth checks, since cover is always available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

\n

If two or more creatures under the effect of the power are attempting to avoid being inconvenienced by each other, the creatures make Charisma checks each time the effects would oppose each other. The higher check of the two's power takes effect.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Synchronicity.webp"} +{"_id":"XLcIk8WOOrtowBdv","name":"Illusory Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you create an illusory duplicate of yourself in your space that only the target can see. The target has disadvantage on the next attack roll it makes against you before the start of your next turn.

\n

This power creates multiple duplicates when you reach higher levels. At 5th level, you create a second illusory duplicate, and the target has disadvantage on the next two attacks it makes against you before the start of your next turn. The number of duplicates and attacks with disadvantage increases to three at 11th level and four at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IllusoryStrike.webp"} +{"_id":"XkEm103IydE75jWD","name":"Paralyze Creature","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a creature that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeCreature.webp"} +{"_id":"Xn8F3DKTsC7GD00Q","name":"Toxin Purge","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a creature. If it is poisoned or diseased, you neutralize the poison or disease. If more than one poison or disease afflicts the target, you neutralize one poison or disease that you know is present, or you neutralize one at random.

\n

For the duration, the target has advantage on saving throws against being poisoned or diseased, and it has resistance to poison damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinPurge.webp"} +{"_id":"YD32do4QEG5WATCG","name":"Greater Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch four projectiles at points you can see within range. Each creature within a 20-foot-radius sphere of each point must make a Dexterity saving throw. A creature takes 15d6 fire damage and 15d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["15d6","fire"],["15d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSalvo.webp"} {"_id":"YMMEHilPkH2NTrFI","name":"Carbonite Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate an explosion of cryogenic energy in a 60-foot-radius sphere centered on a point you can see within range. Each creature in the affected area must make a Constitution saving throw. On a failed save, the creature takes 8d6 + 20 cold damage and is restrained for 1 minute as it is encased in carbonite. On a successful save, the creature takes half damage and is restrained until the end of its next turn.

\n

As an action, a restrained creature can make a Strength check against your tech save DC, ending this effect on itself on a success.

\n

A creature reduced to 0 hit points by this power dies instantly, as its body shatters into frozen chunks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":250,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6 + 20","cold"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarboniteExplosion.webp"} {"_id":"YP3RHcb3X5tj6tIS","name":"Enhance Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a droid or construct and upgrade one of its aspects. Choose one of the following effects; the target gains that effect until the power ends.

\n\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceDroid.webp"} -{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} -{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} -{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} -{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} -{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} -{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} +{"_id":"YfSDSxySy8ZdOyDB","name":"Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six tiny sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SabotageCharges.webp"} +{"_id":"YjW6V6Qc5XFpC6mG","name":"Mislead","permission":{"default":0},"type":"power","data":{"description":{"value":"

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a power.

\n

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

\n

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Mislead.webp"} +{"_id":"YkRvH2zbzT6CWdpM","name":"Skill Protocol","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance a droid or construct's protocols. You touch one willing droid or construct and give it expertise in one skill of your choice; until the power ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

\n

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SkillProtocol.webp"} +{"_id":"YzYlv2tK8mS5BS6Z","name":"Greater Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expell a massive explosion at a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 40d6 fire damage and is knocked prone on a failed save, or half as much damage on a successful one but remain standing.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":40,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["40d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":9,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterExplosion.webp"} +{"_id":"Z1iEHe9eYojoiXJ1","name":"Spectrum Bolt","permission":{"default":0},"type":"power","data":{"description":{"value":"

You fire an undulating, warbling bolt of energy at a creature within range. Make a ranged tech attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d8Damage Type
1Acid
2Cold
3Fire
4Energy
5Ion
6Lightning
7Poison
8Sonic
\n

If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this power.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8 + 1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SpectrumBolt.webp"} +{"_id":"ZFGBrIjKVhzOE7O0","name":"Scan Area","permission":{"default":0},"type":"power","data":{"description":{"value":"

Program a creature or object that you are familiar with into your tech focus. Using a sonar scan, the tech focus attempts to find a path to the creature's or objects location, as long as that creature or object is within 1,000 feet of you. If the creature or object is moving, you know the direction of its movement.

\n

The power can locate a specific creature or object known to you, or the nearest creature/object of a specific kind (such as a droid or a bothan), so long as you have seen such a creature up close - within 30 feet - at least once.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ScanArea.webp"} {"_id":"ZH0jkLKHJ54BmkYX","name":"Alarm","permission":{"default":0},"type":"power","data":{"description":{"value":"

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the power ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the power, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

\n

A silent alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

\n

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Alarm.webp"} {"_id":"ZgRhvuUTEgv2aZ03","name":"Enhance Weapon","permission":{"default":0},"type":"power","data":{"description":{"value":"

An unenhanced weapon you touch becomes an enhanced weapon. Choose one of these damage types: acid, cold, energy, fire, ion, kinetic, or lightning. For the duration, an unenhanced weapon you touch has a +1 to attack rolls and deals an extra 1d4 damage of the chosen type.

\n

Overcharge Tech. When you cast this power using a 5th or 6th level tech slot, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnhanceWeapon.webp"} {"_id":"Zk697eWSqME5gpkF","name":"Condense/Vaporize","permission":{"default":0},"type":"power","data":{"description":{"value":"

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames. You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the amount of water you can create increases by 10 gallons, or the size of the cube increases by 5 feet, for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"object"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CondenseVaporize.webp"} {"_id":"a4nZ05eHgTXZo4TU","name":"Cage","permission":{"default":0},"type":"power","data":{"description":{"value":"

An immobile, Invisible, cube-shaped prison composed of energy springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

\n

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

\n

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any powers cast into or out of the area.

\n

When you cast the power, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

\n

A creature inside the cage can't leave it by unenhanced means. If the creature tries to teleport to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that power to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the power or effect.

\n

This power can't be dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":20,"units":"ft","type":"cube"},"range":{"value":100,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Cage.webp"} -{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} -{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} -{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} -{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp"} -{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} +{"_id":"aJqCpoejohXYuJ1J","name":"Sonic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and you begin to emanate a disturbing hum. If a hostile creature ends its turn within 5 feet of you before the start of your next turn, it takes 1d4 sonic damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 sonic damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicStrike.webp"} +{"_id":"b0T7rxNgDtGx3mwh","name":"Stack the Deck","permission":{"default":0},"type":"power","data":{"description":{"value":"

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Stackthe%20Deck.webp"} +{"_id":"bp55Q4R0gBpd0FiM","name":"Oil Slick","permission":{"default":0},"type":"power","data":{"description":{"value":"

You cover the ground in a 10-foot square within range in oil. For the duration, it is difficult terrain.

\n

When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw.

\n

The oil is flammable. Any 5 foot square of the oil exposed to fire burns away in one round. Each creature who enters the fire or starts it turn there must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":10,"units":"ft","type":"square"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/OilSlick.webp"} +{"_id":"c17MNNJ8FplU5Txm","name":"Absorb Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

\n

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AbsorbEnergy.webp"} +{"_id":"c4SsNyGyxVhoTcT7","name":"Shared Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power wards a willing creature you touch and creates an energy link between you and the target until the power ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

\n

The power ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the power is cast again on either of the connected creatures. You can also dismiss the power as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SharedShielding.webp"} {"_id":"c7vvcY0lZDii7SOI","name":"Energy Shield","permission":{"default":0},"type":"power","data":{"description":{"value":"

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you are hit by an attack"},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergyShield.webp"} -{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} -{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} -{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} +{"_id":"cBi1Qb9wV9V6eIlb","name":"Greater Sabotage Charges","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create six medium sabotage charges that last for the power's duration. When you cast the power, and as a bonus action on subsequent turns, you can hurl up to two of the charges to points you choose within 120 feet. Each charge explodes if it reaches the point or hits a solid surface. Each creature within 10 feet of the explosion must make a Dexterity save. The explosion deals 4d6 fire damage on a failure, or half damage on a success.

\n

Overcharge Tech. The number of charges created increases by two for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":6,"max":6,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterSabotage%20Charges.webp"} +{"_id":"cCxSroyB5NOBFgBe","name":"Energetic Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

A creature you touch gains 10 temporary hit points. While it has these hit points, the creature can add 1d4 to its saving throws. Any remaining temporary hit points are lost when the power ends.

\n

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, the target gains 5 additional temporary hit points for each slot level above 2nd. When you cast this power at 4th level or higher, the die size increases for every two slot levels above 3rd (d6 at 4th level, d8 at 6th level, d10 at 8th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/EnergeticBurst.webp"} +{"_id":"cOazeFQn9Atja7Wd","name":"Magnetic Field","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a strong magnetic field around you in a 10-foot radius which moves with you, remaining centered on you. The field lasts for the power's duration.

\n

The field has the following effects:

\n\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MagneticField.webp"} {"_id":"cSol0QcQ8XaCtAPU","name":"Frequency Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can detect electronic transmissions. When you cast the power and as your action on each turn until the power ends, you can focus on any one creature that you can see within 30 feet of you. If the creature you choose does not possess a commlink, or is not a droid or construct, the creature is unaffected.

\n

If the creature possesses a commlink or other communications device, you receive any transmissions it broadcasts or receives for the duration.

\n

Additionally, if the target is a droid or construct, you can read its \"thoughts.\" You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), and something that looms large in its mind (such as its current objectives). If it succeeds, the power ends. Either way, the target (or its pilot, if it has one) knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the power ends.

\n

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this power is particularly effective as part of an interrogation.

\n

You can also use this power to detect the presence of droids, constructs, or creatures bearing communications devices you can't see. When you cast the power or as your action during the duration, you can search for transmissions within 30 feet of you. The power can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

\n

Once you detect the presence of a creature in this way, you can read its thoughts or transmissions for the rest of the duration as described above, even if you can't see it, but it must still be within range.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/FrequencyScan.webp"} -{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} -{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} -{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} -{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} -{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} -{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} -{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} -{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} -{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} +{"_id":"cWpl0AM6R0DkEbzM","name":"Salvo","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch three projectiles at points you can see within range. Each creature within a 10-foot radius sphere of each point must make a Dexterity saving throw. A creature takes 3d6 fire and 3d6 kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once.

\n

The power damages objects in the area and ignites flammable objects that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 6th level or higher, you create four projectiles. When you cast this power using a tech slot of 8th level or higher, you create five projectiles.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"sphere"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d6","fire"],["3d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Salvo.webp"} +{"_id":"d0FiFRm54YKcE0Zs","name":"Shatter","permission":{"default":0},"type":"power","data":{"description":{"value":"

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 sonic damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

\n

An unenhanced object that isn't being worn or carried also takes the damage if it's in the power's area.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":10,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d8","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Shatter.webp"} +{"_id":"d2hRQpNWYK6JxnCu","name":"Poison Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

Make a ranged tech attack against a creature within range. On hit, the target takes 2d8 poison damage and must make a Constitution save. On a failed save, it is also poisoned until the end of your next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["2d8","poison"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PoisonDart.webp"} +{"_id":"d8xd9jPHRHF0WEgv","name":"Smuggle","permission":{"default":0},"type":"power","data":{"description":{"value":"

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Smuggle.webp"} +{"_id":"dDOMCEIMHUrrdvho","name":"Electrical Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of electricity. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 lightning damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","lightning"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ElectricalBurst.webp"} +{"_id":"dSH2Y7IKtXWFaE53","name":"Short Circuit","permission":{"default":0},"type":"power","data":{"description":{"value":"

You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

\n

This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ShortCircuit.webp"} +{"_id":"dmMPMnnXdELmOHMI","name":"Spot the Weakness","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to three creatures of your choice that you can see within range must make Dexterity saving throws. The first time each turn a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

\n

Overcharge Tech. When you cast this power with a tech slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd level or higher, the die size increases for every two slot levels above 1st (d6 at 3rd level, d8 at 5th level, d10 at 7th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Spotthe%20Weakness.webp"} +{"_id":"dmjZqZfUdHSfp0L1","name":"Acid Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

A shimmering green dart streaks toward a target within range and bursts in a spray of acid. Make a ranged tech attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the dart splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"rpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d4","acid"]],"versatile":"2d4"},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidDart.webp"} +{"_id":"ef7RW6hQ93EeDCVb","name":"Pheromone Burst","permission":{"default":0},"type":"power","data":{"description":{"value":"

You expel a burst of mood-altering pheromones around you. Each creature within range other than you must succeed on a Charisma saving throw or take 1d4 poison damage and become frightened of you until the start of its next turn. A creature that is immune to the poisoned condition is not frightened.

\n

This power's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":5,"units":"ft","type":"sphere"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/PheromoneBurst.webp"} {"_id":"fDkDt47dU5nPlvcy","name":"Capacity Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You empower a blaster weapon you are holding. For the duration, you can reload the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon.

\n

Overcharge Tech. When you cast this power using a tech slot of 5th level or higher, you can make two attacks with your bonus action, instead of one.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CapacityBoost.webp"} -{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} -{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} +{"_id":"fc1XTRTpr4FjyCSw","name":"Immolate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the power's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the power ends on a successful one. These enhanced flames can't be extinguished by unenhanced means.

\n

If damage from this power kills a target, the target is turned to ash.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["8d6","fire"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Immolate.webp"} +{"_id":"fdxHYa82RznE46mK","name":"Sending","permission":{"default":0},"type":"power","data":{"description":{"value":"

You send a short message of twenty-five words or less to a creature with which you are familiar that possesses a commlink. The creature hears the message, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

\n

You can send the message across any distance and even to other planets, but if the target is on a different planet than you, there is a 5 percent chance that the message doesn't arrive.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Sending.webp"} {"_id":"g0WJVphRgr0iSG1x","name":"Diminish Tech","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose one creature, object, or tech effect within range. Any tech power of 3rd level or lower on the target ends. For each tech power of 4th level or higher on the target, make an ability check using your techcasting ability. The DC equals 10 + the power's level. On a success, the power ends.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, you automatically end the effects of a tech power on the target if the power's level is equal to or less than the level of the tech slot you used.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"abil","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DiminishTech.webp"} -{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} -{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} -{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} -{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} -{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} +{"_id":"gOVe5Qv8Bwkn9gAf","name":"Acid Splash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a burst of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":2,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/AcidSplash.webp"} +{"_id":"gu0quvGXQMeqePqd","name":"Toxin Scan","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you can see the presence and location of poisons and diseases within 30 feet of you. You also identify the kind of poison or disease in each case.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ToxinScan.webp"} +{"_id":"hyh01gHWyf5MVpdm","name":"Invisibility to Cameras","permission":{"default":0},"type":"power","data":{"description":{"value":"

Up to four creatures of your choice become undetectable to electronic sensors and cameras. Anything the target is wearing or carrying is also undetectable, so long as it's on the target's person. The target is still visible to regular vision.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":4,"units":"","type":"creature"},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Invisibilityto%20Cameras.webp"} +{"_id":"i0Z07joWf3xkBk8C","name":"Ring of Fire","permission":{"default":0},"type":"power","data":{"description":{"value":"

A wall of flames erupts out of the ground in a ring around you with a radius of 15 feet and a height of 10 feet. Creatures who start their turn in the ring of fire or pass through it on their turn take 1d6 fire damage. Creatures within the ring of fire who willingly try to move through the fire to escape must succeed on a Wisdom saving throw to do so. Creatures who are immune to fear or fire automatically succeed on this saving throw.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the damage of the ring of fire increases by 1d6 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","fire"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ringof%20Fire.webp"} +{"_id":"i1fB3zDVdoeIc7KB","name":"Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

\n

This power doesn't decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn't part of a written language.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TranslationProgram.webp"} {"_id":"i60B1Lyu97U0VNCI","name":"Detect Traps","permission":{"default":0},"type":"power","data":{"description":{"value":"

You sense the presence, general location, and nature of any trap within 120 feet of you that is within line of sight. A trap, for this power, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended by its creator.

\n

While the power is active, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks to find any traps that are within line of sight.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":120,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DetectTraps.webp"} -{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} +{"_id":"i6VsaYG9PEr8NP1I","name":"Rime Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and the creature gains 1 slowed level until the end of its turn as the air around it turns frigid.

\n

This power deals additional damage when you reach higher levels. At 5th level the ranged attack deals an extra 1d6 cold damage. This damage increases by 1d6 again at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RimeShot.webp"} {"_id":"iG4M6N5PFqj9TfRW","name":"Bacta Pack","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a luminescent pack of bacta in any space, occupied or unoccupied, within range. The pack remains in its space until it is activated by any creature you choose. If the space you choose is occupied by a creature you have designated, it can use its reaction to immediately activate the pack; otherwise, a creature within 5 feet of the pack can use a bonus action to touch it and activate it.

\n

When the pack is activated by a designated creature, that creature regains hit points equal to 1d6 + your techcasting modifier, and the pack is consumed. If the power ends before the pack has been activated, it becomes useless and disintegrates. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, you may either increase the healing of a single pack by 1d6 for each slot level above 1st, or create another pack in a separate space, with one additional pack for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/BactaPack.webp"} {"_id":"iIB2uiS4UZM0Ylvf","name":"Carbon Fog","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain. Each creature that enters the power's area for the first time on a turn or starts its turn there takes 4d6 cold damage and gains 1 slowed level until the end of its turn. The fog lasts for the duration of the power or until it's dispersed by a wind of moderate or greater speed (at least 10 mph).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CarbonFog.webp"} -{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} -{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} -{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} -{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} -{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp"} -{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} -{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} -{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} -{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} -{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} -{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} -{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} -{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} +{"_id":"j3x2v1GJBVVZwwBb","name":"Greater Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

\n

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

\n

If any of this power's area overlaps with enhanced darkness made by a power of 3rd level or lower, the darkness is dispelled.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":60,"units":"ft","type":"radius"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterLight.webp"} +{"_id":"j9etZuLOpJpFO1Hx","name":"Greater Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create an image no larger than a 20 foot cube. It appears at a spot you can see and lasts for the duration. It seems completely real, sounds and other sensory effects included. You can't create a sensory effect strong enough to cause damage or a condition.

\n

As long as you are within range of the illusion, you can use your action to make the image to move to any other spot within range. As the image changes location, you can alter it so that its movements appear natural for the image.

\n

Physical interaction with the image reveals it as an illusion. A creature can use its action to determine that it's an illusion with a successful Investigation check. If a creature learns it's an illusion, it can see through the image, and the other sensory qualities become faint to it.

\n

Overcharge Tech. The power lasts until dispelled without requiring concentration if cast at 6th-level or higher.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":null,"units":"","type":""},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterHologram.webp"} +{"_id":"jBUTIsaIV0l0iFfR","name":"Repair Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier. This power only effects droids and constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d8"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RepairDroid.webp"} +{"_id":"jWQweA9GtEI825aa","name":"Vortex Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and each Large or smaller creature within 10 feet of the target must succeed on a Strength saving throw or be pulled to the nearest unoccupied space adjacent to the target.

\n

This power deals additional damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 damage. This damage increases by 1d6 again at 11th level and 17th level. The damage is the same type as the weapon's damage.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VortexShot.webp"} +{"_id":"kWABLhflNvLZbrU3","name":"Ionic Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it becomes wreathed in an ionic discharge. If the target willingly takes a reaction before the start of your next turn, it immediately takes 1d6 ion damage, and the power ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 ion damage to the target, and the damage the target takes for taking reactions increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/IonicStrike.webp"} +{"_id":"lehdnXpBfIxK3c11","name":"Flash","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a massive flash of light and explosion of sound at a point within range. Roll 6d10; the total is how many hit points of creatures this power can affect. Creatures within 20 feet of the point are affected in ascending order of their current hit points (ignoring unconscious creatures).

\n

Starting with the creature that has the lowest current hit points, each creature affected by this power is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"6d10","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"2d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Flash.webp"} +{"_id":"mFW2RREnUTmbXX4C","name":"Holographic Disguise","permission":{"default":0},"type":"power","data":{"description":{"value":"

Until the power ends or you use an action to dismiss it, you can disguise yourself through the use of a hologram emitter. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The hologram can include your clothes, armor, weapons, and other belongings on your person.

\n

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. A creature can use its action to make an Intelligence (Investigation) check against your tech save DC, seeing through the hologram on a success.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HolographicDisguise.webp"} +{"_id":"mYhTI7UHdM6MKIM1","name":"Group Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this power.

\n

The power disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The power lasts for the duration, unless you use your action to dismiss it sooner.

\n

The changes wrought by this power fail to hold up to physical inspection. For example, if you use this power to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this power to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

\n

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your tech save DC. If it succeeds, it becomes aware that the target is disguised.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"cha","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GroupHologram.webp"} +{"_id":"nHhp6mchLrFTFMoi","name":"Rewrite Memory","permission":{"default":0},"type":"power","data":{"description":{"value":"

You attempt to alter a droid or construct's memories. One droid or construct that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another power, this power ends, and none of the target's memories are modified.

\n

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

\n

The target's mind fills in any gaps in the altered memory. If the power ends before you have finished prescribing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the power ends.

\n

A modified memory doesn't necessarily affect how the target behaves, particularly if the memory contradicts the target's core programming, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the target enjoyed dousing itself in acid, is dismissed, perhaps as a glitch. The DM might deem a modified memory too nonsensical to affect a target in a significant manner.

\n

A remove virus or similar power cast on the target restores its true memory.

\n

Overcharge Tech. If you cast this power using a tech slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"int","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RewriteMemory.webp"} +{"_id":"nKB4KH7zUo3Q1BQh","name":"Minor Hologram","permission":{"default":0},"type":"power","data":{"description":{"value":"

This ability is a minor tech trick that creates one of the following effects within range.

\n\n

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"spec"},"target":{"value":null,"units":"","type":""},"range":{"value":10,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorHologram.webp"} +{"_id":"o1iXuIwO1nQohMDU","name":"Tonal Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 sonic damage on a failed save, or half as much damage on a successful one. The blast can be heard from up to 300 feet away.

\n

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this power, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":"self"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["3d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TonalTranslocate.webp"} +{"_id":"o9i0rEKiH5YLiVzj","name":"Motivator Boost","permission":{"default":0},"type":"power","data":{"description":{"value":"

You imbue a willing droid or construct with heightened speed and maneuverability. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, and it has advantage on Dexterity saving throws.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MotivatorBoost.webp"} +{"_id":"pMZsusj9lqkzUxlB","name":"Greater Translation Program","permission":{"default":0},"type":"power","data":{"description":{"value":"

This power grants the creature you touch the ability to understand any spoken registered language it hears. Moreover, when the target speaks, any creature that knows at least one registered language and can hear the target understands what it says.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslation%20Program.webp"} {"_id":"px6DKRGAVjyTh638","name":"Disperse Energy","permission":{"default":0},"type":"power","data":{"description":{"value":"

You have resistance to acid, cold, fire, lightning, and sonic damage for the power's duration.

\n

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":1,"units":"turn"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DisperseEnergy.webp"} -{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} -{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} -{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} -{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} -{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} -{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} -{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} -{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} -{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} -{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} -{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} -{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} -{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} -{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} +{"_id":"q15Watfzi4E5yzUm","name":"Light","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch one object that is no larger than 10 feet in any dimension. Until the power ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The power ends if you cast it again or dismiss it as an action.

\n

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the power.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"object"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Light.webp"} +{"_id":"qHu258wCccbyajwo","name":"Hold Droid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a droid or construct that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional droid or construct for each slot level above 2nd. The targets must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/HoldDroid.webp"} +{"_id":"qIi1DYpjY8198ACL","name":"Sonic Fists","permission":{"default":0},"type":"power","data":{"description":{"value":"

You enhance your fists - or analogous appendages - with sonic energy. For the duration, you have a natural weapon which deals 1d10 sonic damage on a hit. Every time you hit a creature that is no more than one size larger than you with a melee attack with this weapon, you can push it 5 feet away from you.

","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","sonic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/SonicFists.webp"} +{"_id":"rHq8p2F0XR0H4rMT","name":"Remove Virus","permission":{"default":0},"type":"power","data":{"description":{"value":"

At your touch, all tech-based curses affecting one creature or object end. If the object is a cursed enhanced item, its curse remains, but the power breaks its owner's attunement to the object so it can be removed or discarded.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/RemoveVirus.webp"} +{"_id":"suitG0utOY2LF7sC","name":"Stun Dart","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a tiny crippling dart at a target within range. If the target has 150 hit points or fewer, it is stunned. Otherwise, the power has no effect.

\n

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"cost":1,"condition":"","type":""},"duration":{"value":"Instantaneous"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":8,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/StunDart.webp"} +{"_id":"tAR395yRyPA5bWw3","name":"Target Lock","permission":{"default":0},"type":"power","data":{"description":{"value":"

You choose a creature you can see within range and mark it as your quarry. Until the power ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, the target gains no benefit from one-quarter, half, and three-quarters cover against you, and if the target is invisible, you can see it as if it were visible. If the target drops to 0 hit points before this power ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd or 4th level, you can maintain your concentration on the power for up to 8 hours. When you use a tech slot of 5th level or higher, you can maintain your concentration on the power for up to 24 hours.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":90,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6",""]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/TargetLock.webp"} +{"_id":"tM8bhPs9ehJjv11n","name":"Ward","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a powerful force field that deflects incoming attacks. Until the end of your next turn, you have resistance against kinetic, energy, and ion damage dealt by weapon attacks.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Ward.webp"} +{"_id":"tOQpsE1NUokmiUtF","name":"Glide","permission":{"default":0},"type":"power","data":{"description":{"value":"

One willing creature gains the ability to glide when falling. For the duration of the power, it falls at a rate of 30 feet per round and can move up to 30 feet horizontally as well on each of its turns. If the creature lands before the power ends, it takes no falling damage and can land on its feet, and the power ends for that creature.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"reaction","cost":1,"condition":" which you take when you or a creature within 30 feet of you falls"},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Glide.webp"} +{"_id":"to84bBMy9F4zYZ5I","name":"Combustive Shot","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a ranged weapon attack against one creature within your weapon's range, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and it ignites in flame. At the start of your next turn, the creature takes fire damage equal to your techcasting ability modifier. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the effect ends.

\n

This power's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the damage at the start of your next turn increases to 1d4 + your tech casting ability modifier. Both damage rolls increase by 1d6 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["@abilities.int.mod","fire"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/CombustiveShot.webp"} +{"_id":"uKVIsflQoqXlbejy","name":"Radiation","permission":{"default":0},"type":"power","data":{"description":{"value":"

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the power ends.

\n

When a creature moves into the power's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 necrotic damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this power go away when the power ends.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":30,"units":"ft","type":"radius"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["4d10","necrotic"]],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":4,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Radiation.webp"} +{"_id":"uLB7E27wecdLLbCE","name":"Minor Defibrillation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You generate a static charge that can aid or harm a creature you touch. Make a melee tech attack against the target. On a hit, the target takes 1d10 lightning damage. If the target is a living creature that has 0 hit points, it immediately gains one death saving throw success instead of taking damage.

\n

This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d10","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d10"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MinorDefibrillation.webp"} +{"_id":"vo6OJqBxuOiyMyxX","name":"Kolto Cloud","permission":{"default":0},"type":"power","data":{"description":{"value":"

As you expel kolto, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":6,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @abilities.int.mod","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":3,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d4"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoCloud.webp"} +{"_id":"w8aWJGuIPq2kp4Qj","name":"Delayed Explosion","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create a delayed explosion at a point within range. When the power ends, either because your concentration is broken or because you decide to end it, the explosion occurs. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

\n

The power's base damage is 12d6. If at the end of your turn the explosion has not yet occurred, the damage increases by 1d6.

\n

If the explosion is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the power ends immediately, causing the explosion.

\n

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

\n

Overcharge Tech. When you cast this power using a tech slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":20,"units":"ft","type":"radius"},"range":{"value":150,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["12d6",""]],"versatile":"1d6"},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":7,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/DelayedExplosion.webp"} +{"_id":"wtSlQwtA4N2ewADb","name":"Preparedness","permission":{"default":0},"type":"power","data":{"description":{"value":"

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":1,"condition":""},"duration":{"value":8,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Preparedness.webp"} {"_id":"xAgbr9pfUcwf2FjB","name":"Assess the Situation","permission":{"default":0},"type":"power","data":{"description":{"value":"

You take a sensory snapshot of a target within range. Your tech grants you a brief insight into the target's defenses. You have advantage on the next attack roll you make against the target before the end of your next turn.

\n

This power benefits additional attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"round"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/Assessthe%20Situation.webp"} -{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} -{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} -{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"minute","cost":10,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterAnalyze.webp"} -{"_id":"xs0igvxRAzGwZqik","name":"Venomous Strike","permission":{"default":0},"type":"power","data":{"description":{"value":"

As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"spec"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"util","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["1d4","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VenomousStrike.webp"} -{"_id":"xxrRddwkMSsJbPs0","name":"Kolto Infusion","permission":{"default":0},"type":"power","data":{"description":{"value":"

Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"heal","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+70","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":6,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/KoltoInfusion.webp"} +{"_id":"xW2LoI7JTHMqPcuC","name":"Mobile Lights","permission":{"default":0},"type":"power","data":{"description":{"value":"

You create up to four orbs of light within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

\n

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this power, and a light winks out if it exceeds the power's range.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"units":"","type":"self"},"range":{"value":120,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/MobileLights.webp"} +{"_id":"xXPplfLNPoXvhfjp","name":"Wire Line","permission":{"default":0},"type":"power","data":{"description":{"value":"

You launch a grappling wire toward a creature you can see within range. Make a melee tech attack against the target. If the attack hits, the creature takes 1d6 kinetic damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

\n

This power's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":30,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"mpak","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":0,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"atwill","formula":"1d6"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/WireLine.webp"} +{"_id":"xeBPmKsGTsXqEszc","name":"Greater Analyze","permission":{"default":0},"type":"power","data":{"description":{"value":"

Name or describe a person, place, or object. This power gives you a summary of significant lore about it. If the thing you named isn't known outside of one planetary system, you gain no information. The more information you already have, the more detailed the information you receive is.

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As part of the action used to cast this power, you must make a melee weapon attack against one creature within your reach, otherwise the power fails. On a hit, the target suffers the attack's normal effects, and if you were hidden from it, it takes an additional 1d4 poison damage.

\n

This power's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target, and the damage the target takes when you are hidden from it increases to 2d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level and 17th level.

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Choose a creature that you can see within range. A surge of kolto energy washes over the creature, causing it to regain 70 hit points. This power also ends blindness, deafness, and any diseases affecting the target. This power has no effect on droids or constructs.

\n

Overcharge Tech. When you cast this power using a tech slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

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For the duration, you see invisible creatures and objects as if they were visible.

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Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

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Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

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You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} -{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":"@prof","chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} +{"_id":"yMhKf3Nge4wkvMrB","name":"Greater Translocate","permission":{"default":0},"type":"power","data":{"description":{"value":"

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 60 feet to an unoccupied space that you can see. On each of your turns before the power ends, you can use a bonus action to teleport in this way again.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"bonus","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":5,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GreaterTranslocate.webp"} +{"_id":"zBQIDrnkr3L6URgG","name":"Gleaming Outline","permission":{"default":0},"type":"power","data":{"description":{"value":"

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the power is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

\n

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/GleamingOutline.webp"} +{"_id":"zXCnz8vBWC4fhvfw","name":"Paralyze Humanoid","permission":{"default":0},"type":"power","data":{"description":{"value":"

You emit a paralyzing dart at a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, the target is paralyzed. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the power ends on the target.

\n

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":60,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"save","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"con","dc":null,"scaling":"power"},"level":2,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"none","formula":""}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/ParalyzeHumanoid.webp"} +{"_id":"zmMsZQr1lwEzLrFB","name":"Voltaic Shielding","permission":{"default":0},"type":"power","data":{"description":{"value":"

A protective barrier surrounds you, manifesting as crackling lightning that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

\n

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot.

\n","chat":"","unidentified":""},"source":"PHB","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"int","actionType":"other","attackBonus":null,"chatFlavor":"","critical":null,"damage":{"parts":[["+5","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"level":1,"school":"tec","components":{"value":"","vocal":false,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"","prepared":false},"scaling":{"mode":"level","formula":"5"}},"flags":{"exportSource":{"world":"sw5e","system":"sw5e","coreVersion":"0.6.6","systemVersion":0.98}},"img":"systems/sw5e/packs/Icons/Tech%20Powers/VoltaicShielding.webp"} diff --git a/packs/packs/weapons.db b/packs/packs/weapons.db index be056c27..d27d9503 100644 --- a/packs/packs/weapons.db +++ b/packs/packs/weapons.db @@ -1,73 +1,150 @@ -{"_id":"1SBIOPVaJBJOzMX3","name":"Bowcaster","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Burst 4, Reload 4, Strength 11

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":16,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":50,"long":200,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":25},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"simpleB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false,"cptooltipmode":"hid","attunement":0,"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Blasters/Bowcaster.webp","effects":[]} -{"_id":"2yAiZeQHZbNXjqUs","name":"Assault Cannon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Burst 4, Reload 8, Strength 11

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":24,"price":500,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":12},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false,"cptooltipmode":"hid","attunement":0,"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Assault%20Cannon.webp","effects":[]} -{"_id":"5ITBFp9TFfWegA8a","name":"Doubleshoto","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Double (1d6 Energy)

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":1250,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d6 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"weaponType":"martialLW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":true,"fin":true,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":true,"lum":true,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false,"cptooltipmode":"hid","attunement":0,"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Martial%20Lightweapons/Doubleshoto.webp","effects":[]} -{"_id":"5N3UBYLZf785VxNK","name":"Revolver","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"

Rapid 6, Reload 6, Strength 11

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The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

\n
\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
\n
Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
\n
 
\n
Special, Strength 13, Two-handed
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\n

When you score a critical hit with this weapon, a creature becomes shocked until the end of its next turn.

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Before firing the torpedo launcher, you must first use your action to deploy it. While deployed, your speed is reduced by half. You can collapse the torpedo launcher as a bonus action.

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Mounted by the shoulder slot, a shoulder cannon does not require a free hand to use. Additionally, you have advantage on Strength ability checks and saving throws to avoid being disarmed of this weapon.

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Ammunition (range 60/240), Autotarget (15, +2), Burst 4, Reload 4, Special

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When you would make a Strength (Athletics) check to attempt to grapple a creature while wielding a weapon with the grappling property, you can instead make a melee weapon attack with it. If the attack hits, the creature becomes grappled by you, and it takes damage equal to your Strength modifier of the same type as the weapon’s damage.

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Reach, Special, Two-handed

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Rather than traditional power cells, the wrist launcher fires specialized projectiles in the form of darts, small missiles, or specialized canisters.

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The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

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\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
\n
Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
\n
 
\n
Special, Strength 13, Two-handed
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Rather than traditional power cells, the rocket launcher fires specialized projectiles in the form of rockets. When firing a rocket at long range, or if you don’t meet the rocket launcher’s strength requirement, creatures within the radius of the rocket’s explosion have advantage on the saving throw.

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Rather than traditional power cells, the grenade launcher fires grenades. When firing a grenade at long range, or if you don’t meet the grenade launcher’s strength requirement, creatures within the radius of the grenade’s explosion have advantage on the saving throw. If you lack proficiency in the grenade launcher, you must roll the damage dice twice and take the lesser total.

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Ammunition (range 80/320), Reload 1, Strength 11, Special, Two-handed

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The bo-rifle is a lasat weapon most commonly carried by the Honor Guard of Lasan, which has the unique property of functioning as both a rifle and a staff. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Rifle. While in this mode, the weapon uses traditional power cells.

\n

Staff. While in this mode, the weapon gains the shocking 13 property.

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\n
Rifle: 1d8 Energy, Ammunition (range 100/400), reload 6
\n
Staff: 1d8 Kinetic, Double (1d8 kinetic), shocking 13
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Rather than traditional power cells, the rotary cannon uses specialized power generator that allow it to fire continuously for 10 minutes. Replacing a power generator takes an action.

\n

The rotary cannon requires the use of a tripod unless you meet its strength requirement, which is included in the price. Over the course of 1 minute, you can deploy or collapse the rotary cannon on the tripod. While deployed, your speed is reduced to 0.

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Ammunition (range 100/400), Auto, Burst, Rapid, Special, Strength 19, Two-handed

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Reach, Shocking 13, Two-handed

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\n

The bo-rifle is a lasat weapon most commonly carried by the Honor Guard of Lasan, which has the unique property of functioning as both a rifle and a staff. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Rifle. While in this mode, the weapon uses traditional power cells.

\n

Staff. While in this mode, the weapon gains the shocking 13 property.

\n
\n
Rifle: 1d8 Energy, Ammunition (range 100/400), reload 6
\n
Staff: 1d8 Kinetic, Double (1d8 kinetic), shocking 13
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Double (1d6 kinetic), Finesse, Shocking 13, Two-handed

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Ammunition (range 80/320), Burst 4, Reload 8, Silent, Strength 15, Two-handed

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\n

The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.

\n

Antiarmor. While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade’s explosion have advantage on the saving throw.

\n

Blaster. While in this mode, the weapon uses traditional power cells.

\n

Sniper. While in this mode, the weapon uses traditional power cells.

\n
\n
Antiarmor: Special, Ammunition (range 60/240), reload 1, special
\n
Blaster: 1d8 Energy, Ammunition (range 80/320), reload 12
\n
Sniper: 1d12 Energy, Ammunition (range 120/480), reload 4
\n
 
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